2020-10-17 07:30:36 -07:00
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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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/* NPCs are more advanced than regular monsters in that they express emotions
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* and are able to interact more with the environment */
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#define PLAYER_DETECT_RADIUS 512
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enumflags
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{
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MONSTER_USED,
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MONSTER_FEAR,
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MONSTER_METPLAYER,
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MONSTER_FALLING,
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MONSTER_CANFOLLOW
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};
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class CBaseNPC:CBaseMonster
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{
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/* our NPCs can have a unique pitch to their voice */
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float m_flPitch;
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float m_flNextSentence;
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int m_iFlags;
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entity m_eFollowing;
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entity m_eFollowingChain;
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vector m_vecLastUserPos;
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float m_flChangePath;
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float m_flTraceTime;
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/* sentences identifiers */
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string m_talkAnswer; /* random answer to whenever a question is asked */
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string m_talkAsk; /* asks a random generic question */
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string m_talkAllyShot; /* asks to not shoot an ally further */
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string m_talkGreet; /* greet other NPCs */
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string m_talkIdle; /* idle chatter */
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string m_talkHearing; /* what did we just hear? */
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string m_talkSmelling; /* is something smelling bad? */
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string m_talkStare; /* when NPC is being stared at */
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string m_talkSurvived; /* we're near death */
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string m_talkWounded; /* we've sustained light wounds */
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/* things that NPCs will only say to the player */
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string m_talkPlayerAsk; /* ask player some question */
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string m_talkPlayerGreet; /* say hello to the player */
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string m_talkPlayerIdle; /* idle chatter with the player */
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string m_talkPlayerWounded1; /* slightly wounded player comment */
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string m_talkPlayerWounded2; /* a bit worse */
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string m_talkPlayerWounded3; /* yup, got thus far */
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string m_talkUnfollow; /* when the player asks us to stop following */
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string m_talkFollow; /* whenever player asks the NPC to follow */
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string m_talkStopFollow; /* we have to stop following */
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void(void) CBaseNPC;
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virtual void(string) Speak;
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virtual void(string) Sentence;
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virtual void(void) WarnAllies;
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virtual void(void) FollowPlayer;
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virtual void(void) FollowChain;
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virtual void(void) Physics;
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2020-11-25 01:32:42 -08:00
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virtual void(void) OnPlayerUse;
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2020-10-17 07:30:36 -07:00
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virtual void(void) PanicFrame;
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virtual void(void) Hide;
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virtual void(void) Respawn;
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/*virtual void(void) TalkAnswer;
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virtual void(void) TalkAsk;
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virtual void(void) TalkAllyShot;
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virtual void(void) TalkGreet;
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virtual void(void) TalkIdle;
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virtual void(void) TalkHearing;
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virtual void(void) TalkSmelling;
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virtual void(void) TalkStare;
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virtual void(void) TalkSurvived;
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virtual void(void) TalkWounded;*/
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virtual void(void) TalkPlayerAsk;
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virtual void(void) TalkPlayerGreet;
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virtual void(void) TalkPlayerIdle;
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virtual void(void) TalkPlayerWounded1;
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virtual void(void) TalkPlayerWounded2;
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virtual void(void) TalkPlayerWounded3;
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virtual void(void) TalkUnfollow;
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virtual void(void) TalkFollow;
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virtual void(void) TalkStopFollow;
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virtual void(string, string) SpawnKey;
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};
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