cod4-sdk/raw/maps/_ambient.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_utility;
#include maps\_equalizer;
#include common_scripts\utility;
/* Example map_amb.gsc file:
main()
{
// Set the underlying ambient track
level.ambient_track [ "exterior" ] = "ambient_test";
thread maps\_utility::set_ambient( "exterior" );
// Set the eq filter for the ambient channels
// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -
// define a filter and give it a name
// or use one of the presets( see _equalizer.gsc )
// arguments are: name, band, type, freq, gain, q
// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -
// maps\_equalizer::defineFilter( "test", 0, "lowshelf", 3000, 6, 2 );
// maps\_equalizer::defineFilter( "test", 1, "highshelf", 3000, -12, 2 );
// maps\_equalizer::defineFilter( "test", 2, "bell", 1500, 6, 3 );
// attach the filter to a region and channel
// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
setupEq( "exterior", "local", "test" );
ambientDelay( "exterior", 1.3, 3.4 );// Trackname, min and max delay between ambient events
ambientEvent( "exterior", "burnville_foley_13b", 0.3 );
ambientEvent( "exterior", "boat_sink", 0.6 );
ambientEvent( "exterior", "bullet_large_canvas", 0.3 );
ambientEvent( "exterior", "explo_boat", 1.3 );
ambientEvent( "exterior", "Stuka_hit", 0.1 );
ambientEventStart( "exterior" );
}
*/
init()
{
level.ambient_zones = [];
add_zone( "ac130" );
add_zone( "alley" );
add_zone( "bunker" );
add_zone( "city" );
add_zone( "container" );
add_zone( "exterior" );
add_zone( "exterior1" );
add_zone( "exterior2" );
add_zone( "exterior3" );
add_zone( "exterior4" );
add_zone( "exterior5" );
add_zone( "forrest" );
add_zone( "hangar" );
add_zone( "interior" );
add_zone( "interior_metal" );
add_zone( "interior_stone" );
add_zone( "interior_vehicle" );
add_zone( "interior_wood" );
add_zone( "mountains" );
add_zone( "pipe" );
add_zone( "shanty" );
add_zone( "tunnel" );
add_zone( "underpass" );
if ( !isDefined( level.ambient_reverb ) )
level.ambient_reverb = [];
if ( !isDefined( level.ambient_eq ) )
level.ambient_eq = [];
if ( !isDefined( level.fxfireloopmod ) )
level.fxfireloopmod = 1;
level.eq_main_track = 0;
level.eq_mix_track = 1;
level.eq_track[ level.eq_main_track ] = "";
level.eq_track[ level.eq_mix_track ] = "";
// used to change the meaning of interior / exterior / rain ambience midlevel.
level.ambient_modifier[ "interior" ] = "";
level.ambient_modifier[ "exterior" ] = "";
level.ambient_modifier[ "rain" ] = "";
// loads any predefined filters in _equalizer.gsc
loadPresets();
}
// starts this ambient track
activateAmbient( ambient )
{
level.ambient = ambient;
if ( level.ambient == "exterior" )
ambient += level.ambient_modifier[ "exterior" ];
if ( level.ambient == "interior" )
ambient += level.ambient_modifier[ "interior" ];
assert( isDefined( level.ambient_track ) && isDefined( level.ambient_track[ ambient ] ) );
ambientPlay( level.ambient_track[ ambient + level.ambient_modifier[ "rain" ] ], 1 );
thread ambientEventStart( ambient + level.ambient_modifier[ "rain" ] );
println( "Ambience becomes: ", ambient + level.ambient_modifier[ "rain" ] );
}
ambientVolume()
{
for ( ;; )
{
self waittill( "trigger" );
activateAmbient( "interior" );
while ( level.player isTouching( self ) )
wait 0.1;
activateAmbient( "exterior" );
}
}
ambientDelay( track, min, max )
{
assertEX( max > min, "Ambient max must be greater than min for track " + track );
if ( !isdefined( level.ambientEventEnt ) )
level.ambientEventEnt[ track ] = spawnstruct();
else
if ( !isdefined( level.ambientEventEnt[ track ] ) )
