571 lines
14 KiB
C++
571 lines
14 KiB
C++
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$frame idle1 idle2 idle3 idle4 idle5
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$frame idle6 idle7 idle8 idle9 idle10
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$frame idle11 idle12 idle13 idle14 idle15
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$frame idle16 idle17 idle18 idle19 idle20
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$frame idle21 idle22 idle23 idle24 idle25
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$frame idle26 idle27 idle28 idle29 idle30
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$frame speak1 speak2 speak3 speak4 speak5
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$frame speak6 speak7 speak8 speak9 speak10
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$frame speak11 speak12 speak13 speak14 speak15
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$frame speak16 speak17 speak18 speak19 speak20
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/*
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Talkin' Heads
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Heads that can speak to you- triggered by events. Can
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play a series of sound files mixed in with delays. Designer
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needs to be able to script the list of sound files in order
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with a specified delay for each. Also needs to support
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multiple triggerable events. (Trigger Relay Event?)
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PROBLEM: Need to be able to have entity fields that are
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arrays of 256 floats (max number of sound events) so that
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their values can be set by the designer in the map file.
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NOTA BENE: talking heads must not use any of these fields... (in struct)
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float splash_time; // When to generate the next splash
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float camera_time; //
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float weaponframe_cnt; //
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float attack_cnt; // Shows which attack animation can be used
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float ring_regen_time; // When to add the next point of health
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float ring_flight_time; // When to update ring of flight health
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float ring_water_time; // When to update ring of waterbreathing health
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float ring_turning_time;// When to update ring of turning health
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float super_damage; // Player does this much more damage (Like Crusader with Special Ability #2)
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float super_damage_low; // Flag the super damage is low
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float puzzles_cheat; // Allows player past puzzle triggers
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float camptime; // Amount of time player has been motionless
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float crouch_time; // Next time player should run crouch subroutine
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float crouch_stuck; // If set this means the player has released the crouch key in an area too small to uncrouch in
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float divine_time; // Amount of time flash happens in divine intervention
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float act_state; // Anim info
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float raven_cnt; // Number of raven's this guys has in the world
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float newclass; // If doing a quick class change
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float fangel_SaveFrame;
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float fangel_Count;
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float shoot_cnt;
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float shoot_time; // Time of last shot
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float z_movement;
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float z_duration;
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float drop_time;
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float spell_angle;
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float hydra_FloatTo;
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float hydra_chargeTime;
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float spiderType; // SPIDER_? types
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float spiderActiveCount; // Tallies "activity"
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float spiderGoPause; // Active/pause threshold
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float spiderPauseLength; // Pause duration in frames
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float spiderPauseCount; // Tallies paused frames
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float scorpionType; // SCORPION_? types
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float scorpionRest; // Resting state counter
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float scorpionWalkCount; // Counts walking frames
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float golemSlideCounter;
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float golemBeamDelay;
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float golemBeamOff1;
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float golemBeamOff2;
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float impType; // IMP_? types
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float parts_gone;
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float mummy_state;
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float mummy_state_time;
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float artifact_respawn; // Should respawn?
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float artifact_ignore_owner_time;
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float artifact_ignore_time;
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float next_path_1;
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float next_path_2;
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float next_path_3;
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float next_path_4;
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float path_id;
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float next_path_5;
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float next_path_6;
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float rt_chance;
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float rider_gallop_mode;
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float rider_last_y_change;
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float rider_y_change;
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float rider_death_speed;
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float rider_path_distance;
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float rider_move_adjustment;
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float waraxe_offset;
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float waraxe_horizontal;
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float waraxe_track_inc;
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float waraxe_track_limit;
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float waraxe_max_speed;
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float waraxe_max_height;
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float wrq_effect_id;
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float wrq_radius;
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float wrq_count;
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float beam_angle_a;
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float beam_angle_b;
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float beam_max_scale;
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float beam_direction;
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float beam_speed;
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float z_modifier;
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float last_health; // Used by bell entity
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float idealpitch;
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float pitchdowntime;
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float searchtime; // Amount of time bird has been searching
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float next_action; // Next time to take action
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float searchtime; // When search was first started
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float damage_max; // Amount of damage each raven can do before it has to leave
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float fish_speed;
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float fish_leader_count;
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float exploderadius;
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float scream_time;
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float attack_cnt;
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float beginframe;
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float sound_time;
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float shot_cnt; // Number of shots the force cube has shot
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*/
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/*
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Voice filename and length arrays.
