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- local function get_sound_type(sound_type)
- local s_type = "NIL"
- if bit_and(sound_type, snd_type.weapon) == snd_type.weapon then
- s_type = "WPN"
- if bit_and(sound_type, snd_type.weapon_shoot) == snd_type.weapon_shoot then
- s_type = "WPN_shoot"
- elseif bit_and(sound_type, snd_type.weapon_empty) == snd_type.weapon_empty then
- s_type = "WPN_empty"
- elseif bit_and(sound_type, snd_type.weapon_bullet_hit) == snd_type.weapon_bullet_hit then
- s_type = "WPN_hit"
- elseif bit_and(sound_type, snd_type.weapon_reload) == snd_type.weapon_reload then
- s_type = "WPN_reload"
- end
- elseif bit_and(sound_type, snd_type.item) == snd_type.item then
- s_type = "ITM"
- if bit_and(sound_type, snd_type.item_pick_up) == snd_type.item_pick_up then
- s_type = "ITM_pckup"
- elseif bit_and(sound_type, snd_type.item_drop) == snd_type.item_drop then
- s_type = "ITM_drop"
- elseif bit_and(sound_type, snd_type.item_hide) == snd_type.item_hide then
- s_type = "ITM_hide"
- elseif bit_and(sound_type, snd_type.item_take) == snd_type.item_take then
- s_type = "ITM_take"
- elseif bit_and(sound_type, snd_type.item_use) == snd_type.item_use then
- s_type = "ITM_use"
- end
- elseif bit_and(sound_type, snd_type.monster) == snd_type.monster then
- s_type = "MST"
- if bit_and(sound_type, snd_type.monster_die) == snd_type.monster_die then
- s_type = "MST_die"
- elseif bit_and(sound_type, snd_type.monster_injure) == snd_type.monster_injure then
- s_type = "MST_damage"
- elseif bit_and(sound_type, snd_type.monster_step) == snd_type.monster_step then
- s_type = "MST_step"
- elseif bit_and(sound_type, snd_type.monster_talk) == snd_type.monster_talk then
- s_type = "MST_talk"
- elseif bit_and(sound_type, snd_type.monster_attack) == snd_type.monster_attack then
- s_type = "MST_attack"
- elseif bit_and(sound_type, snd_type.monster_eat) == snd_type.monster_eat then
- s_type = "MST_eat"
- end
- end
- return s_type
- end
- function reset_hear_callback(st, section)
- local function is_on_sound_line(candidate)
- return string.find( candidate, "^on_sound%d*$" ) ~= nil
- end
- local function add_parsed_data_to_storage(value, st)
- local obj = st.object
- local parsed_params = utils.parse_params(value)
- st.hear_sounds[parsed_params[1]] = st.hear_sounds[parsed_params[1]] or {}
- st.hear_sounds[parsed_params[1]][parsed_params[2]] = { dist = tonumber(parsed_params[3]),
- power = tonumber(parsed_params[4]),
- condlist = xr_logic.parse_condlist(obj, "hear_callback", "hear_callback", parsed_params[5])}
- end
- local ini = st.ini
- if not ini:section_exist(section) then
- return
- end
- local n = ini:line_count(section)
- local id, value = "",""
- local category = ""
- st.hear_sounds = {}
- for i=0,n-1 do
- result, id, value = ini:r_line(section,i,"","")
- if is_on_sound_line(id) then
- add_parsed_data_to_storage(value, st)
- end
- end
- end
- function hear_callback(obj, who_id, sound_type, sound_position, sound_power)
- local st = db.storage[obj:id()]
- local s_type = get_sound_type(sound_type)
- if (s_type == "WPN_hit" or s_type == "MST_attack" or s_type == "MST_damage" and sound_position:distance_to_sqr(obj:position()) < 225) then
- if not xr_wounded.is_wounded(obj) then
- xr_danger.set_script_danger(obj,3000)
- end
- end
- local who = who_id and level.object_by_id(who)
- if (who) then
- obj:enable_memory_object(who,true)
- end
- local story_id = get_object_story_id(who_id) or "any"
- if st.hear_sounds == nil then
- return
- end
- if st.hear_sounds[story_id] and st.hear_sounds[story_id][s_type] then
- local hear_sound_params = st.hear_sounds[story_id][s_type]
- if hear_sound_params.dist >= sound_position:distance_to(obj:position()) and sound_power >= hear_sound_params.power then
- local new_section = xr_logic.pick_section_from_condlist(db.actor, obj, hear_sound_params.condlist)
- if new_section ~= nil and new_section ~= "" then
- xr_logic.switch_to_section(obj, st.ini, new_section)
- elseif new_section == "" then
- st.hear_sounds[story_id][s_type] = nil
- end
- end
- end
- end
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