level.ambientEventEnt[ track ] = spawnstruct();
level.ambientEventEnt[ track ].min = min;
level.ambientEventEnt[ track ].range = max - min;
}
ambientEvent( track, name, weight )
{
assertEX( isdefined( level.ambientEventEnt ), "ambientDelay has not been run" );
assertEX( isdefined( level.ambientEventEnt[ track ] ), "ambientDelay has not been run" );
if ( !isdefined( level.ambientEventEnt[ track ].event_alias ) )
index = 0;
else
index = level.ambientEventEnt[ track ].event_alias.size;
level.ambientEventEnt[ track ].event_alias[ index ] = name;
level.ambientEventEnt[ track ].event_weight[ index ] = weight;
}
ambientReverb( type )
{
level.player setReverb( level.ambient_reverb[ type ][ "priority" ], level.ambient_reverb[ type ][ "roomtype" ], level.ambient_reverb[ type ][ "drylevel" ], level.ambient_reverb[ type ][ "wetlevel" ], level.ambient_reverb[ type ][ "fadetime" ] );
level waittill( "new ambient event track" );
// if ( level.ambient != type )
level.player deactivatereverb( level.ambient_reverb[ type ][ "priority" ], 2 );
}
setupEq( track, channel, filter )
{
if ( !isDefined( level.ambient_eq[ track ] ) )
level.ambient_eq[ track ] = [];
level.ambient_eq[ track ][ channel ] = filter;
}
/*
ambientEq( track )
{
if ( !isdefined( level.ambient_eq[ track ] ) )
return;
setup_eq_channels( track, level.eq_main_track );
level waittill( "new ambient event track" );
channels = getArrayKeys( level.ambient_eq[ track ] );
for ( i = 0; i < channels.size; i++ )
{
channel = channels[ i ];
for ( band = 0; band < 3; band++ )
{
level.player deactivateeq( level.eqIndex, channel, band );
}
}
}
*/
setup_eq_channels( track, eqIndex )
{
level.eq_track[ eqIndex ] = "exterior";
if ( !isdefined( level.ambient_eq[ track ] ) )
{
deactivate_index( eqIndex );
return;
}
level.eq_track[ eqIndex ] = track;
channels = getArrayKeys( level.ambient_eq[ track ] );
for ( i = 0; i < channels.size; i++ )
{
channel = channels[ i ];
filter = getFilter( level.ambient_eq[ track ][ channel ] );
if ( !isdefined( filter ) )
continue;
for ( band = 0; band < 3; band++ )
{
if ( isdefined( filter[ "type" ][ band ] ) )
level.player seteq( channel, eqIndex, band, filter[ "type" ][ band ], filter[ "gain" ][ band ], filter[ "freq" ][ band ], filter[ "q" ][ band ] );
else
level.player deactivateeq( eqIndex, channel, band );
}
}
}
deactivate_index( eqIndex )
{
level.player deactivateeq( eqIndex );
}
ambientEventStart( track )
{
set_ambience_single( track );
}
start_ambient_event( track )
{
level notify( "new ambient event track" );
level endon( "new ambient event track" );
assertEX( isdefined( level.ambientEventEnt ), "ambientDelay has not been run" );
assertEX( isdefined( level.ambientEventEnt[ track ] ), "ambientDelay has not been run" );
if ( !isdefined( level.player.soundEnt ) )
{
level.player.soundEnt = spawn( "script_origin", ( 0, 0, 0 ) );
level.player.soundEnt.playingSound = false;
}
else
{
if ( level.player.soundEnt.playingSound )
level.player.soundEnt waittill( "sounddone" );
}
ent = level.player.soundEnt;
min = level.ambientEventEnt[ track ].min;
range = level.ambientEventEnt[ track ].range;
lastIndex = 0;
index = 0;
assertEX( level.ambientEventEnt[ track ].event_alias.size > 1, "Need more than one ambient event for track " + track );
if ( isdefined( level.ambient_reverb[ track ] ) )
thread ambientReverb( track );
for ( ;; )
{
wait( min + randomfloat( range ) );
while ( index == lastIndex )
index = ambientWeight( track );
lastIndex = index;
ent.origin = level.player.origin;
ent linkto( level.player );
ent playsound( level.ambientEventEnt[ track ].event_alias[ index ], "sounddone" );