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*/
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void()talkhead_speak_init;
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float voice_slot (float vs)
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{
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switch(vs)
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{
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case 1:
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return self.voice1;
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break;
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case 2:
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return self.voice2;
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break;
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case 3:
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return self.voice3;
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break;
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case 4:
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return self.voice4;
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break;
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case 5:
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return self.voice5;
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break;
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case 6:
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return self.voice6;
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break;
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case 7:
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return self.voice7;
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break;
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case 8:
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return self.voice8;
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break;
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case 9:
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return self.voice9;
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break;
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case 10:
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return self.voice10;
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break;
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default:
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dprint("Voice Slot out of limits!\n");
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return 0;
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break;
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}
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}
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float delay_slot (float ds)
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{
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switch(ds)
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{
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case 1:
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return self.delay1;
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break;
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case 2:
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return self.delay2;
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break;
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case 3:
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return self.delay3;
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break;
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case 4:
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return self.delay4;
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break;
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case 5:
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return self.delay5;
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break;
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case 6:
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return self.delay6;
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break;
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case 7:
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return self.delay7;
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break;
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case 8:
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return self.delay8;
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break;
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case 9:
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return self.delay9;
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break;
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case 10:
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return self.delay10;
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break;
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default:
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dprint("Delay Slot out of limits!\n");
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return 0;
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break;
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}
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}
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string voice_filename (float sf_index)
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{//Can't have an array of strings
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switch(sf_index)
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{
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case 1:
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return "t_heads/hey.wav"; //"Hey!"
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break;
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case 2:
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return "t_heads/you.wav"; //"You!"
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break;
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case 3:
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return "t_heads/overhere.wav"; //"Over here!"
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break;
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case 4:
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return "t_heads/halt1.wav";
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break;
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case 5:
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return "t_heads/chat7b.wav";
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break;
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default:
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return "t_heads/default.wav";
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break;
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}
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}
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float voice_length [51] =
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{//Need to know how long sound is to stop mouth movement and start delay
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0, //Null first sound
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2.610, //hey!
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2.659, //you!
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2.522, //over here!
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0.530, //halt!
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2.500, //DeutcheSprach
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0.523, //default
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1
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};
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void talkhead_idle () [++$idle1 .. $idle30]
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{
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if(self.frame==$idle1)
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dprint("T_head idle\n");
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}
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void obj_talkinghead ()
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{
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float cnter, voicenumber;
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string voicestring;
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if(self.health>0)
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self.takedamage=TRUE;
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self.classname="obj_talkinghead";
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self.thingtype=THINGTYPE_FLESH;
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self.solid=SOLID_BBOX;
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self.movetype=MOVETYPE_NONE;//?
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self.use=talkhead_speak_init;
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self.th_die=chunk_death;//death sound? Scream?
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cnter=1;
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while(voice_slot(cnter)>0&&cnter<11)
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{//Precache all the sounds
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dprint("t_head precaching\n");
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voicenumber=voice_slot(cnter);
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voicestring=voice_filename(voicenumber);
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precache_sound(voicestring);
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cnter+=1;
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}
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dprint("T_head done precaching\n");
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//do they have idle anims?
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self.think=talkhead_idle;
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thinktime self : self.wait;
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}
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/*QUAKED obj_talkinghead1 (0.3 0.1 0.6) (-12 -12 -32) (12 12 0)
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Note: Origin is at top of head where it hangs from ceiling
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health = how many hp it has. <=0 means it can't be shot and broken. Still can be destroyed by a .killtarget field.
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voice1 - voice10: "-1" = loop back at start. -# will go back to the positive value of that number.
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delay1 - delay10: "-1" = stop forever, 0 = wait for next trigger, >0 = wait this long before next sound
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loop = number of times to loop
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NOTE: no next voice (0) and no next delay (0) will make it wait for a trigger event and start all over again from the beginning of the list
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EXAMPLE:
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voice1 = 1 //play sound 1
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delay1 = 1 //wait 1 second
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voice2 = 10 //play sound 10
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delay2 = 3 //wait 1 second
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voice3 = 17 //play sound 17
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//!! NOTE: no value (0) for delay3 means to wait until it's triggered again to continue. If there WERE no .voice[4] value(0), it would just start back at the beginning on the next triggering.
