nuclide/src/gs-entbase/server/scripted_sentence.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* 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 scripted_sentence (1 0 0) (-8 -8 -8) (8 8 8)
Triggers a sound event on the client side associated with an entity in the
world. It'll enable mouth flapping and all sorts of other cool effects.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"entity" : Name of the entity that'll speak the sentence.
"sentence" : Name of sentence from titles.txt.
"pitch" : Desired sound pitch. May be overridden in the titles.txt entry.
"delay" : Delay before it'll be triggered? UNUSED RIGHT NOW.
"wait" : Delay before it can be triggered again? UNUSED RIGHT NOW.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
class scripted_sentence:NSPointTrigger
{
string m_strSpeaker;
string m_strSentence;
float m_flDelay;
float m_flWait;
float m_flPitch;
float m_flDuration;
void(void) scripted_sentence;
/* overrides */
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(entity, int) Trigger;
virtual void(string, string) SpawnKey;
};
void
scripted_sentence::Save(float handle)
{
SaveString(handle, "speaker", m_strSpeaker);
SaveString(handle, "sentence", m_strSentence);
SaveFloat(handle, "delay", m_flDelay);
SaveFloat(handle, "wait", m_flWait);
SaveFloat(handle, "pitch", m_flPitch);
SaveFloat(handle, "duration", m_flDuration);
super::Save(handle);
}
void
scripted_sentence::Restore(string strKey, string strValue)
{
switch (strKey) {
case "speaker":
m_strSpeaker = ReadString(strValue);
break;
case "sentence":
m_strSentence = ReadString(strValue);
break;
case "delay":
m_flDelay = ReadFloat(strValue);
break;
case "wait":
m_flWait = ReadFloat(strValue);
break;
case "pitch":
m_flPitch = ReadFloat(strValue);
break;
case "duration":
m_flDuration = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
scripted_sentence::Trigger(entity act, int unused)
{
entity spe;
spe = find(world, ::targetname, m_strSpeaker);
if (!spe) {
/* time to look for a classname instead */
float closest = 9999999;
for (entity c = world; (c = find(c, ::classname, m_strSpeaker));) {
float rad;
rad = vlen(origin - c.origin);
/* pick the closest entity */
if (rad < closest) {
spe = c;
closest = rad;
}
}
}
if (!spe) {
print(sprintf("^1scripted_sentence::^3Trigger^7: Couldn't find %s!\n", m_strSpeaker));
return;
}
NSLog("^2scripted_sentence::^3Trigger^7: %s on %s", m_strSentence, m_strSpeaker);
NSTalkMonster npc = (NSTalkMonster)spe;
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_SENTENCE);
WriteEntity(MSG_MULTICAST, npc);
WriteString(MSG_MULTICAST, m_strSentence);
msg_entity = npc;
multicast(npc.origin, MULTICAST_PVS);
npc.m_flNextSentence = time + m_flDuration;
}
void
scripted_sentence::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "entity":
m_strSpeaker = strValue;
break;
case "sentence":
m_strSentence = strtoupper(strValue);
break;
case "pitch":
m_flPitch = stof(strValue);
break;
case "duration":
m_flDuration = stof(strValue);
break;
case "wait":
m_flWait = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
scripted_sentence::scripted_sentence(void)
{
}