/* * Copyright (c) 2016-2020 Marco Hladik * * 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 */ #define PLAYER_DETECT_RADIUS 512 enumflags { MONSTER_USED, MONSTER_FEAR, MONSTER_METPLAYER, MONSTER_FALLING, MONSTER_CANFOLLOW }; class CBaseNPC:CBaseMonster { /* 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_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 */ void(void) CBaseNPC; virtual void(string) Speak; virtual void(string) Sentence; virtual void(void) WarnAllies; virtual void(void) FollowPlayer; virtual void(void) FollowChain; virtual void(void) Physics; 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) 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; };