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//a -1 value in a delay will make it not be triggerable again after this point
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//Next triggering:
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voice4 = 22 //play sound 22
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delay4 = 2 //wait 2 seconds
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voice5 = 13 //play sound 13
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delay5 = 2 //wait 2 seconds
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voice6 = -2 //Tells it to go back to voice2
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loop = 3 //repeat loop 3 times before moving on
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delay6 = 1 //after last loop finished, wait 1 second and continue. A zero value here would make it wait for the next triggering to continue
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voice7 = 4 //play sound 4
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delay7 = -1 //Stop here and never trigger again
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resultant sound sequence:
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1
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10
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17
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wait for trigger
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22
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13
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10 (start first loop)
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17
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wait for trigger
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22
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13
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10 (start second loop)
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17
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wait for trigger
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22
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13
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10 (start third loop)
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17
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wait for trigger
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22
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13
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4
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stop forever
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*/
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void obj_talkinghead1 ()
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{
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precache_model2("models/t_head1.mdl");
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setmodel(self,"models/t_head1.mdl");
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obj_talkinghead();
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}
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/*QUAKED obj_talkinghead2 (0.3 0.1 0.6) (-12 -12 -32) (12 12 0)
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Note: Origin is at top of head where it hangs from ceiling
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health = how many hp it has. <=0 means it can't be shot and broken. Still can be destroyed by a .killtarget field.
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voice1 - voice10: "-1" = loop back at start. -# will go back to the positive value of that number.
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delay1 - delay10: "-1" = stop forever, 0 = wait for next trigger, >0 = wait this long before next sound
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loop = number of times to loop
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NOTE: no next voice (0) and no next delay (0) will make it wait for a trigger event and start all over again from the beginning of the list
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EXAMPLE:
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voice1 = 1 //play sound 1
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delay1 = 1 //wait 1 second
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voice2 = 10 //play sound 10
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delay2 = 3 //wait 1 second
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voice3 = 17 //play sound 17
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//!! NOTE: no value (0) for delay3 means to wait until it's triggered again to continue. If there WERE no .voice[4] value(0), it would just start back at the beginning on the next triggering.
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//a -1 value in a delay will make it not be triggerable again after this point
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//Next triggering:
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voice4 = 22 //play sound 22
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delay4 = 2 //wait 2 seconds
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voice5 = 13 //play sound 13
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delay5 = 2 //wait 2 seconds
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voice6 = -2 //Tells it to go back to voice2
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loop = 3 //repeat loop 3 times before moving on
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delay6 = 1 //after last loop finished, wait 1 second and continue. A zero value here would make it wait for the next triggering to continue
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voice7 = 4 //play sound 4
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delay7 = -1 //Stop here and never trigger again
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resultant sound sequence:
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1
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10
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17
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wait for trigger
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22
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13
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10 (start first loop)
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17
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wait for trigger
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22
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13
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10 (start second loop)
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17
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wait for trigger
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22
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13
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10 (start third loop)
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17
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wait for trigger
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22
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13
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4
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stop forever
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*/
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void obj_talkinghead2 ()
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{
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precache_model2("models/t_head2.mdl");
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setmodel(self,"models/t_head2.mdl");
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obj_talkinghead();
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}
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/*QUAKED obj_talkinghead3 (0.3 0.1 0.6) (-12 -12 -32) (12 12 0)
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Note: Origin is at top of head where it hangs from ceiling
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health = how many hp it has. <=0 means it can't be shot and broken. Still can be destroyed by a .killtarget field.
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voice1 - voice10: "-1" = loop back at start. -# will go back to the positive value of that number.
