/* * 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 /** This class represents NSMonsters that talk. They need to network extra information and can speak more complicated dialogue. They also can communicate with other NSTalkMonster based entities. */ class NSTalkMonster:NSMonster { private: #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; float m_flFollowSpeedChanged; float m_flFollowSpeed; /* 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 public: void NSTalkMonster(void); /** When called, will play a [Sentence](Sentences.md) over the network. */ virtual void Sentence(string); #ifdef SERVER /** When called, will play a single sample (.wav/.ogg) over the network. */ virtual void Speak(string); /** When called, will alert all allies in a nearby area. */ virtual void WarnAllies(void); /** When called, will startle all allies in a nearby area. */ virtual void StartleAllies(void); /** Internal use only. Run every frame to run after the player we are set to follow. */ virtual void FollowPlayer(void); /** Internal use only. Run every frame to update who we're following in the chain */ virtual void FollowChain(void); virtual void RunAI(void); /** Run every frame if we're in a state of panic. */ virtual void PanicFrame(void); virtual void OnPlayerUse(void); //virtual void Hide(void); virtual void Respawn(void); virtual void SpawnKey(string,string); virtual float SendEntity(entity,float); virtual void Save(float); virtual void Restore(string,string); /*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;*/ /** Called when they're in a state of panic. */ virtual void TalkPanic(void); /** Called when they want to ask the player a question. */ virtual void TalkPlayerAsk(void); /** Called when they are greeting the player. */ virtual void TalkPlayerGreet(void); /** Called when they are chit-chatting with the player. */ virtual void TalkPlayerIdle(void); /** Called when they tell the player that they're wounded. */ virtual void TalkPlayerWounded1(void); /** Called when they tell the player that severely wounded. */ virtual void TalkPlayerWounded2(void); /** Called when they tell the player that they're near death. */ virtual void TalkPlayerWounded3(void); /** Called when they tell the player that they'll give up following. */ virtual void TalkUnfollow(void); /** Called when they tell the player that they'll start following. */ virtual void TalkFollow(void); /** Called when they tell the player that they'll stop following. */ virtual void TalkStopFollow(void); #else virtual float predraw(void); virtual void ReceiveEntity(float,float); /** Plays a single sample from a sentence. */ virtual void SentenceSample(string); /** Called once per frame to process the word queue */ virtual void ProcessWordQue(void); #endif /* model events */ virtual void HandleAnimEvent(float,int,string); }; #ifdef CLIENT void NSTalkMonster_ParseSentence(void); void NSTalkMonster_ReadEntity(bool); #endif