add game&rawdata
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136
gamedata/scripts/ph_sound.script
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136
gamedata/scripts/ph_sound.script
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class "snd_source"
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function snd_source:__init (obj, storage)
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self.object = obj
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self.st = storage
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self.destructed = false
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end
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function snd_source:reset_scheme(loading)
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self.last_update = 0
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self.st.signals = {}
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self.played_sound = nil
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self.first_sound = true
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self.st.pause_time = 0
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self.st.sound_set = true
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if loading == false then
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self.destructed = false
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else
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self.destructed = xr_logic.pstor_retrieve (self.object, "destr")
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end
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end
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function snd_source:save ()
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xr_logic.pstor_store (self.object, "destr", self.destructed)
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end
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function snd_source:hit_callback(obj, amount, local_direction, who, bone_index)
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if self.st.no_hit == true then return end
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printf ("SOUND SOURCE HAVE A HIT")
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local who_name
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if who then
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who_name = who:name()
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else
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who_name = "nil"
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end
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printf("_bp: snd_source:hit_callback obj='%s', amount=%d, who='%s'", obj:name(), amount, who_name)
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if self.played_sound ~= nil then
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self.played_sound:stop ()
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self.played_sound = nil
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end
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self.destructed = true
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end
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function snd_source:update(delta)
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if self.destructed == true then return end
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if xr_logic.try_switch_to_another_section (self.object, self.st, db.actor) then
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return
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end
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if self.st.pause_time - device ():time_global () > 0 then
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return
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end
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self.st.pause_time = 0
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if self.st.sound_set == true then
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self.st.sound_set = false
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if self.st.random then
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self.played_sound = xr_sound.get_sound_object(self.st.theme, "random")
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elseif self.st.looped then
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self.played_sound = xr_sound.get_sound_object(self.st.theme, "looped")
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else
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self.played_sound = xr_sound.get_sound_object(self.st.theme, "seq")
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end
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if self.played_sound ~= nil then
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self.played_sound:play_at_pos (self.object, self.object:position ())
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else
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self.st.signals["theme_end"] = true
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end
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self.first_sound = false
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end
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if self.last_update == 0 then
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self.last_update = device ():time_global ()
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else
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if device ():time_global () - self.last_update > 50 then
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self.last_update = 0
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else
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return
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end
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end
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if self.played_sound ~= nil then
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if self.played_sound:playing () == false then
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if self.first_sound == false then
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self.st.signals["sound_end"] = true
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end
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self.st.sound_set = true
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if self.st.pause_min ~= 0 or self.st.pause_max ~= 0 then
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local time = math.random (self.st.pause_min, self.st.pause_max)
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self.st.pause_time = device ():time_global () + time
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end
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self.first_sound = false
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else
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self.played_sound:set_position (self.object:position ())
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end
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end
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end
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function snd_source:deactivate ()
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if self.played_sound ~= nil then
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self.played_sound:stop ()
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self.played_sound = nil
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end
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end
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function add_to_binder (npc, ini, scheme, section, storage)
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local new_action = snd_source (npc, storage)
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-- Çàðåãèñòðèðîâàòü âñå actions, â êîòîðûõ äîëæåí áûòü âûçâàí ìåòîä reset_scheme ïðè èçìåíåíèè íàñòðîåê ñõåìû:
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xr_logic.subscribe_action_for_events(npc, storage, new_action)
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end
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function set_scheme(npc, ini, scheme, section, gulag_name)
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local st = xr_logic.assign_storage_and_bind(npc, ini, scheme, section)
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st.logic = xr_logic.cfg_get_switch_conditions(ini, section, npc)
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st.theme = utils.cfg_get_string(ini, section, "snd", npc, false, "")
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st.looped = utils.cfg_get_bool (ini, section, "looped", npc, false, false)
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st.random = utils.cfg_get_bool (ini, section, "random", npc, false, true)
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st.pause_min = utils.cfg_get_number (ini, section, "min_idle", npc, false, 0)
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st.pause_max = utils.cfg_get_number (ini, section, "max_idle", npc, false, 0)
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st.no_hit = utils.cfg_get_bool (ini, section, "no_hit", npc, false, true)
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if st.pause_max < st.pause_min then
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abort ("PH_SOUND - invalid time range !!!")
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end
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end
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