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delay1 - delay10: "-1" = stop forever, 0 = wait for next trigger, >0 = wait this long before next sound
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loop = number of times to loop
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NOTE: no next voice (0) and no next delay (0) will make it wait for a trigger event and start all over again from the beginning of the list
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EXAMPLE:
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voice1 = 1 //play sound 1
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delay1 = 1 //wait 1 second
|
||
|
voice2 = 10 //play sound 10
|
||
|
delay2 = 3 //wait 1 second
|
||
|
voice3 = 17 //play sound 17
|
||
|
//!! NOTE: no value (0) for delay3 means to wait until it's triggered again to continue. If there WERE no .voice[4] value(0), it would just start back at the beginning on the next triggering.
|
||
|
//a -1 value in a delay will make it not be triggerable again after this point
|
||
|
|
||
|
//Next triggering:
|
||
|
voice4 = 22 //play sound 22
|
||
|
delay4 = 2 //wait 2 seconds
|
||
|
voice5 = 13 //play sound 13
|
||
|
delay5 = 2 //wait 2 seconds
|
||
|
voice6 = -2 //Tells it to go back to voice2
|
||
|
loop = 3 //repeat loop 3 times before moving on
|
||
|
delay6 = 1 //after last loop finished, wait 1 second and continue. A zero value here would make it wait for the next triggering to continue
|
||
|
|
||
|
voice7 = 4 //play sound 4
|
||
|
delay7 = -1 //Stop here and never trigger again
|
||
|
|
||
|
resultant sound sequence:
|
||
|
1
|
||
|
10
|
||
|
17
|
||
|
wait for trigger
|
||
|
22
|
||
|
13
|
||
|
10 (start first loop)
|
||
|
17
|
||
|
wait for trigger
|
||
|
22
|
||
|
13
|
||
|
10 (start second loop)
|
||
|
17
|
||
|
wait for trigger
|
||
|
22
|
||
|
13
|
||
|
10 (start third loop)
|
||
|
17
|
||
|
wait for trigger
|
||
|
22
|
||
|
13
|
||
|
4
|
||
|
stop forever
|
||
|
*/
|
||
|
void obj_talkinghead3 ()
|
||
|
{
|
||
|
precache_model2("models/t_head3.mdl");
|
||
|
setmodel(self,"models/t_head3.mdl");
|
||
|
obj_talkinghead();
|
||
|
}
|
||
|
|
||
|
void talkhead_speaking () [++ $speak1 .. $speak20]
|
||
|
{
|
||
|
if(time>=self.wait)
|
||
|
if(delay_slot(self.cnt)>0)
|
||
|
{
|
||
|
self.think=talkhead_speak_init;
|
||
|
thinktime self : delay_slot(self.cnt);
|
||
|
}
|
||
|
else
|
||
|
{//0 will make it wait to be triggered again- you can continue a list of words afterwards
|
||
|
if(delay_slot(self.cnt)==-1)
|
||
|
self.use=SUB_Null;//stop forever
|
||
|
else if(voice_slot(self.cnt+1)==0)//No next voice!
|
||
|
self.cnt=0;//Start over from beginning
|
||
|
|
||
|
if(delay_slot(self.cnt)==0)
|
||
|
{//Done witrh this trigger, go back to idle anim
|
||
|
self.think=talkhead_idle;
|
||
|
thinktime self : 0;
|
||
|
}
|
||
|
else
|
||
|
{//Just pausing between words
|
||
|
self.frame=$idle1;//Root frame
|
||
|
self.think=SUB_Null;
|
||
|
self.nextthink=-1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void talkhead_speak_init ()
|
||
|
{//FIX ME: WHAT IF TALKING AND USED AGAIN- INTERRUPT?
|
||
|
dprint("Being used!\n");
|
||
|
self.cnt+=1;
|
||
|
if(voice_slot(self.cnt)<0)//A loop value
|
||
|
if(self.loop>0)//still have loops left to do
|
||
|
{
|
||
|
self.cnt=voice_slot(self.cnt) * -1;//go to loop voice value
|
||
|
self.loop-=1;//subtract one loop
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(voice_slot(self.cnt+1)!=0)
|
||
|
self.cnt+=1;//Go onto next sequence, finished all loops
|
||
|
else
|
||
|
{//No next voice, so wait to trigger again
|
||
|
if(delay_slot(self.cnt)==-1)//Next delay is -1
|
||
|
self.use=SUB_Null;//stop forever
|
||
|
else
|
||
|
self.cnt=0;//Start over from the beginning
|
||
|
self.think=SUB_Null;//or go to idle anim?
|
||
|
self.nextthink=-1;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
sound(self,CHAN_VOICE,voice_filename(voice_slot(self.cnt)),1,ATTN_NORM);
|
||
|
self.think=talkhead_speaking;
|
||
|
thinktime self : 0;
|
||
|
self.wait=time+voice_length[voice_slot(self.cnt)];
|
||
|
}
|