random_speaker: Initial implementation. This entity appears in Gunman Chronicles.
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2 changed files with 149 additions and 0 deletions
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@ -85,6 +85,7 @@ server/monster_furniture.cpp
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server/monster_generic.cpp
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server/monstermaker.cpp
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server/multisource.cpp
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server/random_speaker.cpp
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server/scripted_sentence.cpp
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server/scripted_sequence.cpp
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#endlist
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148
src/gs-entbase/server/random_speaker.cpp
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148
src/gs-entbase/server/random_speaker.cpp
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@ -0,0 +1,148 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED random_speaker (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"target" Target when triggered
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"killtarget" Target to kill when triggered
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"rsnoise" Path to the sound file
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"volume" Volume to play the sound as (normalized, 0.0 - 1.0)
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"wait" Minimum time for sound repetition in %
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"random" Random % of this added to wait
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This entity plays a .wav file at random intervals.
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To explain the math behind it:
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The 'wait' key specifies the minimum time it waits to play itself again,
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however we always add a bit of a random interval on top.
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The random interval is a set percentage of the specified 'wait' time.
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For example, if 'wait' is 10 and 'random' is 50, then it'll always be
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a random interval between 10 and 15 seconds in total.
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Trivia:
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It was introduced in Gunman Chronicles.
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*/
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class random_speaker:CBaseTrigger
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{
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string m_strSample;
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float m_flVolume;
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float m_flMinPos;
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float m_flRandPercent;
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void(void) random_speaker;
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virtual void(entity,int) Trigger;
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virtual void(void) Respawn;
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virtual void(void) PlaySample;
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virtual void(void) Enable;
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virtual void(void) Disable;
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};
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void
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random_speaker::PlaySample(void)
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{
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sound(this, CHAN_VOICE, m_strSample, m_flVolume, ATTN_NONE);
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/* cue the next time we're playing this sample */
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Enable();
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}
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void
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random_speaker::Enable(void)
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{
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float r;
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m_iValue = 1;
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/* at least wait this amount */
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r = time + m_flMinPos;
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/* then take the specified percentage of 'wait', by random and add it */
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r += (m_flMinPos * (m_flRandPercent / 100)) * random();
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think = PlaySample;
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nextthink = r;
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print("^2random_speaker::^3Disable^7: " \
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"%s playing %s in %d\n", \
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m_strTargetName, m_strSample, r);
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}
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void
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random_speaker::Disable(void)
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{
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dprint("^2random_speaker::^3Disable^7: " \
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"Disabled %s playing %s\n", \
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m_strTargetName, m_strSample);
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m_iValue = 0;
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think = __NULL__;
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nextthink = 0;
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}
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void
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random_speaker::Trigger(entity act, int state)
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{
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if (GetMaster() == FALSE)
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return;
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switch (state) {
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case TRIG_OFF:
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Disable();
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break;
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case TRIG_ON:
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Enable();
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break;
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default:
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if (m_iValue)
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Trigger(act, TRIG_OFF);
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else
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Trigger(act, TRIG_ON);
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}
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}
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void
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random_speaker::Respawn(void)
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{
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Disable();
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}
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void
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random_speaker::random_speaker(void)
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{
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "rsnoise":
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m_strSample = argv(i+1);
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break;
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case "volume":
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m_flVolume = stof(argv(i+1));
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break;
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case "wait":
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m_flMinPos = stof(argv(i+1));
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break;
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case "random":
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m_flRandPercent = stof(argv(i+1));
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break;
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default:
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break;
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}
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}
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CBaseTrigger::CBaseTrigger();
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}
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