mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 06:22:02 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
134 lines
3.9 KiB
C++
134 lines
3.9 KiB
C++
/*
|
|
===========================================================================
|
|
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;
|
|
}
|