source-engine/game/server/vehicle_sounds.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef VEHICLE_SOUNDS_H
#define VEHICLE_SOUNDS_H
#ifdef _WIN32
#pragma once
#endif
#include "vcollide_parse.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
enum vehiclesound
{
VS_SKID_FRICTION_LOW,
VS_SKID_FRICTION_NORMAL,
VS_SKID_FRICTION_HIGH,
VS_ENGINE2_START,
VS_ENGINE2_STOP,
VS_MISC1,
VS_MISC2,
VS_MISC3,
VS_MISC4,
VS_NUM_SOUNDS,
};
extern const char *vehiclesound_parsenames[VS_NUM_SOUNDS];
// This is a list of vehiclesounds to automatically stop when the vehicle's driver exits the vehicle
#define NUM_SOUNDS_TO_STOP_ON_EXIT 4
extern vehiclesound g_iSoundsToStopOnExit[NUM_SOUNDS_TO_STOP_ON_EXIT];
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct vehicle_gear_t
{
DECLARE_DATADESC();
float flMinSpeed;
float flMaxSpeed;
float flSpeedApproachFactor;
};
struct vehicle_crashsound_t
{
DECLARE_DATADESC();
float flMinSpeed;
float flMinDeltaSpeed;
int gearLimit;
string_t iszCrashSound;
};
enum sound_states
{
SS_NONE = 0,
SS_SHUTDOWN,
SS_SHUTDOWN_WATER,
SS_START_WATER,
SS_START_IDLE,
SS_IDLE,
SS_GEAR_0,
SS_GEAR_1,
SS_GEAR_2,
SS_GEAR_3,
SS_GEAR_4,
SS_SLOWDOWN,
SS_SLOWDOWN_HIGHSPEED, // not a real state, just a slot for state sounds
SS_GEAR_0_RESUME,
SS_GEAR_1_RESUME,
SS_GEAR_2_RESUME,
SS_GEAR_3_RESUME,
SS_GEAR_4_RESUME,
SS_TURBO,
SS_REVERSE,
SS_NUM_STATES,
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct vehiclesounds_t
{
void Init( void )
{
pGears.Purge();
crashSounds.Purge();
for ( int i = 0; i < VS_NUM_SOUNDS; i++ )
{
iszSound[i] = NULL_STRING;
}
for ( int i = 0; i < SS_NUM_STATES; i++ )
{
iszStateSounds[i] = NULL_STRING;
minStateTime[i] = 0.0f;
}
}
DECLARE_DATADESC();
CUtlVector<vehicle_gear_t> pGears;
CUtlVector<vehicle_crashsound_t> crashSounds;
string_t iszSound[ VS_NUM_SOUNDS ];
string_t iszStateSounds[SS_NUM_STATES];
float minStateTime[SS_NUM_STATES];
};
//-----------------------------------------------------------------------------
// Purpose: A KeyValues parse for vehicle sound blocks
//-----------------------------------------------------------------------------
class CVehicleSoundsParser : public IVPhysicsKeyHandler
{
public:
CVehicleSoundsParser( void );
virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue );
virtual void SetDefaults( void *pData );
private:
// Index of the gear we're currently reading data into
int m_iCurrentGear;
int m_iCurrentState;
int m_iCurrentCrashSound;
};
#endif // VEHICLE_SOUNDS_H