88 lines
2.9 KiB
C++
88 lines
2.9 KiB
C++
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/*
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* Copyright (c) 2016-2019 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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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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/* 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_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() CBaseNPC;
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virtual void(string) Speak;
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virtual void(string) Sentence;
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};
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void
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CBaseNPC::Sentence(string sentence)
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{
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string seq = Sentences_GetSamples(sentence);
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print(sprintf("^2CBaseNPC::Sentence: Attempting %s\n", seq));
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if (seq == "") {
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return;
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}
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_SENTENCE);
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WriteEntity(MSG_MULTICAST, this);
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WriteString(MSG_MULTICAST, Sentences_GetSamples(sentence));
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msg_entity = this;
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multicast(origin, MULTICAST_PVS);
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}
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void
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CBaseNPC::Speak(string sentence)
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{
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_SPEAK);
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WriteEntity(MSG_MULTICAST, this);
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WriteString(MSG_MULTICAST, sentence);
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WriteFloat(MSG_MULTICAST, m_flPitch);
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msg_entity = this;
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multicast(origin, MULTICAST_PVS);
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}
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void
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CBaseNPC::CBaseNPC(void)
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{
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}
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