nuclide/src/gs-entbase/shared/ambient_generic.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED ambient_generic (1 1 1) (-8 -8 -8) (8 8 8) AS_ARADIUS AS_SRADIUS AS_MRADIUS AS_LRADIUS AS_SILENT AS_NOTTOGGLED
Plays a sound sample of whatever format the engine is configured to support.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"message" : Sound file to play, or sentences.txt entry if prefixed with a '!'
"volume" : Playback volume from 0.0 to 1.0
"pitch" : Playback pitch from 0.0 to 2.0
-------- SPAWNFLAGS --------
AS_ARADIUS : Plays the sound everywhere. Heard by everyone.
AS_SRADIUS : Small playback radius.
AS_MRADIUS : Medium playback radius.
AS_LRADIUS : Large playback radius.
AS_SILENT : Start silent, trigger to make it play!
AS_NOTTOGGLED : Don't toggle playback. When triggered, only play the sample once.
-------- NOTES --------
If you want it to loop, you have to give the file itself a loop flag.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
enumflags
{
AS_ARADIUS,
AS_SRADIUS,
AS_MRADIUS,
AS_LRADIUS,
AS_SILENT,
AS_NOTTOGGLED
};
enumflags
{
AMBIENT_PATH,
AMBIENT_VOLUME,
AMBIENT_RADIUS,
AMBIENT_PITCH,
AMBIENT_ORIGIN,
AMBIENT_ENABLED
};
class ambient_generic:NSTalkMonster
{
/* networked attributes */
PREDICTED_STRING(m_strActivePath)
PREDICTED_FLOAT(m_flVolume)
PREDICTED_FLOAT(m_flRadius)
PREDICTED_FLOAT(m_flPitch)
PREDICTED_BOOL(m_bLoops)
bool m_bToggle;
/* spawn values */
string m_strSpawnPath;
float m_flSpawnVolume;
float m_flSpawnPitch;
void(void) ambient_generic;
/* overrides */
#ifdef SERVER
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
virtual void(entity, int) UseNormal;
virtual void(entity, int) UseLoop;
#else
virtual void(float, float) ReceiveEntity;
virtual float(void) predraw;
virtual void(string) SentenceSample;
#endif
virtual void(void) OnRemoveEntity;
};
void
ambient_generic::ambient_generic(void)
{
m_strActivePath = __NULL__;
m_flVolume = 0.0f;
m_flRadius = 0.0f;
m_flPitch = 0.0f;
m_bLoops = false;
m_bToggle = false;
m_strSpawnPath = __NULL__;
m_flSpawnVolume = 0.0f;
m_flSpawnPitch = 0.0f;
}
void
ambient_generic::OnRemoveEntity(void)
{
#ifdef SERVER
sound(this, CHAN_BODY, "common/null.wav", 0.1f, 0);
#endif
}
#ifdef SERVER
void
ambient_generic::Save(float handle)
{
super::Save(handle);
SaveString(handle, "m_strActivePath", m_strActivePath);
SaveString(handle, "m_strSpawnPath", m_strSpawnPath);
SaveFloat(handle, "m_flVolume", m_flVolume);
SaveFloat(handle, "m_flRadius", m_flRadius);
SaveFloat(handle, "m_flPitch", m_flPitch);
SaveInt(handle, "m_bToggle", m_bToggle);
SaveInt(handle, "m_bLoops", m_bLoops);
}
void
ambient_generic::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_bLoops":
m_bLoops = ReadInt(strValue);
break;
case "m_bToggle":
m_bToggle = ReadInt(strValue);
break;
case "m_flPitch":
m_flPitch = ReadFloat(strValue);
break;
case "m_flRadius":
m_flRadius = ReadFloat(strValue);
break;
case "m_flVolume":
