Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "mathlib/mathlib.h"
#include "env_speaker.h"
#include "ai_speech.h"
#include "stringregistry.h"
#include "gamerules.h"
#include "game.h"
#include <ctype.h>
#include "entitylist.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ndebugoverlay.h"
#include "soundscape.h"
#include "AI_ResponseSystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_SPEAKER_START_SILENT 1
#define SF_SPEAKER_EVERYWHERE 2
extern ISaveRestoreOps *responseSystemSaveRestoreOps;
#include "saverestore.h"
LINK_ENTITY_TO_CLASS( env_speaker, CSpeaker );
BEGIN_DATADESC( CSpeaker )
DEFINE_KEYFIELD( m_delayMin, FIELD_FLOAT, "delaymin" ),
DEFINE_KEYFIELD( m_delayMax, FIELD_FLOAT, "delaymax" ),
DEFINE_KEYFIELD( m_iszRuleScriptFile, FIELD_STRING, "rulescript" ),
DEFINE_KEYFIELD( m_iszConcept, FIELD_STRING, "concept" ),
// Needs to be set up in the Activate methods of derived classes
//DEFINE_CUSTOM_FIELD( m_pInstancedResponseSystem, responseSystemSaveRestoreOps ),
// Function Pointers
DEFINE_FUNCTION( SpeakerThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
END_DATADESC()
void CSpeaker::Spawn( void )
{
const char *soundfile = (const char *)STRING( m_iszRuleScriptFile );
if ( Q_strlen( soundfile ) < 1 )
{
Warning( "'speaker' entity with no Level/Sentence! at: %f, %f, %f\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
SetNextThink( gpGlobals->curtime + 0.1f );
SetThink( &CSpeaker::SUB_Remove );
return;
}
// const char *concept = (const char *)STRING( m_iszConcept );
// if ( Q_strlen( concept ) < 1 )
// {
// Warning( "'speaker' entity using rule set %s with empty concept string\n", soundfile );
// }
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
SetThink(&CSpeaker::SpeakerThink);
SetNextThink( TICK_NEVER_THINK );
// allow on/off switching via 'use' function.
Precache( );
}
void CSpeaker::Precache( void )
{
if ( !FBitSet (m_spawnflags, SF_SPEAKER_START_SILENT ) )
{
// set first announcement time for random n second
SetNextThink( gpGlobals->curtime + random->RandomFloat(5.0, 15.0) );
}
if ( !m_pInstancedResponseSystem && Q_strlen( STRING(m_iszRuleScriptFile) ) > 0 )
{
m_pInstancedResponseSystem = PrecacheCustomResponseSystem( STRING( m_iszRuleScriptFile ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Need a custom save restore so we can restore the instanced response system by name
// after we've loaded the filename from disk...
// Input : &save -
//-----------------------------------------------------------------------------
int CSpeaker::Save( ISave &save )
{
int iret = BaseClass::Save( save );
if ( iret )
{
bool doSave = ( m_pInstancedResponseSystem && ( m_iszRuleScriptFile != NULL_STRING ) ) ? true : false;
save.WriteBool( &doSave );
if ( doSave )
{
save.StartBlock( "InstancedResponseSystem" );
{
SaveRestoreFieldInfo_t fieldInfo = { &m_pInstancedResponseSystem, 0, NULL };
responseSystemSaveRestoreOps->Save( fieldInfo, &save );
}
save.EndBlock();
}
}
return iret;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &restore -
//-----------------------------------------------------------------------------
int CSpeaker::Restore( IRestore &restore )
{
int iret = BaseClass::Restore( restore );
if ( iret )
{
bool doRead = false;
restore.ReadBool( &doRead );
if ( doRead )
{
char szResponseSystemBlockName[SIZE_BLOCK_NAME_BUF];
restore.StartBlock( szResponseSystemBlockName );
if ( !Q_stricmp( szResponseSystemBlockName, "InstancedResponseSystem" ) )
{
if ( !m_pInstancedResponseSystem && Q_strlen( STRING(m_iszRuleScriptFile) ) > 0 )
{
m_pInstancedResponseSystem = PrecacheCustomResponseSystem( STRING( m_iszRuleScriptFile ) );
if ( m_pInstancedResponseSystem )
{
SaveRestoreFieldInfo_t fieldInfo =
{
&m_pInstancedResponseSystem,
0,
NULL
};
responseSystemSaveRestoreOps->Restore( fieldInfo, &restore );
}
}
}
restore.EndBlock();
}
}
return iret;
}
void CSpeaker::SpeakerThink( void )
{
// Wait for the talking characters to finish first.
if ( !g_AIFriendliesTalkSemaphore.IsAvailable( this ) || !g_AIFoesTalkSemaphore.IsAvailable( this ) )
{
float releaseTime = MAX( g_AIFriendliesTalkSemaphore.GetReleaseTime(), g_AIFoesTalkSemaphore.GetReleaseTime() );
// Add some slop (only up to one second)
releaseTime += random->RandomFloat( 0, 1 );
SetNextThink( releaseTime );
return;
}
DispatchResponse( m_iszConcept.ToCStr() );
SetNextThink( gpGlobals->curtime + random->RandomFloat(m_delayMin, m_delayMax) );
// time delay until it's ok to speak: used so that two NPCs don't talk at once
g_AIFriendliesTalkSemaphore.Acquire( 5, this );
g_AIFoesTalkSemaphore.Acquire( 5, this );
}
void CSpeaker::InputTurnOn( inputdata_t &inputdata )
{
// turn on announcements
SetNextThink( gpGlobals->curtime + 0.1 );
}
void CSpeaker::InputTurnOff( inputdata_t &inputdata )
{
// turn off announcements
SetNextThink( TICK_NEVER_THINK );
}
//
// If an announcement is pending, cancel it. If no announcement is pending, start one.
//
void CSpeaker::InputToggle( inputdata_t &inputdata )
{
int fActive = (GetNextThink() > 0.0 );
// fActive is true only if an announcement is pending
if ( fActive )
{
// turn off announcements
SetNextThink( TICK_NEVER_THINK );
}
else
{
// turn on announcements
SetNextThink( gpGlobals->curtime + 0.1f );
}
}