mirror of
https://github.com/alliedmodders/hl2sdk.git
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212 lines
6.3 KiB
C++
212 lines
6.3 KiB
C++
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//========= 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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#include "cbase.h"
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#include "ai_sentence.h"
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#include "ai_squad.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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ConVar npc_sentences( "npc_sentences", "0" );
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC(CAI_SentenceBase)
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DEFINE_FIELD( m_voicePitch, FIELD_INTEGER ),
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DEFINE_FIELD( m_nQueuedSentenceIndex, FIELD_INTEGER ),
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DEFINE_FIELD( m_flQueueTimeout, FIELD_TIME ),
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DEFINE_FIELD( m_nQueueSoundPriority, FIELD_INTEGER ),
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END_DATADESC();
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//-----------------------------------------------------------------------------
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// Speech
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//-----------------------------------------------------------------------------
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CAI_SentenceBase::CAI_SentenceBase()
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{
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ClearQueue();
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}
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//-----------------------------------------------------------------------------
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// Debug output
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//-----------------------------------------------------------------------------
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void CAI_SentenceBase::SentenceMsg( const char *pStatus, const char *pSentence )
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{
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int nMode = npc_sentences.GetInt();
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switch( nMode )
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{
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case 0:
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return;
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case 1:
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DevMsg( "SENTENCE [%d %.2f] %s: %s\n", GetOuter()->entindex(), gpGlobals->curtime, pStatus, pSentence );
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break;
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case 2:
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DevMsg( GetOuter(), "SENTENCE [%d %.2f] %s: %s\n", GetOuter()->entindex(), gpGlobals->curtime, pStatus, pSentence );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Check for queued-up-sentences + speak them
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//-----------------------------------------------------------------------------
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void CAI_SentenceBase::ClearQueue()
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{
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m_nQueuedSentenceIndex = -1;
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}
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//-----------------------------------------------------------------------------
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// Check for queued-up-sentences + speak them
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//-----------------------------------------------------------------------------
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void CAI_SentenceBase::UpdateSentenceQueue()
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{
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if ( m_nQueuedSentenceIndex == -1 )
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return;
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// Check for timeout
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if ( m_flQueueTimeout < gpGlobals->curtime )
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{
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ClearQueue();
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return;
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}
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if ( GetOuter()->FOkToMakeSound( m_nQueueSoundPriority ) )
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{
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SENTENCEG_PlaySentenceIndex( GetOuter()->edict(), m_nQueuedSentenceIndex, GetVolume(), GetSoundLevel(), 0, GetVoicePitch() );
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const char *pSentenceName = engine->SentenceNameFromIndex( m_nQueuedSentenceIndex );
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SentenceMsg( "Speaking [from QUEUE]", pSentenceName );
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GetOuter()->JustMadeSound( m_nQueueSoundPriority );
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ClearQueue();
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}
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}
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//-----------------------------------------------------------------------------
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// Speech criteria
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//-----------------------------------------------------------------------------
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bool CAI_SentenceBase::MatchesCriteria( SentenceCriteria_t nCriteria )
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{
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switch( nCriteria )
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{
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case SENTENCE_CRITERIA_ALWAYS:
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return true;
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case SENTENCE_CRITERIA_NORMAL:
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return (GetOuter()->GetState() == NPC_STATE_COMBAT) || (GetOuter()->HasSpawnFlags( SF_NPC_GAG ) == 0);
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case SENTENCE_CRITERIA_IN_SQUAD:
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if ( (GetOuter()->GetState() != NPC_STATE_COMBAT) && GetOuter()->HasSpawnFlags( SF_NPC_GAG ) )
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return false;
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return GetOuter()->GetSquad() && (GetOuter()->GetSquad()->NumMembers() > 1);
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case SENTENCE_CRITERIA_SQUAD_LEADER:
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{
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if ( (GetOuter()->GetState() != NPC_STATE_COMBAT) && GetOuter()->HasSpawnFlags( SF_NPC_GAG ) )
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return false;
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CAI_Squad *pSquad = GetOuter()->GetSquad();
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return pSquad && (pSquad->NumMembers() > 1) && pSquad->IsLeader( GetOuter() );
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Play the actual sentence
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//-----------------------------------------------------------------------------
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int CAI_SentenceBase::PlaySentence( const char *pSentence )
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{
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int nSentenceIndex = SENTENCEG_PlayRndSz( GetOuter()->edict(), pSentence, GetVolume(), GetSoundLevel(), 0, GetVoicePitch());
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if ( nSentenceIndex < 0 )
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{
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SentenceMsg( "BOGUS", pSentence );
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return -1;
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}
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const char *pSentenceName = engine->SentenceNameFromIndex( nSentenceIndex );
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SentenceMsg( "Speaking", pSentenceName );
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return nSentenceIndex;
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}
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//-----------------------------------------------------------------------------
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// Speech
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//-----------------------------------------------------------------------------
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int CAI_SentenceBase::Speak( const char *pSentence, SentencePriority_t nSoundPriority, SentenceCriteria_t nCriteria )
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{
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if ( !MatchesCriteria(nCriteria) )
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return -1;
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// Speaking clears the queue
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ClearQueue();
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if ( nSoundPriority == SENTENCE_PRIORITY_INVALID )
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{
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return PlaySentence( pSentence );
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}
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int nSentenceIndex = -1;
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if ( GetOuter()->FOkToMakeSound( nSoundPriority ) )
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{
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nSentenceIndex = PlaySentence( pSentence );
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// Make sure sentence length utility works
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// float flSentenceTime = enginesound->GetSoundDuration( nSentenceIndex );
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GetOuter()->JustMadeSound( nSoundPriority, 2.0f /*flSentenceTime*/ );
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}
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else
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{
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SentenceMsg( "CULL", pSentence );
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}
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return nSentenceIndex;
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}
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//-----------------------------------------------------------------------------
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// Speech w/ queue
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//-----------------------------------------------------------------------------
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int CAI_SentenceBase::SpeakQueued( const char *pSentence, SentencePriority_t nSoundPriority, SentenceCriteria_t nCriteria )
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{
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if ( !MatchesCriteria(nCriteria) )
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return -1;
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// Speaking clears the queue
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ClearQueue();
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int nSentenceIndex = Speak( pSentence, nSoundPriority, nCriteria );
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if ( nSentenceIndex >= 0 )
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return nSentenceIndex;
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// Queue up the sentence for later playing
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int nQueuedSentenceIndex = SENTENCEG_PickRndSz( pSentence );
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if ( nQueuedSentenceIndex == -1 )
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return -1;
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int nSquadCount = GetOuter()->GetSquad() ? GetOuter()->GetSquad()->NumMembers() : 1;
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m_flQueueTimeout = gpGlobals->curtime + nSquadCount * 2.0f;
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m_nQueueSoundPriority = nSoundPriority;
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m_nQueuedSentenceIndex = nQueuedSentenceIndex;
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return -1;
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}
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