m_flVolume = ReadFloat(strValue);
break;
case "m_strSpawnPath":
m_strSpawnPath = ReadString(strValue);
break;
case "m_strActivePath":
m_strActivePath = ReadString(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
ambient_generic::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "message":
m_strSpawnPath = strValue;
precache_sound(m_strSpawnPath);
message = __NULL__;
break;
case "volume":
m_flSpawnVolume = stof(strValue);
break;
case "pitch":
m_flSpawnPitch = stof(strValue);
break;
/* backwards compat */
case "health":
m_flSpawnVolume = stof(strValue) * 0.1f;
break;
/* TODO: currently unimplemented */
case "preset":
case "volstart":
case "fadein":
case "fadeout":
case "pitchstart":
case "spinup":
case "spindown":
case "lfotype":
case "lforate":
case "lfomodpitch":
case "lfomodvol":
case "cspinup":
break;
default:
super::SpawnKey(strKey, strValue);
break;
}
}
void
ambient_generic::Spawned(void)
{
super::Spawned();
precache_sound("common/null.wav");
}
void
ambient_generic::Respawn(void)
{
SetSize([0,0,0], [0,0,0]);
SetOrigin(GetSpawnOrigin());
m_strActivePath = m_strSpawnPath;
m_flPitch = m_flSpawnPitch;
m_flVolume = m_flSpawnVolume;
/* handle volume */
if (!m_flSpawnVolume) {
m_flVolume = 1.0f;
}
/* attenuation */
if (HasSpawnFlags(AS_ARADIUS)) {
m_flRadius = ATTN_NONE;
} else if (HasSpawnFlags(AS_SRADIUS)) {
m_flRadius = ATTN_IDLE;
} else if (HasSpawnFlags(AS_MRADIUS)) {
m_flRadius = ATTN_STATIC;
} else if (HasSpawnFlags(AS_LRADIUS)) {
m_flRadius = ATTN_NORM;
} else {
m_flRadius = ATTN_STATIC;
}
pvsflags = PVSF_USEPHS;
if (HasSpawnFlags(AS_NOTTOGGLED)) {
Trigger = UseNormal;
m_bLoops = false;
} else {
m_bLoops = true;
/* set our sample up */
if (HasSpawnFlags(AS_SILENT)) {
m_bToggle = false;
m_strActivePath = "common/null.wav";
} else {
m_bToggle = true;
m_strActivePath = m_strSpawnPath;
}
Trigger = UseLoop;
}
}
void
ambient_generic::UseNormal(entity act, int state)
{
NSLog("Sound once: %S Volume: %f; Radius: %d; Pitch: %d", \
m_strActivePath, m_flVolume, m_flRadius, m_flPitch);
if (substring(m_strActivePath, 0, 1) == "!") {
string seq = Sentences_GetSamples(m_strActivePath);
if (seq == "")
return;
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_SENTENCE);
WriteEntity(MSG_MULTICAST, this);
WriteString(MSG_MULTICAST, seq);
msg_entity = this;
multicast(origin, MULTICAST_PHS);
} else
sound(this, CHAN_BODY, m_strActivePath, m_flVolume, m_flRadius, m_flPitch);
}
void
ambient_generic::UseLoop(entity act, int state)
{
if (m_bToggle == TRUE) {
NSLog("^2ambient_generic::^3UseLoop^7: %s stops `%s`",
target, m_strActivePath);
m_strActivePath = "common/null.wav";
} else {
m_strActivePath = m_strSpawnPath;
NSLog("^2ambient_generic::^3UseLoop^7: %s plays `%s`",
target, m_strActivePath);
}
m_bToggle = 1 - m_bToggle;
}
void
ambient_generic::EvaluateEntity(void)
{
if (ATTR_CHANGED(origin))
SetSendFlags(AMBIENT_ORIGIN);
if (ATTR_CHANGED(m_strActivePath))
SetSendFlags(AMBIENT_PATH);
