//========= Copyright © 1996-2005, 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 #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 ) { 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 ) { 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 ); } }