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https://github.com/nillerusr/source-engine.git
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218 lines
5.8 KiB
C++
218 lines
5.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "mathlib/mathlib.h"
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#include "env_speaker.h"
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#include "ai_speech.h"
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#include "stringregistry.h"
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#include "gamerules.h"
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#include "game.h"
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#include <ctype.h>
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#include "entitylist.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ndebugoverlay.h"
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#include "soundscape.h"
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#include "AI_ResponseSystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SF_SPEAKER_START_SILENT 1
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#define SF_SPEAKER_EVERYWHERE 2
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extern ISaveRestoreOps *responseSystemSaveRestoreOps;
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#include "saverestore.h"
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LINK_ENTITY_TO_CLASS( env_speaker, CSpeaker );
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BEGIN_DATADESC( CSpeaker )
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DEFINE_KEYFIELD( m_delayMin, FIELD_FLOAT, "delaymin" ),
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DEFINE_KEYFIELD( m_delayMax, FIELD_FLOAT, "delaymax" ),
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DEFINE_KEYFIELD( m_iszRuleScriptFile, FIELD_STRING, "rulescript" ),
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DEFINE_KEYFIELD( m_iszConcept, FIELD_STRING, "concept" ),
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// Needs to be set up in the Activate methods of derived classes
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//DEFINE_CUSTOM_FIELD( m_pInstancedResponseSystem, responseSystemSaveRestoreOps ),
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// Function Pointers
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DEFINE_FUNCTION( SpeakerThink ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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END_DATADESC()
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void CSpeaker::Spawn( void )
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{
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const char *soundfile = (const char *)STRING( m_iszRuleScriptFile );
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if ( Q_strlen( soundfile ) < 1 )
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{
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Warning( "'speaker' entity with no Level/Sentence! at: %f, %f, %f\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetThink( &CSpeaker::SUB_Remove );
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return;
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}
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// const char *concept = (const char *)STRING( m_iszConcept );
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// if ( Q_strlen( concept ) < 1 )
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// {
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// Warning( "'speaker' entity using rule set %s with empty concept string\n", soundfile );
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// }
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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SetThink(&CSpeaker::SpeakerThink);
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SetNextThink( TICK_NEVER_THINK );
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// allow on/off switching via 'use' function.
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Precache( );
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}
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void CSpeaker::Precache( void )
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{
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if ( !FBitSet (m_spawnflags, SF_SPEAKER_START_SILENT ) )
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{
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// set first announcement time for random n second
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SetNextThink( gpGlobals->curtime + random->RandomFloat(5.0, 15.0) );
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}
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if ( !m_pInstancedResponseSystem && Q_strlen( STRING(m_iszRuleScriptFile) ) > 0 )
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{
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m_pInstancedResponseSystem = PrecacheCustomResponseSystem( STRING( m_iszRuleScriptFile ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Need a custom save restore so we can restore the instanced response system by name
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// after we've loaded the filename from disk...
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// Input : &save -
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//-----------------------------------------------------------------------------
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int CSpeaker::Save( ISave &save )
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{
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int iret = BaseClass::Save( save );
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if ( iret )
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{
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bool doSave = ( m_pInstancedResponseSystem && ( m_iszRuleScriptFile != NULL_STRING ) ) ? true : false;
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save.WriteBool( &doSave );
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if ( doSave )
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{
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save.StartBlock( "InstancedResponseSystem" );
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{
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SaveRestoreFieldInfo_t fieldInfo = { &m_pInstancedResponseSystem, 0, NULL };
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responseSystemSaveRestoreOps->Save( fieldInfo, &save );
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}
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save.EndBlock();
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}
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}
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return iret;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &restore -
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//-----------------------------------------------------------------------------
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int CSpeaker::Restore( IRestore &restore )
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{
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int iret = BaseClass::Restore( restore );
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if ( iret )
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{
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bool doRead = false;
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restore.ReadBool( &doRead );
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if ( doRead )
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{
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char szResponseSystemBlockName[SIZE_BLOCK_NAME_BUF];
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restore.StartBlock( szResponseSystemBlockName );
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if ( !Q_stricmp( szResponseSystemBlockName, "InstancedResponseSystem" ) )
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{
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if ( !m_pInstancedResponseSystem && Q_strlen( STRING(m_iszRuleScriptFile) ) > 0 )
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{
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m_pInstancedResponseSystem = PrecacheCustomResponseSystem( STRING( m_iszRuleScriptFile ) );
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if ( m_pInstancedResponseSystem )
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{
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SaveRestoreFieldInfo_t fieldInfo =
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{
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&m_pInstancedResponseSystem,
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0,
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NULL
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};
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responseSystemSaveRestoreOps->Restore( fieldInfo, &restore );
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}
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}
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}
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restore.EndBlock();
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}
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}
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return iret;
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}
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void CSpeaker::SpeakerThink( void )
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{
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// Wait for the talking characters to finish first.
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if ( !g_AIFriendliesTalkSemaphore.IsAvailable( this ) || !g_AIFoesTalkSemaphore.IsAvailable( this ) )
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{
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float releaseTime = MAX( g_AIFriendliesTalkSemaphore.GetReleaseTime(), g_AIFoesTalkSemaphore.GetReleaseTime() );
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// Add some slop (only up to one second)
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releaseTime += random->RandomFloat( 0, 1 );
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SetNextThink( releaseTime );
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return;
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}
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DispatchResponse( m_iszConcept.ToCStr() );
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SetNextThink( gpGlobals->curtime + random->RandomFloat(m_delayMin, m_delayMax) );
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// time delay until it's ok to speak: used so that two NPCs don't talk at once
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g_AIFriendliesTalkSemaphore.Acquire( 5, this );
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g_AIFoesTalkSemaphore.Acquire( 5, this );
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}
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void CSpeaker::InputTurnOn( inputdata_t &inputdata )
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{
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// turn on announcements
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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void CSpeaker::InputTurnOff( inputdata_t &inputdata )
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{
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// turn off announcements
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SetNextThink( TICK_NEVER_THINK );
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}
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//
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// If an announcement is pending, cancel it. If no announcement is pending, start one.
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//
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void CSpeaker::InputToggle( inputdata_t &inputdata )
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{
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int fActive = (GetNextThink() > 0.0 );
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// fActive is true only if an announcement is pending
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if ( fActive )
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{
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// turn off announcements
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SetNextThink( TICK_NEVER_THINK );
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}
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else
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{
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// turn on announcements
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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