hl2_src-leak-2017/src/game/server/ai_sentence.cpp

212 lines
6.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_sentence.h"
#include "ai_squad.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar npc_sentences( "npc_sentences", "0" );
//-----------------------------------------------------------------------------
// Save/load
//-----------------------------------------------------------------------------
BEGIN_SIMPLE_DATADESC(CAI_SentenceBase)
DEFINE_FIELD( m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( m_nQueuedSentenceIndex, FIELD_INTEGER ),
DEFINE_FIELD( m_flQueueTimeout, FIELD_TIME ),
DEFINE_FIELD( m_nQueueSoundPriority, FIELD_INTEGER ),
END_DATADESC();
//-----------------------------------------------------------------------------
// Speech
//-----------------------------------------------------------------------------
CAI_SentenceBase::CAI_SentenceBase()
{
ClearQueue();
}
//-----------------------------------------------------------------------------
// Debug output
//-----------------------------------------------------------------------------
void CAI_SentenceBase::SentenceMsg( const char *pStatus, const char *pSentence )
{
int nMode = npc_sentences.GetInt();
switch( nMode )
{
case 0:
return;
case 1:
DevMsg( "SENTENCE [%d %.2f] %s: %s\n", GetOuter()->entindex(), gpGlobals->curtime, pStatus, pSentence );
break;
case 2:
DevMsg( GetOuter(), "SENTENCE [%d %.2f] %s: %s\n", GetOuter()->entindex(), gpGlobals->curtime, pStatus, pSentence );
break;
}
}
//-----------------------------------------------------------------------------
// Check for queued-up-sentences + speak them
//-----------------------------------------------------------------------------
void CAI_SentenceBase::ClearQueue()
{
m_nQueuedSentenceIndex = -1;
}
//-----------------------------------------------------------------------------
// Check for queued-up-sentences + speak them
//-----------------------------------------------------------------------------
void CAI_SentenceBase::UpdateSentenceQueue()
{
if ( m_nQueuedSentenceIndex == -1 )
return;
// Check for timeout
if ( m_flQueueTimeout < gpGlobals->curtime )
{
ClearQueue();
return;
}
if ( GetOuter()->FOkToMakeSound( m_nQueueSoundPriority ) )
{
SENTENCEG_PlaySentenceIndex( GetOuter()->edict(), m_nQueuedSentenceIndex, GetVolume(), GetSoundLevel(), 0, GetVoicePitch() );
const char *pSentenceName = engine->SentenceNameFromIndex( m_nQueuedSentenceIndex );
SentenceMsg( "Speaking [from QUEUE]", pSentenceName );
GetOuter()->JustMadeSound( m_nQueueSoundPriority );
ClearQueue();
}
}
//-----------------------------------------------------------------------------
// Speech criteria
//-----------------------------------------------------------------------------
bool CAI_SentenceBase::MatchesCriteria( SentenceCriteria_t nCriteria )
{
switch( nCriteria )
{
case SENTENCE_CRITERIA_ALWAYS:
return true;
case SENTENCE_CRITERIA_NORMAL:
return (GetOuter()->GetState() == NPC_STATE_COMBAT) || (GetOuter()->HasSpawnFlags( SF_NPC_GAG ) == 0);
case SENTENCE_CRITERIA_IN_SQUAD:
if ( (GetOuter()->GetState() != NPC_STATE_COMBAT) && GetOuter()->HasSpawnFlags( SF_NPC_GAG ) )
return false;
return GetOuter()->GetSquad() && (GetOuter()->GetSquad()->NumMembers() > 1);
case SENTENCE_CRITERIA_SQUAD_LEADER:
{
if ( (GetOuter()->GetState() != NPC_STATE_COMBAT) && GetOuter()->HasSpawnFlags( SF_NPC_GAG ) )
return false;
CAI_Squad *pSquad = GetOuter()->GetSquad();
return pSquad && (pSquad->NumMembers() > 1) && pSquad->IsLeader( GetOuter() );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Play the actual sentence
//-----------------------------------------------------------------------------
int CAI_SentenceBase::PlaySentence( const char *pSentence )
{
int nSentenceIndex = SENTENCEG_PlayRndSz( GetOuter()->edict(), pSentence, GetVolume(), GetSoundLevel(), 0, GetVoicePitch());
if ( nSentenceIndex < 0 )
{
SentenceMsg( "BOGUS", pSentence );
return -1;
}
const char *pSentenceName = engine->SentenceNameFromIndex( nSentenceIndex );
SentenceMsg( "Speaking", pSentenceName );
return nSentenceIndex;
}
//-----------------------------------------------------------------------------
// Speech
//-----------------------------------------------------------------------------
int CAI_SentenceBase::Speak( const char *pSentence, SentencePriority_t nSoundPriority, SentenceCriteria_t nCriteria )
{
if ( !MatchesCriteria(nCriteria) )
return -1;
// Speaking clears the queue
ClearQueue();
if ( nSoundPriority == SENTENCE_PRIORITY_INVALID )
{
return PlaySentence( pSentence );
}
int nSentenceIndex = -1;
if ( GetOuter()->FOkToMakeSound( nSoundPriority ) )
{
nSentenceIndex = PlaySentence( pSentence );
// Make sure sentence length utility works
// float flSentenceTime = enginesound->GetSoundDuration( nSentenceIndex );
GetOuter()->JustMadeSound( nSoundPriority, 2.0f /*flSentenceTime*/ );
}
else
{
SentenceMsg( "CULL", pSentence );
}
return nSentenceIndex;
}
//-----------------------------------------------------------------------------
// Speech w/ queue
//-----------------------------------------------------------------------------
int CAI_SentenceBase::SpeakQueued( const char *pSentence, SentencePriority_t nSoundPriority, SentenceCriteria_t nCriteria )
{
if ( !MatchesCriteria(nCriteria) )
return -1;
// Speaking clears the queue
ClearQueue();
int nSentenceIndex = Speak( pSentence, nSoundPriority, nCriteria );
if ( nSentenceIndex >= 0 )
return nSentenceIndex;
// Queue up the sentence for later playing
int nQueuedSentenceIndex = SENTENCEG_PickRndSz( pSentence );
if ( nQueuedSentenceIndex == -1 )
return -1;
int nSquadCount = GetOuter()->GetSquad() ? GetOuter()->GetSquad()->NumMembers() : 1;
m_flQueueTimeout = gpGlobals->curtime + nSquadCount * 2.0f;
m_nQueueSoundPriority = nSoundPriority;
m_nQueuedSentenceIndex = nQueuedSentenceIndex;
return -1;
}