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Comparing deliantra/server/ext/NPC_Dialogue.pm (file contents):
Revision 1.3 by elmex, Wed Apr 4 11:45:16 2007 UTC vs.
Revision 1.20 by root, Fri Mar 19 21:40:39 2010 UTC

4 4
5=head1 DESCRIPTION 5=head1 DESCRIPTION
6 6
7NPC dialogue support module. 7NPC dialogue support module.
8 8
9=over 4
10
9=cut 11=cut
10 12
11package NPC_Dialogue; 13package NPC_Dialogue;
12 14
13use strict; 15use strict;
14
15sub has_dialogue($) {
16 my ($ob) = @_;
17
18 $ob->msg =~ /^\@match /;
19}
20 16
21sub parse_message($) { 17sub parse_message($) {
22 map [split /\n/, $_, 2], 18 map [split /\n/, $_, 2],
23 grep length, 19 grep length,
24 split /^\@match /m, 20 split /^\@match /m,
26} 22}
27 23
28sub new { 24sub new {
29 my ($class, %arg) = @_; 25 my ($class, %arg) = @_;
30 26
27 $arg{ob} = $arg{pl}->ob;
28
31 my $self = bless { 29 my $self = bless {
32 %arg, 30 %arg,
33 }, $class; 31 }, $class;
34 32
35 $self->{match} ||= [parse_message $self->{npc}->msg]; 33 $self->{match} ||= [parse_message $self->{npc}->msg];
98 96
99=item $flag - A hashref that stores flags associated with the player and 97=item $flag - A hashref that stores flags associated with the player and
100can be seen by all NPCs (so better name your flags uniquely). This is 98can be seen by all NPCs (so better name your flags uniquely). This is
101useful for storing e.g. quest information. See C<@setflag> and C<@ifflag>. 99useful for storing e.g. quest information. See C<@setflag> and C<@ifflag>.
102 100
101=item $find - see @find, below.
102
103=back 103=back
104 104
105The environment is that standard "map scripting environment", which is 105The environment is that standard "map scripting environment", which is
106limited in the type of constructs allowed (no loops, for example). 106limited in the type of constructs allowed (no loops, for example).
107 107
108Here is a example:
109
110=over 4
111
112=item B<matching for an item name>
113
114 @match hi
115 @cond grep $_->name =~ /royalty/, $who->inv
116 You got royalties there! Wanna have!
117
118You may want to change the C<name> method there to something like C<title>,
119C<slaying> or any other method that is allowed to be called on a
120C<cf::object> here.
121
122=item B<matching for an item name and removing the matched item>
123
124 @match found earhorn
125 @cond grep $_->slaying =~ /Gramp's walking stick/, $who->inv
126 @eval my @g = grep { $_->slaying =~ /Gramp's walking stick/ } $who->inv; $g[0]->decrease;
127 Thanks for the earhorn!
128
129This example is a bit more complex. The C<@eval> statement will search
130the players inventory for the same term as the C<@cond> and then
131decreases the number of objects used there.
132
133(See also the map: C<scorn/houses/cornerbrook.map> for an example how this is
134used in the real world :-)
135
136=back
137
108=item @eval perl 138=item @eval perl
109 139
110Like C<@cond>, but proceed regardless of the outcome. 140Like C<@cond>, but proceed regardless of the outcome.
111 141
112=item @msg perl 142=item @msg perl
113 143
114Like C<@cond>, but the return value will be stringified and prepended to 144Like C<@cond>, but the return value will be stringified and prepended to
115the message. 145the reply message.
146
147=item @check match expression
148
149Executes a match expression (see
150http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
151to see if it matches.
152
153C<self> is the npc object, C<object>, C<source> and C<originator> are the
154player communicating with the NPC.
155
156If the check fails, the match is skipped.
157
158=item @find match expression
159
160Like C<@check> in that it executes a match expression, but instead of
161failing, it gathers all objects into an array and provides a reference to
162the array in the C<$find> variable.
163
164When you want to skip the match when no objects have been found, combine
165C<@find> with C<@cond>:
166
167 @match see my spellbook
168 @find type=SPELLBOOK in inv
169 @cond @$find
170 It looks dirty.
171 @match see my spellbook
172 I can't see any, where do you have it?
116 173
117=item @setstate state value 174=item @setstate state value
118 175
119Sets the named state C<state> to the given C<value>. State values are 176Sets the named state C<state> to the given C<value>. State values are
120associated with a specific player-NPC pair, so each NPC has its own state 177associated with a specific player-NPC pair, so each NPC has its own state
125See C<@ifstate> for an example. 182See C<@ifstate> for an example.
126 183
127=item @ifstate state value 184=item @ifstate state value
128 185
129Requires that the named C<state> has the given C<value>, otherwise this 186Requires that the named C<state> has the given C<value>, otherwise this
130topic is skipped. For more complex comparisons, see C<@cond> with 187topic is skipped. For more complex comparisons, see C<@cond> with
131C<$state>. Example: 188C<$state>. Example:
132 189
133 @match quest 190 @match quest
134 @setstate question quest 191 @setstate question quest
135 Do you really want to help find the magic amulet of Beeblebrox? 192 Do you really want to help find the magic amulet of Beeblebrox?
