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Comparing deliantra/server/ext/NPC_Dialogue.pm (file contents):
Revision 1.6 by elmex, Wed Aug 8 07:55:57 2007 UTC vs.
Revision 1.17 by root, Mon Oct 26 02:55:07 2009 UTC

11=cut 11=cut
12 12
13package NPC_Dialogue; 13package NPC_Dialogue;
14 14
15use strict; 15use strict;
16
17sub has_dialogue($) {
18 my ($ob) = @_;
19
20 $ob->msg =~ /^\@match /;
21}
22 16
23sub parse_message($) { 17sub parse_message($) {
24 map [split /\n/, $_, 2], 18 map [split /\n/, $_, 2],
25 grep length, 19 grep length,
26 split /^\@match /m, 20 split /^\@match /m,
102 96
103=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
104can 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
105useful 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>.
106 100
101=item @find - see @find, below.
102
107=back 103=back
108 104
109The environment is that standard "map scripting environment", which is 105The environment is that standard "map scripting environment", which is
110limited in the type of constructs allowed (no loops, for example). 106limited in the type of constructs allowed (no loops, for example).
111 107
121 117
122You may want to change the C<name> method there to something like C<title>, 118You may want to change the C<name> method there to something like C<title>,
123C<slaying> or any other method that is allowed to be called on a 119C<slaying> or any other method that is allowed to be called on a
124C<cf::object> here. 120C<cf::object> here.
125 121
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
126=back 136=back
127 137
128=item @eval perl 138=item @eval perl
129 139
130Like C<@cond>, but proceed regardless of the outcome. 140Like C<@cond>, but proceed regardless of the outcome.
131 141
132=item @msg perl 142=item @msg perl
133 143
134Like 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
135the 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 matched into the C<@find> array variable.
162
163When you want to skip the match when no objects have been found, combine
164C<@find> with C<@cond>:
165
166 @match see my spellbook
167 @find type=SPELLBOOK in inv
168 @cond @find
169 It looks dirty.
170 @match see my spellbook
171 I can't see any, where do you have it?
136 172
137=item @setstate state value 173=item @setstate state value
138 174
139Sets the named state C<state> to the given C<value>. State values are 175Sets the named state C<state> to the given C<value>. State values are
140associated with a specific player-NPC pair, so each NPC has its own state 176associated with a specific player-NPC pair, so each NPC has its own state
163associated with a specific player and can be seen by all NPCs. with 199associated with a specific player and can be seen by all NPCs. with
164respect to a particular player, which makes them suitable to store quest 200respect to a particular player, which makes them suitable to store quest
165markers and other information (e.g. reputation/alignment). Flags are 201markers and other information (e.g. reputation/alignment). Flags are
166persistent over the lifetime of a player, so be careful :) 202persistent over the lifetime of a player, so be careful :)
167 203
204Perversely enough, using C<@setfflag> without a C<value> clears the flag
205as if it was never set, so always provide a flag value (e.g. C<1>) when
206you want to set the flag.
207
168See C<@ifflag> for an example. 208See C<@ifflag> for an example.
169 209
170=item @ifflag flag value 210=item @ifflag flag value
171 211
172Requires that the named C<flag> has the given C<value>, otherwise this 212Requires that the named C<flag> has the given C<value>, otherwise this
173topic is skipped. For more complex comparisons, see C<@cond> with 213topic is skipped. For more complex comparisons, see C<@cond> with
174C<$flag>. Example: 214C<$flag>.
215
216If no C<value> is given, then the ifflag succeeds when the flag is true.
217
218Example:
175 219
176 @match I want to do the quest! 220 @match I want to do the quest!
177 @setflag kings_quest 1 221 @setflag kings_quest 1
178 Then seek out Bumblebee in Navar, he will tell you... 222 Then seek out Bumblebee in Navar, he will tell you...
179 @match I did the quest 223 @match I did the quest
193When the state argument is omitted the trigger is stateful and retains an 237When the state argument is omitted the trigger is stateful and retains an
194internal state per connected-id. There is a limitation to the use of this: The 238internal state per connected-id. There is a limitation to the use of this: The
195state won't be changed when the connection is triggered by other triggers. So 239state won't be changed when the connection is triggered by other triggers. So
196be careful when triggering the connection from other objects. 240be careful when triggering the connection from other objects.
197 241
198When a state argument is given it should be either 0 or 1. 1 will 'push' the connection 242When a state argument is given it should be a positive integer. Any value
199and 0 will 'release' the connection. This is useful for example when you want to 243C<!= 0> will 'push' the connection (in general, you should specify C<1>
200let a npc control a door. 244for this) and C<0> will 'release' the connection. This is useful for
245example when you want to let an NPC control a door.
201 246
202Trigger all objects with the given connected-id by 'releasing' the connection. 247Trigger all objects with the given connected-id by 'releasing' the connection.
248
249=item @playersound face-name
250
251Plays the given sound face (either an alias or sound file path) so that
252only the player talking to the npc can hear it.
253
254=item @npcsound face-name
255
256Plays the given sound face (either an alias or sound file path) as if
257the npc had made that sound, i.e. it will be located at the npc and all
258players near enough can hear it.
203 259
204=item @addtopic topic 260=item @addtopic topic
205 261
206Adds the given topic names (separated by C<|>) to the list of topics 262Adds the given topic names (separated by C<|>) to the list of topics
207returned. 263returned.
