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Merge branch 'master' into Mario/overkill
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / effects / qc / globalsound.qh
1 #pragma once
2
3 #ifdef SVQC
4         /** Use new sound handling. TODO: use when sounds play correctly on clients */
5         bool autocvar_g_debug_globalsounds = false;
6 #endif
7
8 // player sounds, voice messages
9
10 .string m_playersoundstr;
11 ..string m_playersoundfld;
12
13 REGISTRY(PlayerSounds, BITS(8) - 1)
14 #define PlayerSounds_from(i) _PlayerSounds_from(i, NULL)
15 #define REGISTER_PLAYERSOUND(id) \
16         .string _playersound_##id; \
17         REGISTER(PlayerSounds, playersound, id, m_id, new_pure(PlayerSound)) \
18         { \
19                 this.m_playersoundstr = #id; \
20                 this.m_playersoundfld = _playersound_##id; \
21         }
22 REGISTER_REGISTRY(PlayerSounds)
23 REGISTRY_SORT(PlayerSounds)
24 STATIC_INIT(PlayerSounds_renumber)
25 {
26         FOREACH(PlayerSounds, true, it.m_id = i);
27 }
28 REGISTRY_CHECK(PlayerSounds)
29
30 REGISTER_PLAYERSOUND(death)
31 REGISTER_PLAYERSOUND(drown)
32 REGISTER_PLAYERSOUND(fall)
33 REGISTER_PLAYERSOUND(falling)
34 REGISTER_PLAYERSOUND(gasp)
35 REGISTER_PLAYERSOUND(jump)
36 REGISTER_PLAYERSOUND(pain100)
37 REGISTER_PLAYERSOUND(pain25)
38 REGISTER_PLAYERSOUND(pain50)
39 REGISTER_PLAYERSOUND(pain75)
40
41 .bool instanceOfVoiceMessage;
42 .int m_playersoundvt;
43 #define REGISTER_VOICEMSG(id, vt) \
44         .string _playersound_##id; \
45         REGISTER(PlayerSounds, playersound, id, m_id, new_pure(VoiceMessage)) \
46         { \
47                 this.instanceOfVoiceMessage = true; \
48                 this.m_playersoundstr = #id; \
49                 this.m_playersoundfld = _playersound_##id; \
50                 this.m_playersoundvt = vt; \
51         }
52
53 const int VOICETYPE_PLAYERSOUND = 10;
54 const int VOICETYPE_TEAMRADIO = 11;
55 const int VOICETYPE_LASTATTACKER = 12;
56 const int VOICETYPE_LASTATTACKER_ONLY = 13;
57 const int VOICETYPE_AUTOTAUNT = 14;
58 const int VOICETYPE_TAUNT = 15;
59
60 REGISTER_VOICEMSG(attack, VOICETYPE_TEAMRADIO)
61 REGISTER_VOICEMSG(attackinfive, VOICETYPE_TEAMRADIO)
62 REGISTER_VOICEMSG(coverme, VOICETYPE_TEAMRADIO)
63 REGISTER_VOICEMSG(defend, VOICETYPE_TEAMRADIO)
64 REGISTER_VOICEMSG(freelance, VOICETYPE_TEAMRADIO)
65 REGISTER_VOICEMSG(incoming, VOICETYPE_TEAMRADIO)
66 REGISTER_VOICEMSG(meet, VOICETYPE_TEAMRADIO)
67 REGISTER_VOICEMSG(needhelp, VOICETYPE_TEAMRADIO)
68 REGISTER_VOICEMSG(seenflag, VOICETYPE_TEAMRADIO)
69 REGISTER_VOICEMSG(taunt, VOICETYPE_TAUNT)
70 REGISTER_VOICEMSG(teamshoot, VOICETYPE_LASTATTACKER)
71
72 // reserved sound names for the future (some models lack sounds for them):
73 // _VOICEMSG(flagcarriertakingdamage)
74 // _VOICEMSG(getflag)
75 // reserved sound names for the future (ALL models lack sounds for them):
76 // _VOICEMSG(affirmative)
77 // _VOICEMSG(attacking)
78 // _VOICEMSG(defending)
79 // _VOICEMSG(roaming)
80 // _VOICEMSG(onmyway)
81 // _VOICEMSG(droppedflag)
