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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 ); } }
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