143associated with a specific player and can be seen by all NPCs. with 200associated with a specific player and can be seen by all NPCs. with
144respect to a particular player, which makes them suitable to store quest 201respect to a particular player, which makes them suitable to store quest
145markers and other information (e.g. reputation/alignment). Flags are 202markers and other information (e.g. reputation/alignment). Flags are
146persistent over the lifetime of a player, so be careful :) 203persistent over the lifetime of a player, so be careful :)
147 204
205Perversely enough, using C<@setfflag> without a C<value> clears the flag
206as if it was never set, so always provide a flag value (e.g. C<1>) when
207you want to set the flag.
208
148See C<@ifflag> for an example. 209See C<@ifflag> for an example.
149 210
150=item @ifflag flag value 211=item @ifflag flag value
151 212
152Requires that the named C<flag> has the given C<value>, otherwise this 213Requires that the named C<flag> has the given C<value>, otherwise this
153topic is skipped. For more complex comparisons, see C<@cond> with 214topic is skipped. For more complex comparisons, see C<@cond> with
154C<$flag>. Example: 215C<$flag>.
216
217If no C<value> is given, then the ifflag succeeds when the flag is true.
218
219Example:
155 220
156 @match I want to do the quest! 221 @match I want to do the quest!
157 @setflag kings_quest 1 222 @setflag kings_quest 1
158 Then seek out Bumblebee in Navar, he will tell you... 223 Then seek out Bumblebee in Navar, he will tell you...
159 @match I did the quest 224 @match I did the quest
173When the state argument is omitted the trigger is stateful and retains an 238When the state argument is omitted the trigger is stateful and retains an
174internal state per connected-id. There is a limitation to the use of this: The 239internal state per connected-id. There is a limitation to the use of this: The
175state won't be changed when the connection is triggered by other triggers. So 240state won't be changed when the connection is triggered by other triggers. So
176be careful when triggering the connection from other objects. 241be careful when triggering the connection from other objects.
177 242
178When a state argument is given it should be either 0 or 1. 1 will 'push' the connection 243When a state argument is given it should be a positive integer. Any value
179and 0 will 'release' the connection. This is useful for example when you want to 244C<!= 0> will 'push' the connection (in general, you should specify C<1>
180let a npc control a door. 245for this) and C<0> will 'release' the connection. This is useful for
246example when you want to let an NPC control a door.
181 247
182Trigger all objects with the given connected-id by 'releasing' the connection. 248Trigger all objects with the given connected-id by 'releasing' the connection.
249
250=item @playersound face-name
251
252Plays the given sound face (either an alias or sound file path) so that
253only the player talking to the npc can hear it.
254
255=item @npcsound face-name
256
257Plays the given sound face (either an alias or sound file path) as if
258the npc had made that sound, i.e. it will be located at the npc and all
259players near enough can hear it.
183 260
184=item @addtopic topic 261=item @addtopic topic
185 262
186Adds the given topic names (separated by C<|>) to the list of topics 263Adds the given topic names (separated by C<|>) to the list of topics
187returned. 264returned.
205 my @replies; 282 my @replies;
206 my @match; # @match/@parse command results 283 my @match; # @match/@parse command results
207 284
208 my $state = $self->{npc}{$self->{ob}->name}{dialog_state} ||= {}; 285 my $state = $self->{npc}{$self->{ob}->name}{dialog_state} ||= {};
209 my $flag = $self->{ob}{dialog_flag} ||= {}; 286 my $flag = $self->{ob}{dialog_flag} ||= {};
287
288 my @find;
210 289
211 my %vars = ( 290 my %vars = (
212 who => $self->{ob}, 291 who => $self->{ob},
213 npc => $self->{npc}, 292 npc => $self->{npc},
214 state => $state, 293 state => $state,
215 flag => $flag, 294 flag => $flag,
216 msg => $msg, 295 msg => $msg,
217 match => \@match, 296 match => \@match,
297 find => \@find,
218 ); 298 );
219 299
220 local $self->{ob}{record_replies} = \@replies; 300 local $self->{ob}{record_replies} = \@replies;
221 301
222 # now execute @-commands (which can result in a no-match) 302 # now execute @-commands (which can result in a no-match)
229 or next topic; 309 or next topic;
