jkxr/Projects/Android/jni/OpenJK/code/game/NPC_sounds.cpp

135 lines
3.9 KiB
C++
Raw Normal View History

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
//NPC_sounds.cpp
#include "b_local.h"
#include "Q3_Interface.h"
/*
void NPC_AngerSound (void)
{
if(NPCInfo->investigateSoundDebounceTime)
return;
NPCInfo->investigateSoundDebounceTime = 1;
// switch((int)NPC->client->race)
// {
// case RACE_KLINGON:
//G_Sound(NPC, G_SoundIndex(va("sound/mgtest/klingon/talk%d.wav", Q_irand(1, 4))));
// break;
// }
}
*/
extern void G_SpeechEvent( gentity_t *self, int event );
void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime )
{
if ( !self->NPC )
{
return;
}
if ( !self->client || self->client->ps.pm_type >= PM_DEAD )
{
return;
}
if ( self->NPC->blockedSpeechDebounceTime > level.time )
{
return;
}
if ( Q3_TaskIDPending( self, TID_CHAN_VOICE ) )
{
return;
}
if ( self->client && self->client->NPC_class == CLASS_SABOTEUR )
{
if ( self->client->ps.powerups[PW_CLOAKED]
|| self->client->ps.powerups[PW_UNCLOAKING] > level.time )
{//I'm cloaked (or still decloaking), so don't talk and give away my position...
//don't make any combat voice noises, but still make pain and death sounds
if ( (event >= EV_ANGER1 && event <= EV_VICTORY3)
|| (event >= EV_CHASE1 && event <= EV_SUSPICIOUS5) )
{
return;
}
if ( event >= EV_GIVEUP1 && event <= EV_SUSPICIOUS5 )
{
return;
}
}
}
if ( (self->NPC->scriptFlags&SCF_NO_COMBAT_TALK) && ( (event >= EV_ANGER1 && event <= EV_VICTORY3) || (event >= EV_CHASE1 && event <= EV_SUSPICIOUS5) ) )//(event < EV_FF_1A || event > EV_FF_3C) && (event < EV_RESPOND1 || event > EV_MISSION3) )
{
return;
}
if ( (self->NPC->scriptFlags&SCF_NO_ALERT_TALK) && (event >= EV_GIVEUP1 && event <= EV_SUSPICIOUS5) )
{
return;
}
//FIXME: Also needs to check for teammates. Don't want
// everyone babbling at once
//NOTE: was losing too many speech events, so we do it directly now, screw networking!
//G_AddEvent( self, event, 0 );
G_SpeechEvent( self, event );
//won't speak again for 5 seconds (unless otherwise specified)
self->NPC->blockedSpeechDebounceTime = level.time + ((speakDebounceTime==0) ? 5000 : speakDebounceTime);
}
void NPC_PlayConfusionSound( gentity_t *self )
{
if ( self->health > 0 )
{
if ( self->enemy ||//was mad
!TIMER_Done( self, "enemyLastVisible" ) ||//saw something suspicious
self->client->renderInfo.lookTarget == 0//was looking at player
)
{
self->NPC->blockedSpeechDebounceTime = 0;//make sure we say this
G_AddVoiceEvent( self, Q_irand( EV_CONFUSE2, EV_CONFUSE3 ), 2000 );
}
else if ( self->NPC && self->NPC->investigateDebounceTime+self->NPC->pauseTime > level.time )//was checking something out
{
self->NPC->blockedSpeechDebounceTime = 0;//make sure we say this
G_AddVoiceEvent( self, EV_CONFUSE1, 2000 );
}
//G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
}
//reset him to be totally unaware again
TIMER_Set( self, "enemyLastVisible", 0 );
self->NPC->tempBehavior = BS_DEFAULT;
//self->NPC->behaviorState = BS_PATROL;
G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;?
self->NPC->investigateCount = 0;
}