Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "mathlib/mathlib.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"
#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
// ===================================================================================
//
// Speaker class. Used for announcements per level, for door lock/unlock spoken voice.
//
class CSpeaker : public CPointEntity
{
DECLARE_CLASS( CSpeaker, CPointEntity );
public:
bool KeyValue( const char *szKeyName, const char *szValue );
void Spawn( void );
void Precache( void );
void ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void SpeakerThink( void );
virtual int ObjectCaps( void ) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
int m_preset; // preset number
string_t m_iszMessage;
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( speaker, CSpeaker );
BEGIN_DATADESC( CSpeaker )
DEFINE_FIELD( m_preset, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_iszMessage, FIELD_STRING, "message" ),
DEFINE_THINKFUNC( SpeakerThink ),
DEFINE_USEFUNC( ToggleUse ),
END_DATADESC()
//
// ambient_generic - general-purpose user-defined static sound
//
void CSpeaker::Spawn( void )
{
char* szSoundFile = (char*) STRING( m_iszMessage );
if ( !m_preset && ( m_iszMessage == NULL_STRING || strlen( szSoundFile ) < 1 ) )
{
Msg( "SPEAKER with no Level/Sentence! at: %f, %f, %f\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
SetNextThink( gpGlobals->curtime + 0.1 );
SetThink( &CSpeaker::SUB_Remove );
return;
}
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
SetThink(&CSpeaker::SpeakerThink);
SetNextThink( TICK_NEVER_THINK );
// allow on/off switching via 'use' function.
SetUse ( &CSpeaker::ToggleUse );
Precache( );
}
#define ANNOUNCE_MINUTES_MIN 0.25
#define ANNOUNCE_MINUTES_MAX 2.25
void CSpeaker::Precache( void )
{
if ( !FBitSet ( GetSpawnFlags(), SPEAKER_START_SILENT ) )
// set first announcement time for random n second
SetNextThink( gpGlobals->curtime + random->RandomFloat( 5.0, 15.0 ) );
}
void CSpeaker::SpeakerThink( void )
{
char* szSoundFile = NULL;
float flvolume = m_iHealth * 0.1;
int flags = 0;
int pitch = 100;
// 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() );
SetNextThink( gpGlobals->curtime + releaseTime + random->RandomFloat( 5, 10 ) );
return;
}
if (m_preset)
{
// go lookup preset text, assign szSoundFile
switch (m_preset)
{
case 1: szSoundFile = "C1A0_"; break;
case 2: szSoundFile = "C1A1_"; break;
case 3: szSoundFile = "C1A2_"; break;
case 4: szSoundFile = "C1A3_"; break;
case 5: szSoundFile = "C1A4_"; break;
case 6: szSoundFile = "C2A1_"; break;
case 7: szSoundFile = "C2A2_"; break;
case 8: szSoundFile = "C2A3_"; break;
case 9: szSoundFile = "C2A4_"; break;
case 10: szSoundFile = "C2A5_"; break;
case 11: szSoundFile = "C3A1_"; break;
case 12: szSoundFile = "C3A2_"; break;
}
} else
szSoundFile = (char*) STRING( m_iszMessage );
if (szSoundFile[0] == '!')
{
// play single sentence, one shot
UTIL_EmitAmbientSound ( GetSoundSourceIndex(), GetAbsOrigin(), szSoundFile,
flvolume, SNDLVL_120dB, flags, pitch);
// shut off and reset
SetNextThink( TICK_NEVER_THINK );
}
else
{
// make random announcement from sentence group
if ( SENTENCEG_PlayRndSz( edict(), szSoundFile, flvolume, SNDLVL_120dB, flags, pitch) < 0 )
Msg( "Level Design Error!\nSPEAKER has bad sentence group name: %s\n",szSoundFile);
// set next announcement time for random 5 to 10 minute delay
SetNextThink ( gpGlobals->curtime +
random->RandomFloat( ANNOUNCE_MINUTES_MIN * 60.0, ANNOUNCE_MINUTES_MAX * 60.0 ) );
// 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 );
}
return;
}
//
// ToggleUse - if an announcement is pending, cancel it. If no announcement is pending, start one.
//
void CSpeaker::ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int fActive = (GetNextThink() > 0.0);
// fActive is TRUE only if an announcement is pending
if ( useType != USE_TOGGLE )
{
// ignore if we're just turning something on that's already on, or
// turning something off that's already off.
if ( (fActive && useType == USE_ON) || (!fActive && useType == USE_OFF) )
return;
}
if ( useType == USE_ON )
{
// turn on announcements
SetNextThink( gpGlobals->curtime + 0.1 );
return;
}
if ( useType == USE_OFF )
{
// turn off announcements
SetNextThink( TICK_NEVER_THINK );
return;
}
// Toggle announcements
if ( fActive )
{
// turn off announcements
SetNextThink( TICK_NEVER_THINK );
}
else
{
// turn on announcements
SetNextThink( gpGlobals->curtime + 0.1 );
}
}
// KeyValue - load keyvalue pairs into member data
// NOTE: called BEFORE spawn!
bool CSpeaker::KeyValue( const char *szKeyName, const char *szValue )
{
// preset
if (FStrEq(szKeyName, "preset"))
{
m_preset = atoi(szValue);
return true;
}
else
return BaseClass::KeyValue( szKeyName, szValue );
}