230 310
231 } elsif ($cmd eq "comment") { 311 } elsif ($cmd eq "comment") {
232 # nop 312 # nop
233 313
314 } elsif ($cmd eq "playersound") {
315 $self->{ob}->contr->play_sound (cf::sound::find $args);
316
317 } elsif ($cmd eq "npcsound") {
318 $self->{npc}->play_sound (cf::sound::find $args);
319
234 } elsif ($cmd eq "cond") { 320 } elsif ($cmd eq "cond") {
235 cf::safe_eval $args, %vars 321 cf::safe_eval $args, %vars
236 or next topic; 322 or next topic;
237 323
238 } elsif ($cmd eq "eval") { 324 } elsif ($cmd eq "eval") {
239 cf::safe_eval $args, %vars; 325 cf::safe_eval $args, %vars;
240 warn "\@eval evaluation error: $@\n" if $@; 326 warn "\@eval evaluation error: $@\n" if $@;
241 327
328 } elsif ($cmd eq "check") {
329 eval {
330 cf::match::match $args, $self->{ob}, $self->{npc}, $self->{ob}
331 or next topic;
332 };
333 warn "\@check evaluation error: $@\n" if $@;
334
335 } elsif ($cmd eq "find") {
336 @find = eval {
337 cf::match::match $args, $self->{ob}, $self->{npc}, $self->{ob}
338 };
339 warn "\@find evaluation error: $@\n" if $@;
340
242 } elsif ($cmd eq "msg") { 341 } elsif ($cmd eq "msg") {
243 push @replies, [$self->{npc}, (scalar cf::safe_eval $args, %vars)]; 342 push @replies, [$self->{npc}, (scalar cf::safe_eval $args, %vars)];
244 343
245 } elsif ($cmd eq "setflag") { 344 } elsif ($cmd eq "setflag") {
246 my ($name, $value) = split /\s+/, $args, 2; 345 my ($name, $value) = split /\s+/, $args, 2;
247 $value ? $flag->{$name} = $value 346 defined $value ? $flag->{$name} = $value
248 : delete $flag->{$name}; 347 : delete $flag->{$name};
249 348
250 } elsif ($cmd eq "setstate") { 349 } elsif ($cmd eq "setstate") {
251 my ($name, $value) = split /\s+/, $args, 2; 350 my ($name, $value) = split /\s+/, $args, 2;
252 $value ? $state->{$name} = $value 351 defined $value ? $state->{$name} = $value
253 : delete $state->{$name}; 352 : delete $state->{$name};
254 353
255 } elsif ($cmd eq "ifflag") { 354 } elsif ($cmd eq "ifflag") {
256 my ($name, $value) = split /\s+/, $args, 2; 355 my ($name, $value) = split /\s+/, $args, 2;
257 $flag->{$name} eq $value 356 defined $value ? $flag->{$name} eq $value
357 : $flag->{$name}
258 or next topic; 358 or next topic;
259 359
260 } elsif ($cmd eq "ifstate") { 360 } elsif ($cmd eq "ifstate") {
261 my ($name, $value) = split /\s+/, $args, 2; 361 my ($name, $value) = split /\s+/, $args, 2;
262 $state->{$name} eq $value 362 defined $value ? $state->{$name} eq $value
363 : $state->{$name}
263 or next topic; 364 or next topic;
264 365
265 } elsif ($cmd eq "trigger") { 366 } elsif ($cmd eq "trigger") {
266 my ($con, $state) = split /\s+/, $args, 2; 367 my ($con, $state) = split /\s+/, $args, 2;
267 $con = $con * 1;
268 368
269 if (defined $state) { 369 if (defined $state) {
270 $self->{npc}->map->trigger ($args, $state); 370 $self->{npc}->map->trigger ($con, $state, $self->{npc}, $self->{ob});
271 } else { 371 } else {
272 my $rvalue = \$self->{npc}{dialog_trigger}{$con}; 372 my $rvalue = \$self->{npc}{dialog_trigger}{$con+0};
273 $self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue); 373 $self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue, $self->{npc}, $self->{ob});
274 } 374 }
275 375
276 } elsif ($cmd eq "addtopic") { 376 } elsif ($cmd eq "addtopic") {
277 push @kw, split /\|/, $args; 377 push @kw, split /\|/, $args;
278 $self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic}; 378 $self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic};
286 } 386 }
287 } 387 }
288 388
289 delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state; 389 delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state;
290 delete $self->{ob}{dialog_flag} unless %$flag; 390 delete $self->{ob}{dialog_flag} unless %$flag;
291
292 # combine lines into paragraphs
293 $reply =~ s/(?<=\S)\n(?=\w)/ /g;
294 $reply =~ s/\n\n/\n/g;
295 391
296 # ignores flags and npc from replies 392 # ignores flags and npc from replies
297 $reply = join "\n", (map $_->[1], @replies), $reply; 393 $reply = join "\n", (map $_->[1], @replies), $reply;
298 394
299 # now mark up all matching keywords 395 # now mark up all matching keywords
304 last; 400 last;
305 } 401 }
306 } 402 }
307 } 403 }
308 404
405 $self->{npc}->use_trigger ($self->{ob})
406 if $self->{npc}->type == cf::MAGIC_EAR;
407
309 return wantarray ? ($reply, @kw) : $reply; 408 return wantarray ? ($reply, @kw) : $reply;
310 } 409 }
311 } 410 }
312 } 411 }
313 412

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