nuclide/src/shared/NSTalkMonster.h

168 lines
5.7 KiB
C++

/*
* 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