nuclide/src/gs-entbase/shared/NSTalkMonster.h

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* NPCs are more advanced than regular monsters in that they express emotions
* and are able to interact more with the environment */
#ifdef SERVER
#define PLAYER_DETECT_RADIUS 512
enumflags
{
MONSTER_USED,
MONSTER_FEAR,
MONSTER_METPLAYER,
MONSTER_CANFOLLOW
};
#endif
class NSTalkMonster:NSMonster
{
#ifdef SERVER
/* our NPCs can have a unique pitch to their voice */
float m_flPitch;
float m_flNextSentence;
int m_iFlags;
entity m_eFollowing;
entity m_eFollowingChain;
vector m_vecLastUserPos;
float m_flChangePath;
float m_flTraceTime;
/* sentences identifiers */
string m_talkAnswer; /* random answer to whenever a question is asked */
string m_talkAsk; /* asks a random generic question */
string m_talkAllyShot; /* asks to not shoot an ally further */
string m_talkGreet; /* greet other NPCs */
string m_talkIdle; /* idle chatter */
string m_talkPanic; /* panic screams */
string m_talkHearing; /* what did we just hear? */
string m_talkSmelling; /* is something smelling bad? */
string m_talkStare; /* when NPC is being stared at */
string m_talkSurvived; /* we're near death */
string m_talkWounded; /* we've sustained light wounds */
/* things that NPCs will only say to the player */
string m_talkPlayerAsk; /* ask player some question */
string m_talkPlayerGreet; /* say hello to the player */
string m_talkPlayerIdle; /* idle chatter with the player */
string m_talkPlayerWounded1; /* slightly wounded player comment */
string m_talkPlayerWounded2; /* a bit worse */
string m_talkPlayerWounded3; /* yup, got thus far */
string m_talkUnfollow; /* when the player asks us to stop following */
string m_talkFollow; /* whenever player asks the NPC to follow */
string m_talkStopFollow; /* we have to stop following */
#else
/* sentence system */
float m_flSentenceTime;
sound_t *m_pSentenceQue;
int m_iSentenceCount;
int m_iSentencePos;
float m_sndVoiceOffs;
bool m_bWasPaused;
#endif
void(void) NSTalkMonster;
#ifdef SERVER
virtual void(string) Speak;
virtual void(string) Sentence;
virtual void(void) WarnAllies;
virtual void(void) StartleAllies;
virtual void(void) FollowPlayer;
virtual void(void) FollowChain;
virtual void(void) RunAI;
virtual void(void) OnPlayerUse;
virtual void(void) PanicFrame;
virtual void(void) Hide;
virtual void(void) Respawn;
/*virtual void(void) TalkAnswer;
virtual void(void) TalkAsk;
virtual void(void) TalkAllyShot;
virtual void(void) TalkGreet;
virtual void(void) TalkIdle;
virtual void(void) TalkHearing;
virtual void(void) TalkSmelling;
virtual void(void) TalkStare;
virtual void(void) TalkSurvived;
virtual void(void) TalkWounded;*/
virtual void(void) TalkPanic;
virtual void(void) TalkPlayerAsk;
virtual void(void) TalkPlayerGreet;
virtual void(void) TalkPlayerIdle;
virtual void(void) TalkPlayerWounded1;
virtual void(void) TalkPlayerWounded2;
virtual void(void) TalkPlayerWounded3;
virtual void(void) TalkUnfollow;
virtual void(void) TalkFollow;
virtual void(void) TalkStopFollow;
virtual void(string, string) SpawnKey;
virtual float(entity, float) SendEntity;
virtual void(float) Save;
virtual void(string,string) Restore;
#else
virtual float(void) predraw;
virtual void(string) SentenceSample;
virtual void(string) Sentence;
virtual void(void) ProcessWordQue;
virtual void(float,float) ReceiveEntity;
#endif
};