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3 | NPC_Dialogue |
3 | NPC_Dialogue |
4 | |
4 | |
5 | =head1 DESCRIPTION |
5 | =head1 DESCRIPTION |
6 | |
6 | |
7 | NPC dialogue support module. |
7 | NPC dialogue support module. |
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8 | |
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9 | =over 4 |
8 | |
10 | |
9 | =cut |
11 | =cut |
10 | |
12 | |
11 | package NPC_Dialogue; |
13 | package NPC_Dialogue; |
12 | |
14 | |
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104 | |
106 | |
105 | =back |
107 | =back |
106 | |
108 | |
107 | The environment is that standard "map scripting environment", which is |
109 | The environment is that standard "map scripting environment", which is |
108 | limited in the type of constructs allowed (no loops, for example). |
110 | limited in the type of constructs allowed (no loops, for example). |
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111 | |
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112 | Here is a example: |
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113 | |
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114 | =over 4 |
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115 | |
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116 | =item B<matching for an item name> |
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117 | |
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118 | @match hi |
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119 | @cond grep $_->name =~ /royalty/, $who->inv |
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120 | You got royalties there! Wanna have! |
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121 | |
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122 | You may want to change the C<name> method there to something like C<title>, |
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123 | C<slaying> or any other method that is allowed to be called on a |
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124 | C<cf::object> here. |
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125 | |
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126 | =item B<matching for an item name and removing the matched item> |
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127 | |
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128 | @match found earhorn |
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129 | @cond grep $_->slaying =~ /Gramp's walking stick/, $who->inv |
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130 | @eval my @g = grep { $_->slaying =~ /Gramp's walking stick/ } $who->inv; $g[0]->decrease; |
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131 | Thanks for the earhorn! |
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132 | |
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133 | This example is a bit more complex. The C<@eval> statement will search |
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134 | the players inventory for the same term as the C<@cond> and then |
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135 | decreases the number of objects used there. |
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136 | |
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137 | (See also the map: C<scorn/houses/cornerbrook.map> for an example how this is |
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138 | used in the real world :-) |
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139 | |
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140 | =back |
109 | |
141 | |
110 | =item @eval perl |
142 | =item @eval perl |
111 | |
143 | |
112 | Like C<@cond>, but proceed regardless of the outcome. |
144 | Like C<@cond>, but proceed regardless of the outcome. |
113 | |
145 | |
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180 | When a state argument is given it should be either 0 or 1. 1 will 'push' the connection |
212 | When a state argument is given it should be either 0 or 1. 1 will 'push' the connection |
181 | and 0 will 'release' the connection. This is useful for example when you want to |
213 | and 0 will 'release' the connection. This is useful for example when you want to |
182 | let a npc control a door. |
214 | let a npc control a door. |
183 | |
215 | |
184 | Trigger all objects with the given connected-id by 'releasing' the connection. |
216 | Trigger all objects with the given connected-id by 'releasing' the connection. |
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217 | |
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218 | =item @playersound face-name |
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219 | |
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220 | Plays the given sound face (either an alias or sound file path) so that |
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221 | only the player talking to the npc can hear it. |
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222 | |
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223 | =item @npcsound face-name |
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224 | |
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225 | Plays the given sound face (either an alias or sound file path) as if |
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226 | the npc had made that sound, i.e. it will be located at the npc and all |
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227 | players near enough can hear it. |
185 | |
228 | |
186 | =item @addtopic topic |
229 | =item @addtopic topic |
187 | |
230 | |
188 | Adds the given topic names (separated by C<|>) to the list of topics |
231 | Adds the given topic names (separated by C<|>) to the list of topics |
189 | returned. |
232 | returned. |
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230 | @match = $msg =~ /$args/i |
273 | @match = $msg =~ /$args/i |
231 | or next topic; |
274 | or next topic; |
232 | |
275 | |
233 | } elsif ($cmd eq "comment") { |
276 | } elsif ($cmd eq "comment") { |
234 | # nop |
277 | # nop |
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278 | |
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279 | } elsif ($cmd eq "playersound") { |
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280 | $self->{ob}->contr->play_sound (cf::sound::find $args); |
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281 | |
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282 | } elsif ($cmd eq "npcsound") { |
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283 | $self->{npc}->play_sound (cf::sound::find $args); |
235 | |
284 | |
236 | } elsif ($cmd eq "cond") { |
285 | } elsif ($cmd eq "cond") { |
237 | cf::safe_eval $args, %vars |
286 | cf::safe_eval $args, %vars |
238 | or next topic; |
287 | or next topic; |
239 | |
288 | |