82 // _VOICEMSG(negative)
83 // _VOICEMSG(seenenemy)
84
85 .string m_globalsoundstr;
86 REGISTRY(GlobalSounds, BITS(8) - 1)
87 #define GlobalSounds_from(i) _GlobalSounds_from(i, NULL)
88 #define REGISTER_GLOBALSOUND(id, str) \
89         REGISTER(GlobalSounds, GS, id, m_id, new_pure(GlobalSound)) \
90         { \
91                 this.m_globalsoundstr = str; \
92         }
93 REGISTER_REGISTRY(GlobalSounds)
94 REGISTRY_SORT(GlobalSounds)
95 STATIC_INIT(GlobalSounds_renumber)
96 {
97         FOREACH(GlobalSounds, true, it.m_id = i);
98 }
99 REGISTRY_CHECK(GlobalSounds)
100 void PrecacheGlobalSound(string samplestring);
101 PRECACHE(GlobalSounds)
102 {
103         FOREACH(GlobalSounds, true, PrecacheGlobalSound(it.m_globalsoundstr));
104 }
105
106 REGISTER_GLOBALSOUND(STEP, "misc/footstep0 6")
107 REGISTER_GLOBALSOUND(STEP_METAL, "misc/metalfootstep0 6")
108 REGISTER_GLOBALSOUND(FALL, "misc/hitground 4")
109 REGISTER_GLOBALSOUND(FALL_METAL, "misc/metalhitground 4")
110
111 bool GetPlayerSoundSampleField_notFound;
112 void PrecachePlayerSounds(string f);
113 //#ifdef CSQC
114         .string GetVoiceMessageSampleField(string type);
115         .string GetPlayerSoundSampleField(string type);
116         void ClearPlayerSounds(entity this);
117         float LoadPlayerSounds(entity this, string f, bool strict);
118         void UpdatePlayerSounds(entity this);
119 //#endif
120 entity GetVoiceMessage(string type);
121
122 #ifdef SVQC
123
124         void _GlobalSound(entity this, entity gs, entity ps, string sample, float chan, float vol, float voicetype, bool fake);
125         #define GlobalSound(this, def, chan, vol, voicetype) _GlobalSound(this, def, NULL, string_null, chan, vol, voicetype, false)
126         #define GlobalSound_string(this, def, chan, vol, voicetype) _GlobalSound(this, NULL, NULL, def, chan, vol, voicetype, false)
127         #define PlayerSound(this, def, chan, vol, voicetype) _GlobalSound(this, NULL, def, string_null, chan, vol, voicetype, false)
128         #define VoiceMessage(this, def, msg) \
129                 MACRO_BEGIN \
130                 { \
131                         entity VM = def; \
132                         int voicetype = VM.m_playersoundvt; \
133                         bool ownteam = (voicetype == VOICETYPE_TEAMRADIO); \
134                         int flood = Say(this, ownteam, NULL, msg, true); \
135                         bool fake; \
136                         if (IS_SPEC(this) || IS_OBSERVER(this) || flood < 0) fake = true; \
137                         else if (flood > 0) fake = false; \
138                         else break; \
139                         _GlobalSound(this, NULL, VM, string_null, CH_VOICE, VOL_BASEVOICE, voicetype, fake); \
140                 } MACRO_END
141
142 #endif
143
144 string allvoicesamples;
145 STATIC_INIT(allvoicesamples)
146 {
147     FOREACH(PlayerSounds, it.instanceOfVoiceMessage, allvoicesamples = strcat(allvoicesamples, " ", it.m_playersoundstr));
148     allvoicesamples = strzone(substring(allvoicesamples, 1, -1));
149 }