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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#ifndef TALKMONSTER_H
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#define TALKMONSTER_H
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#ifndef MONSTERS_H
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#include "monsters.h"
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#endif
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//=========================================================
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// Talking monster base class
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// Used for scientists and barneys
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//=========================================================
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#define TALKRANGE_MIN 500.0 // don't talk to anyone farther away than this
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#define TLK_STARE_DIST 128 // anyone closer than this and looking at me is probably staring at me.
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#define bit_saidDamageLight (1<<0) // bits so we don't repeat key sentences
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#define bit_saidDamageMedium (1<<1)
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#define bit_saidDamageHeavy (1<<2)
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#define bit_saidHelloPlayer (1<<3)
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#define bit_saidWoundLight (1<<4)
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#define bit_saidWoundHeavy (1<<5)
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#define bit_saidHeard (1<<6)
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#define bit_saidSmelled (1<<7)
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#define TLK_CFRIENDS 5
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typedef enum
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{
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TLK_ANSWER = 0,
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TLK_QUESTION,
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TLK_IDLE,
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TLK_STARE,
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TLK_USE,
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TLK_UNUSE,
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TLK_STOP,
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TLK_NOSHOOT,
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TLK_HELLO,
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TLK_PHELLO,
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TLK_PIDLE,
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TLK_PQUESTION,
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TLK_PLHURT1,
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TLK_PLHURT2,
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TLK_PLHURT3,
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TLK_SMELL,
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TLK_WOUND,
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TLK_MORTAL,
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TLK_CGROUPS // MUST be last entry
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} TALKGROUPNAMES;
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enum
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{
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SCHED_CANT_FOLLOW = LAST_COMMON_SCHEDULE + 1,
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SCHED_MOVE_AWAY, // Try to get out of the player's way
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SCHED_MOVE_AWAY_FOLLOW, // same, but follow afterward
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SCHED_MOVE_AWAY_FAIL, // Turn back toward player
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LAST_TALKMONSTER_SCHEDULE // MUST be last
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};
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enum
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{
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TASK_CANT_FOLLOW = LAST_COMMON_TASK + 1,
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TASK_MOVE_AWAY_PATH,
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TASK_WALK_PATH_FOR_UNITS,
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TASK_TLK_RESPOND, // say my response
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TASK_TLK_SPEAK, // question or remark
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TASK_TLK_HELLO, // Try to say hello to player
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TASK_TLK_HEADRESET, // reset head position
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TASK_TLK_STOPSHOOTING, // tell player to stop shooting friend
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TASK_TLK_STARE, // let the player know I know he's staring at me.
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TASK_TLK_LOOK_AT_CLIENT,// faces player if not moving and not talking and in idle.
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TASK_TLK_CLIENT_STARE, // same as look at client, but says something if the player stares.
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TASK_TLK_EYECONTACT, // maintain eyecontact with person who I'm talking to
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TASK_TLK_IDEALYAW, // set ideal yaw to face who I'm talking to
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TASK_FACE_PLAYER, // Face the player
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LAST_TALKMONSTER_TASK // MUST be last
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};
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class CTalkMonster : public CBaseMonster
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{
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public:
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void TalkInit( void );
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CBaseEntity *FindNearestFriend(BOOL fPlayer);
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float TargetDistance( void );
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void StopTalking( void ) { SentenceStop(); }
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// Base Monster functions
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void Precache( void );
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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void Touch( CBaseEntity *pOther );
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void Killed( entvars_t *pevAttacker, int iGib );
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int IRelationship ( CBaseEntity *pTarget );
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virtual int CanPlaySentence( BOOL fDisregardState );
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virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation );
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void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
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void KeyValue( KeyValueData *pkvd );
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// AI functions
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void SetActivity ( Activity newActivity );
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Schedule_t *GetScheduleOfType ( int Type );
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void StartTask( Task_t *pTask );
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void RunTask( Task_t *pTask );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void PrescheduleThink( void );
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// Conversations / communication
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int GetVoicePitch( void );
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void IdleRespond( void );
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int FIdleSpeak( void );
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int FIdleStare( void );
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int FIdleHello( void );
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void IdleHeadTurn( Vector &vecFriend );
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int FOkToSpeak( void );
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void TrySmellTalk( void );
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CBaseEntity *EnumFriends( CBaseEntity *pentPrevious, int listNumber, BOOL bTrace );
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void AlertFriends( void );
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void ShutUpFriends( void );
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BOOL IsTalking( void );
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void Talk( float flDuration );
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// For following
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BOOL CanFollow( void );
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BOOL IsFollowing( void ) { return m_hTargetEnt != 0 && m_hTargetEnt->IsPlayer(); }
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void StopFollowing( BOOL clearSchedule );
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void StartFollowing( CBaseEntity *pLeader );
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virtual void DeclineFollowing( void ) {}
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void LimitFollowers( CBaseEntity *pPlayer, int maxFollowers );
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void EXPORT FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void SetAnswerQuestion( CTalkMonster *pSpeaker );
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virtual int FriendNumber( int arrayNumber ) { return arrayNumber; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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static const char *m_szFriends[TLK_CFRIENDS]; // array of friend names
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static float g_talkWaitTime;
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int m_bitsSaid; // set bits for sentences we don't want repeated
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int m_nSpeak; // number of times initiated talking
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int m_voicePitch; // pitch of voice for this head
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const char *m_szGrp[TLK_CGROUPS]; // sentence group names
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float m_useTime; // Don't allow +USE until this time
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int m_iszUse; // Custom +USE sentence group (follow)
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int m_iszUnUse; // Custom +USE sentence group (stop following)
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float m_flLastSaidSmelled;// last time we talked about something that stinks
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float m_flStopTalkTime;// when in the future that I'll be done saying this sentence.
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EHANDLE m_hTalkTarget; // who to look at while talking
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CUSTOM_SCHEDULES
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};
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// Clients can push talkmonsters out of their way
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#define bits_COND_CLIENT_PUSH ( bits_COND_SPECIAL1 )
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// Don't see a client right now.
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#define bits_COND_CLIENT_UNSEEN ( bits_COND_SPECIAL2 )
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#endif //TALKMONSTER_H
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