ent.playingSound = true;
ent waittill( "sounddone" );
ent.playingSound = false;
}
}
ambientWeight( track )
{
total_events = level.ambientEventEnt[ track ].event_alias.size;
idleanim = randomint( total_events );
if ( total_events > 1 )
{
weights = 0;
anim_weight = 0;
for ( i = 0;i < total_events;i++ )
{
weights++ ;
anim_weight += level.ambientEventEnt[ track ].event_weight[ i ];
}
if ( weights == total_events )
{
anim_play = randomfloat( anim_weight );
anim_weight = 0;
for ( i = 0;i < total_events;i++ )
{
anim_weight += level.ambientEventEnt[ track ].event_weight[ i ];
if ( anim_play < anim_weight )
{
idleanim = i;
break;
}
}
}
}
return idleanim;
}
add_zone( zone )
{
level.ambient_zones[ zone ] = true;
}
check_ambience( type )
{
// assertEx( isdefined( level.ambient_zones[ type ] ), "Ambience " + type + " is not a defined ambience zone" );
}
ambient_trigger()
{
// get the ambience zones on this trigger
tokens = strtok( self.ambient, " " );
if ( tokens.size == 1 )
{
// if this trigger only has one ambience then there is no lerping done
ambience = tokens[ 0 ];
for ( ;; )
{
self waittill( "trigger", other );
assertEx( other == level.player, "Non - player entity touched an ambient trigger." );
set_ambience_single( ambience );
}
}
assertEx( isdefined( self.target ), "Ambience trigger at " + self.origin + " has multiple ambient tracks but doesn't target a script origin." );
ent = getent( self.target, "targetname" );
start = ent.origin;
end = undefined;
if ( isdefined( ent.target ) )
{
// if the origin targets a second origin, use it as the end point
target_ent = getent( ent.target, "targetname" );
end = target_ent.origin;
}
else
{
// otherwise double the difference between the target origin and start to get the endpoint
end = start + vectorScale( self.origin - start, 2 );
}
dist = distance( start, end );
assertEx( tokens.size == 2, "Ambience trigger at " + self.origin + " doesn't have 2 ambient zones set. Usage is \"ambient\" \"zone1 zone2\"" );
inner_ambience = tokens[ 0 ];
outer_ambience = tokens[ 1 ];
/#
check_ambience( inner_ambience );
check_ambience( outer_ambience );
#/
cap = 0.5;
if ( isdefined( self.targetname ) && self.targetname == "ambient_exit" )
cap = 0;
for ( ;; )
{
self waittill( "trigger", other );
assertEx( other == level.player, "Non - player entity touched an ambient trigger." );
progress = undefined;
while ( level.player istouching( self ) )
{
progress = get_progress( start, end, dist, level.player.origin );
if ( progress < 0 )
progress = 0;
if ( progress > 1 )
progress = 1;
set_ambience_blend( progress, inner_ambience, outer_ambience );
wait( 0.05 );
}
// when you leave the trigger set it to whichever point it was closest too
// or to the inner_ambience( usually "exterior" ) if self.targetname == "ambient_exit"
if ( progress > cap )
progress = 1;
else
progress = 0;
set_ambience_blend( progress, inner_ambience, outer_ambience );
}
}
get_progress( start, end, dist, org )
{
normal = vectorNormalize( end - start );
vec = org - start;
progress = vectorDot( vec, normal );
progress = progress / dist;
return progress;
}
ambient_end_trigger_think( start, end, dist, inner_ambience, outer_ambience )
{
self endon( "death" );
for ( ;; )
{
self waittill( "trigger", other );
assertEx( other == level.player, "Non - player entity touched an ambient trigger." );
ambient_trigger_sets_ambience_levels( start, end, dist, inner_ambience, outer_ambience );
}
}
ambient_trigger_sets_ambience_levels( start, end, dist, inner_ambience, outer_ambience )
{
level notify( "trigger_ambience_touched" );
