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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 1.15 by root, Tue Oct 13 00:24:14 2009 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 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?
116 172
117=item @setstate state value 173=item @setstate state value
118 174
119Sets 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
120associated 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
173When the state argument is omitted the trigger is stateful and retains an 229When 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 230internal 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 231state won't be changed when the connection is triggered by other triggers. So
176be careful when triggering the connection from other objects. 232be careful when triggering the connection from other objects.
177 233
178When a state argument is given it should be either 0 or 1. 1 will 'push' the connection 234When 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 235C<!= 0> will 'push' the connection (in general, you should specify C<1>
180let a npc control a door. 236for this) and C<0> will 'release' the connection. This is useful for
237example when you want to let an NPC control a door.
181 238
182Trigger all objects with the given connected-id by 'releasing' the connection. 239Trigger all objects with the given connected-id by 'releasing' the connection.
240
241=item @playersound face-name
242
243Plays the given sound face (either an alias or sound file path) so that
244only the player talking to the npc can hear it.
245
246=item @npcsound face-name
247
248Plays the given sound face (either an alias or sound file path) as if
249the npc had made that sound, i.e. it will be located at the npc and all
250players near enough can hear it.
183 251
184=item @addtopic topic 252=item @addtopic topic
185 253
186Adds the given topic names (separated by C<|>) to the list of topics 254Adds the given topic names (separated by C<|>) to the list of topics
187returned. 255returned.
205 my @replies; 273 my @replies;
206 my @match; # @match/@parse command results 274 my @match; # @match/@parse command results
207 275
208 my $state = $self->{npc}{$self->{ob}->name}{dialog_state} ||= {}; 276 my $state = $self->{npc}{$self->{ob}->name}{dialog_state} ||= {};
209 my $flag = $self->{ob}{dialog_flag} ||= {}; 277 my $flag = $self->{ob}{dialog_flag} ||= {};
278
279 my @find;
210 280
211 my %vars = ( 281 my %vars = (
212 who => $self->{ob}, 282 who => $self->{ob},
213 npc => $self->{npc}, 283 npc => $self->{npc},
214 state => $state, 284 state => $state,
229 or next topic; 299 or next topic;
230 300
231 } elsif ($cmd eq "comment") { 301 } elsif ($cmd eq "comment") {
232 # nop 302 # nop
233 303
304 } elsif ($cmd eq "playersound") {
305 $self->{ob}->contr->play_sound (cf::sound::find $args);
306
307 } elsif ($cmd eq "npcsound") {
308 $self->{npc}->play_sound (cf::sound::find $args);
309
234 } elsif ($cmd eq "cond") { 310 } elsif ($cmd eq "cond") {
235 cf::safe_eval $args, %vars 311 cf::safe_eval $args, %vars
236 or next topic; 312 or next topic;
237 313
238 } elsif ($cmd eq "eval") { 314 } elsif ($cmd eq "eval") {
239 cf::safe_eval $args, %vars; 315 cf::safe_eval $args, %vars;
240 warn "\@eval evaluation error: $@\n" if $@; 316 warn "\@eval evaluation error: $@\n" if $@;
317
318 } elsif ($cmd eq "check") {
319 eval {
320 cf::match::match $args, $self->{ob}, $self->{npc}, $self->{ob}
321 or next topic;
322 };
323 warn "\@check evaluation error: $@\n" if $@;
324
325 } elsif ($cmd eq "find") {
326 @find = eval {
327 cf::match::match $args, $self->{ob}, $self->{npc}, $self->{ob}
328 };
329 warn "\@find evaluation error: $@\n" if $@;
241 330
242 } elsif ($cmd eq "msg") { 331 } elsif ($cmd eq "msg") {
243 push @replies, [$self->{npc}, (scalar cf::safe_eval $args, %vars)]; 332 push @replies, [$self->{npc}, (scalar cf::safe_eval $args, %vars)];
244 333
245 } elsif ($cmd eq "setflag") { 334 } elsif ($cmd eq "setflag") {
262 $state->{$name} eq $value 351 $state->{$name} eq $value
263 or next topic; 352 or next topic;
264 353
265 } elsif ($cmd eq "trigger") { 354 } elsif ($cmd eq "trigger") {
266 my ($con, $state) = split /\s+/, $args, 2; 355 my ($con, $state) = split /\s+/, $args, 2;
267 $con = $con * 1;
268 356
269 if (defined $state) { 357 if (defined $state) {
270 $self->{npc}->map->trigger ($args, $state); 358 $self->{npc}->map->trigger ($con, $state, $self->{npc}, $self->{ob});
271 } else { 359 } else {
272 my $rvalue = \$self->{npc}{dialog_trigger}{$con}; 360 my $rvalue = \$self->{npc}{dialog_trigger}{$con+0};
273 $self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue); 361 $self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue, $self->{npc}, $self->{ob});
274 } 362 }
275 363
276 } elsif ($cmd eq "addtopic") { 364 } elsif ($cmd eq "addtopic") {
277 push @kw, split /\|/, $args; 365 push @kw, split /\|/, $args;
278 $self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic}; 366 $self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic};
286 } 374 }
287 } 375 }
288 376
289 delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state; 377 delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state;
290 delete $self->{ob}{dialog_flag} unless %$flag; 378 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;
295 379
296 # ignores flags and npc from replies 380 # ignores flags and npc from replies
297 $reply = join "\n", (map $_->[1], @replies), $reply; 381 $reply = join "\n", (map $_->[1], @replies), $reply;
298 382
299 # now mark up all matching keywords 383 # now mark up all matching keywords
304 last; 388 last;
305 } 389 }
306 } 390 }
307 } 391 }
308 392
393 $self->{npc}->use_trigger ($self->{ob})
394 if $self->{npc}->type == cf::MAGIC_EAR;
395
309 return wantarray ? ($reply, @kw) : $reply; 396 return wantarray ? ($reply, @kw) : $reply;
310 } 397 }
311 } 398 }
312 } 399 }
313 400

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