if (ATTR_CHANGED(m_flVolume))
SetSendFlags(AMBIENT_VOLUME);
if (ATTR_CHANGED(m_flRadius))
SetSendFlags(AMBIENT_RADIUS);
if (ATTR_CHANGED(m_flPitch))
SetSendFlags(AMBIENT_PITCH);
if (ATTR_CHANGED(m_bLoops))
SetSendFlags(AMBIENT_ENABLED);
SAVE_STATE(origin);
SAVE_STATE(m_strActivePath);
SAVE_STATE(m_flVolume);
SAVE_STATE(m_flRadius);
SAVE_STATE(m_flPitch);
SAVE_STATE(m_bLoops);
}
float
ambient_generic::SendEntity(entity ePEnt, float flChanged)
{
if (m_bLoops == true && m_bToggle == false)
return (0);
WriteByte(MSG_ENTITY, ENT_AMBIENTSOUND);
WriteFloat(MSG_ENTITY, flChanged);
if (flChanged & AMBIENT_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
WriteCoord(MSG_ENTITY, origin[2]);
}
if (flChanged & AMBIENT_PATH)
WriteString(MSG_ENTITY, m_strActivePath);
if (flChanged & AMBIENT_VOLUME)
WriteFloat(MSG_ENTITY, m_flVolume);
if (flChanged & AMBIENT_RADIUS)
WriteByte(MSG_ENTITY, m_flRadius);
if (flChanged & AMBIENT_PITCH)
WriteFloat(MSG_ENTITY, m_flPitch);
if (flChanged & AMBIENT_ENABLED)
WriteByte(MSG_ENTITY, m_bLoops);
return (1);
}
#else
void
ambient_generic::ReceiveEntity(float isnew, float flChanged)
{
if (flChanged & AMBIENT_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
origin[2] = readcoord();
setsize(this, [0,0,0], [0,0,0]);
setorigin(this, origin);
drawmask = MASK_ENGINE;
}
if (flChanged & AMBIENT_PATH)
m_strActivePath = readstring();
if (flChanged & AMBIENT_VOLUME)
m_flVolume = readfloat();
if (flChanged & AMBIENT_RADIUS)
m_flRadius = readbyte();
if (flChanged & AMBIENT_PITCH)
m_flPitch = readfloat();
if (flChanged & AMBIENT_ENABLED)
m_bLoops = readbyte();
NSLog("Sound received: %S Volume: %f; Radius: %d; Pitch: %d", m_strActivePath, m_flVolume, m_flRadius, m_flPitch);
if (m_bLoops == true)
soundupdate(this, CHAN_BODY, m_strActivePath, m_flVolume, m_flRadius, m_flPitch, 0, 0);
}
void
ambient_generic::SentenceSample(string sample)
{
/* honestly, the 0.25 for the radius is probably inaccurate (winged it), ATTN_NORM is too short though */
sound(this, CHAN_VOICE, sample, 1.0, m_flRadius, 100, SOUNDFLAG_FOLLOW);
}
float
ambient_generic::predraw(void)
{
ProcessWordQue();
/* pause/unpause CHAN_VOICE, because yes these ents are used for SPEECH */
if (serverkeyfloat(SERVERKEY_PAUSESTATE) != 1) {
/* resume; negative soundofs makes soundupdate act absolute */
if (m_bWasPaused == true)
soundupdate(this, CHAN_VOICE, "", 1.0, 0.25, 0, 0, -m_sndVoiceOffs);
m_bWasPaused = false;
} else {
/* called once when pausing */
if (m_bWasPaused == false)
m_sndVoiceOffs = getsoundtime(this, CHAN_VOICE); /* length into the sample */
/* make silent and keep updating so the sample doesn't stop */
soundupdate(this, CHAN_VOICE, "", 0.0, 0.25, 0, 0, -m_sndVoiceOffs);
m_bWasPaused = true;
}
return (PREDRAW_NEXT);
}
#endif
#ifdef CLIENT
void
ambient_generic_ReadEntity(float new)
{
ambient_generic me = (ambient_generic)self;
if (new) {
spawnfunc_ambient_generic();
}
me.ReceiveEntity(new, readfloat());
}
#endif