level endon( "trigger_ambience_touched" );
for ( ;; )
{
progress = get_progress( start, end, dist, level.player.origin );
if ( progress < 0 )
{
progress = 0;
set_ambience_single( inner_ambience );
break;
}
if ( progress >= 1 )
{
set_ambience_single( outer_ambience );
break;
}
set_ambience_blend( progress, inner_ambience, outer_ambience );
wait( 0.05 );
}
}
set_ambience_blend( progress, inner_ambience, outer_ambience )
{
if ( level.eq_track[ level.eq_main_track ] != outer_ambience )
{
maps\_ambient::setup_eq_channels( outer_ambience, level.eq_main_track );
}
if ( level.eq_track[ level.eq_mix_track ] != inner_ambience )
{
maps\_ambient::setup_eq_channels( inner_ambience, level.eq_mix_track );
}
level.player seteqlerp( progress, level.eq_main_track );
/#
ambience_hud( progress, level.eq_track[ level.eq_main_track ], level.eq_track[ level.eq_mix_track ] );
#/
if ( progress == 1 || progress == 0 )
level.nextmsg = 0;
if ( !isdefined( level.nextmsg ) )
level.nextmsg = 0;
if ( gettime() < level.nextmsg )
return;
level.nextmsg = gettime() + 200;
}
set_ambience_single( ambience )
{
if ( isdefined( level.ambientEventEnt[ ambience ] ) )
{
// thread ambientEventStart( ambience );
thread start_ambient_event( ambience );
}
if ( level.eq_track[ level.eq_main_track ] != ambience )
{
maps\_ambient::setup_eq_channels( ambience, level.eq_main_track );
}
level.player seteqlerp( 1, level.eq_main_track );
/#
ambience_hud( 1, level.eq_track[ level.eq_main_track ] );
#/
}
ambience_hud( progress, inner_ambience, outer_ambience )
{
if ( getdvar( "loc_warnings" ) == "1" )
return;
if ( getdvar( "debug_hud" ) != "" )
return;
if ( !isdefined( level.amb_hud ) )
{
x = -40;
y = 460;
level.amb_hud = [];
hud = newHudElem();
hud.alignX = "left";
hud.alignY = "bottom";
hud.x = x + 22;
hud.y = y + 10;
hud.color = ( 0.4, 0.9, 0.6 );
level.amb_hud[ "inner" ] = hud;
hud = newHudElem();
hud.alignX = "left";
hud.alignY = "bottom";
hud.x = x;
hud.y = y + 10;
hud.color = ( 0.4, 0.9, 0.6 );
level.amb_hud[ "frac_inner" ] = hud;
hud = newHudElem();
hud.alignX = "left";
hud.alignY = "bottom";
hud.x = x + 22;
hud.y = y;
hud.color = ( 0.4, 0.9, 0.6 );
level.amb_hud[ "outer" ] = hud;
hud = newHudElem();
hud.alignX = "left";
hud.alignY = "bottom";
hud.x = x;
hud.y = y;
hud.color = ( 0.4, 0.9, 0.6 );
level.amb_hud[ "frac_outer" ] = hud;
}
if ( isdefined( outer_ambience ) )
{
level.amb_hud[ "frac_outer" ].label = int( 100 * ( 1 - progress ) );
level.amb_hud[ "frac_outer" ].alpha = 1;
level.amb_hud[ "outer" ].label = outer_ambience;
level.amb_hud[ "outer" ].alpha = 1;
}
else
{
level.amb_hud[ "outer" ].alpha = 0;
level.amb_hud[ "frac_outer" ].alpha = 0;
}
level.amb_hud[ "outer" ] fadeovertime( 0.5 );
level.amb_hud[ "frac_outer" ] fadeovertime( 0.5 );
level.amb_hud[ "frac_inner" ].label = int( 100 * progress );
level.amb_hud[ "frac_inner" ].alpha = 1;
level.amb_hud[ "frac_inner" ] fadeovertime( 0.5 );
level.amb_hud[ "inner" ] settext( inner_ambience );
level.amb_hud[ "inner" ].alpha = 1;
level.amb_hud[ "inner" ] fadeovertime( 0.5 );
}
set_ambience_blend_over_time( time, inner_ambience, outer_ambience )
{
if ( time == 0 )
{
set_ambience_blend( 1, inner_ambience, outer_ambience );
return;
}
progress = 0;
update_freq = 0.05;
update_amount = 1 / ( time / update_freq );
// is progress 0 on the first iteration? it shouldn't be
for ( ;; )
// for ( progress = 0; progress < 1; progress += update_amount )
{
progress = progress + update_amount;
if ( progress >= 1 )
{
set_ambience_single( outer_ambience );
break;
}
set_ambience_blend( progress, inner_ambience, outer_ambience );
wait update_freq;
}
}