nuclide/src/gs-entbase/server/random_speaker.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 random_speaker (1 0 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
This entity plays a .wav file at random intervals.
# KEYS
- "targetname" : Name
- "target" : Target when triggered
- "killtarget" : Target to kill when triggered
- "rsnoise" : Path to the sound file.
- "volume" : Volume to play the sound as (normalized, 0.0 - 1.0).
- "wait" : Minimum time for sound repetition in %.
- "random" : Random % of this added to wait.
# NOTES
To explain the math behind it:
The 'wait' key specifies the minimum time it waits to play itself again,
however we always add a bit of a random interval on top.
The random interval is a set percentage of the specified 'wait' time.
For example, if 'wait' is 10 and 'random' is 50, then it'll always be
a random interval between 10 and 15 seconds in total.
# TRIVIA
It was introduced in Gunman Chronicles (2000).
*/
class
random_speaker:NSPointTrigger
{
public:
void random_speaker(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Trigger(entity, triggermode_t);
nonvirtual void PlaySample(void);
nonvirtual void Enable(void);
nonvirtual void Disable(void);
private:
string m_strSample;
float m_flVolume;
float m_flMinPos;
float m_flRandPercent;
};
void
random_speaker::random_speaker(void)
{
m_strSample = __NULL__;
m_flVolume = 1.0f;
m_flMinPos = 0.0f;
m_flRandPercent = 0.0f;
}
void
random_speaker::Save(float handle)
{
super::Save(handle);
SaveString(handle, "m_strSample", m_strSample);
SaveFloat(handle, "m_flVolume", m_flVolume);
SaveFloat(handle, "m_flMinPos", m_flMinPos);
SaveFloat(handle, "m_flRandPercent", m_flRandPercent);
}
void
random_speaker::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_strSample":
m_strSample = ReadString(strValue);
break;
case "m_flVolume":
m_flVolume = ReadFloat(strValue);
break;
case "m_flMinPos":
m_flMinPos = ReadFloat(strValue);
break;
case "m_flRandPercent":
m_flRandPercent = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
random_speaker::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "rsnoise":
m_strSample = strValue;
break;
case "volume":
m_flVolume = stof(strValue);
break;
case "wait":
m_flMinPos = stof(strValue);
break;
case "random":
m_flRandPercent = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
random_speaker::Respawn(void)
{
Disable();
}
void
random_speaker::Trigger(entity act, triggermode_t state)
{
if (GetMaster(act) == FALSE)
return;
switch (state) {
case TRIG_OFF:
Disable();
break;
case TRIG_ON:
Enable();
break;
default:
if (m_iValue)
Trigger(act, TRIG_OFF);
else
Trigger(act, TRIG_ON);
}
}
void
random_speaker::PlaySample(void)
{
sound(this, CHAN_VOICE, m_strSample, m_flVolume, ATTN_NONE);
/* cue the next time we're playing this sample */
Enable();
}
void
random_speaker::Enable(void)
{
float r;
m_iValue = 1;
/* at least wait this amount */
r = m_flMinPos;
/* then take the specified percentage of 'wait', by random and add it */
r += (m_flMinPos * (m_flRandPercent / 100)) * random();
ScheduleThink(PlaySample, r);
EntLog("%s playing %s in %d\n", targetname, m_strSample, r);
}
void
random_speaker::Disable(void)
{
EntLog("Disabled %s playing %s\n", targetname, m_strSample);
m_iValue = 0;
ReleaseThink();
}