225 my @replies; 281 my @replies;
226 my @match; # @match/@parse command results 282 my @match; # @match/@parse command results
227 283
228 my $state = $self->{npc}{$self->{ob}->name}{dialog_state} ||= {}; 284 my $state = $self->{npc}{$self->{ob}->name}{dialog_state} ||= {};
229 my $flag = $self->{ob}{dialog_flag} ||= {}; 285 my $flag = $self->{ob}{dialog_flag} ||= {};
286
287 my @find;
230 288
231 my %vars = ( 289 my %vars = (
232 who => $self->{ob}, 290 who => $self->{ob},
233 npc => $self->{npc}, 291 npc => $self->{npc},
234 state => $state, 292 state => $state,
249 or next topic; 307 or next topic;
250 308
251 } elsif ($cmd eq "comment") { 309 } elsif ($cmd eq "comment") {
252 # nop 310 # nop
253 311
312 } elsif ($cmd eq "playersound") {
313 $self->{ob}->contr->play_sound (cf::sound::find $args);
314
315 } elsif ($cmd eq "npcsound") {
316 $self->{npc}->play_sound (cf::sound::find $args);
317
254 } elsif ($cmd eq "cond") { 318 } elsif ($cmd eq "cond") {
255 cf::safe_eval $args, %vars 319 cf::safe_eval $args, %vars
256 or next topic; 320 or next topic;
257 321
258 } elsif ($cmd eq "eval") { 322 } elsif ($cmd eq "eval") {
259 cf::safe_eval $args, %vars; 323 cf::safe_eval $args, %vars;
260 warn "\@eval evaluation error: $@\n" if $@; 324 warn "\@eval evaluation error: $@\n" if $@;
325
326 } elsif ($cmd eq "check") {
327 eval {
328 cf::match::match $args, $self->{ob}, $self->{npc}, $self->{ob}
329 or next topic;
330 };
331 warn "\@check evaluation error: $@\n" if $@;
332
333 } elsif ($cmd eq "find") {
334 @find = eval {
335 cf::match::match $args, $self->{ob}, $self->{npc}, $self->{ob}
336 };
337 warn "\@find evaluation error: $@\n" if $@;
261 338
262 } elsif ($cmd eq "msg") { 339 } elsif ($cmd eq "msg") {
263 push @replies, [$self->{npc}, (scalar cf::safe_eval $args, %vars)]; 340 push @replies, [$self->{npc}, (scalar cf::safe_eval $args, %vars)];
264 341
265 } elsif ($cmd eq "setflag") { 342 } elsif ($cmd eq "setflag") {
272 $value ? $state->{$name} = $value 349 $value ? $state->{$name} = $value
273 : delete $state->{$name}; 350 : delete $state->{$name};
274 351
275 } elsif ($cmd eq "ifflag") { 352 } elsif ($cmd eq "ifflag") {
276 my ($name, $value) = split /\s+/, $args, 2; 353 my ($name, $value) = split /\s+/, $args, 2;
277 $flag->{$name} eq $value 354 defined $value ? $flag->{$name} eq $value
355 : $flag->{$name}
278 or next topic; 356 or next topic;
279 357
280 } elsif ($cmd eq "ifstate") { 358 } elsif ($cmd eq "ifstate") {
281 my ($name, $value) = split /\s+/, $args, 2; 359 my ($name, $value) = split /\s+/, $args, 2;
282 $state->{$name} eq $value 360 $state->{$name} eq $value
283 or next topic; 361 or next topic;
284 362
285 } elsif ($cmd eq "trigger") { 363 } elsif ($cmd eq "trigger") {
286 my ($con, $state) = split /\s+/, $args, 2; 364 my ($con, $state) = split /\s+/, $args, 2;
287 $con = $con * 1;
288 365
289 if (defined $state) { 366 if (defined $state) {
290 $self->{npc}->map->trigger ($args, $state); 367 $self->{npc}->map->trigger ($con, $state, $self->{npc}, $self->{ob});
291 } else { 368 } else {
292 my $rvalue = \$self->{npc}{dialog_trigger}{$con}; 369 my $rvalue = \$self->{npc}{dialog_trigger}{$con+0};
293 $self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue); 370 $self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue, $self->{npc}, $self->{ob});
294 } 371 }
295 372
296 } elsif ($cmd eq "addtopic") { 373 } elsif ($cmd eq "addtopic") {
297 push @kw, split /\|/, $args; 374 push @kw, split /\|/, $args;
298 $self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic}; 375 $self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic};
306 } 383 }
307 } 384 }
308 385
309 delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state; 386 delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state;
310 delete $self->{ob}{dialog_flag} unless %$flag; 387 delete $self->{ob}{dialog_flag} unless %$flag;
311
312 # combine lines into paragraphs
313 $reply =~ s/(?<=\S)\n(?=\w)/ /g;
314 $reply =~ s/\n\n/\n/g;
315 388
316 # ignores flags and npc from replies 389 # ignores flags and npc from replies
317 $reply = join "\n", (map $_->[1], @replies), $reply; 390 $reply = join "\n", (map $_->[1], @replies), $reply;
318 391
319 # now mark up all matching keywords 392 # now mark up all matching keywords
324 last; 397 last;
325 } 398 }
326 } 399 }
327 } 400 }
328 401
402 $self->{npc}->use_trigger ($self->{ob})
403 if $self->{npc}->type == cf::MAGIC_EAR;
404
329 return wantarray ? ($reply, @kw) : $reply; 405 return wantarray ? ($reply, @kw) : $reply;
330 } 406 }
331 } 407 }
332 } 408 }
333 409

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