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Comparing deliantra/server/ext/NPC_Dialogue.pm (file contents):
Revision 1.7 by elmex, Sat Aug 25 16:51:38 2007 UTC vs.
Revision 1.14 by root, Thu Jan 8 19:23:44 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,
125 119
126=item B<matching for an item name and removing the matched item> 120=item B<matching for an item name and removing the matched item>
127 121
128 @match found earhorn 122 @match found earhorn
129 @cond grep $_->slaying =~ /Gramp's walking stick/, $who->inv 123 @cond grep $_->slaying =~ /Gramp's walking stick/, $who->inv
130 @eval my @g = grep { $_->slaying =~ /Gramp's walking stick/ } $who->inv; $g[0]->decrease_ob_nr (1); 124 @eval my @g = grep { $_->slaying =~ /Gramp's walking stick/ } $who->inv; $g[0]->decrease;
131 Thanks for the earhorn! 125 Thanks for the earhorn!
132 126
133This example is a bit more complex. The C<@eval> statement will search 127This example is a bit more complex. The C<@eval> statement will search
134the players inventory for the same term as the C<@cond> and then 128the players inventory for the same term as the C<@cond> and then
135decreases the number of objects used there. 129decreases the number of objects used there.
207When the state argument is omitted the trigger is stateful and retains an 201When the state argument is omitted the trigger is stateful and retains an
208internal state per connected-id. There is a limitation to the use of this: The 202internal state per connected-id. There is a limitation to the use of this: The
209state won't be changed when the connection is triggered by other triggers. So 203state won't be changed when the connection is triggered by other triggers. So
210be careful when triggering the connection from other objects. 204be careful when triggering the connection from other objects.
211 205
212When a state argument is given it should be either 0 or 1. 1 will 'push' the connection 206When a state argument is given it should be a positive integer. Any value
213and 0 will 'release' the connection. This is useful for example when you want to 207C<!= 0> will 'push' the connection (in general, you should specify C<1>
214let a npc control a door. 208for this) and C<0> will 'release' the connection. This is useful for
209example when you want to let an NPC control a door.
215 210
216Trigger all objects with the given connected-id by 'releasing' the connection. 211Trigger all objects with the given connected-id by 'releasing' the connection.
212
213=item @playersound face-name
214
215Plays the given sound face (either an alias or sound file path) so that
216only the player talking to the npc can hear it.
217
218=item @npcsound face-name
219
220Plays the given sound face (either an alias or sound file path) as if
221the npc had made that sound, i.e. it will be located at the npc and all
222players near enough can hear it.
217 223
218=item @addtopic topic 224=item @addtopic topic
219 225
220Adds the given topic names (separated by C<|>) to the list of topics 226Adds the given topic names (separated by C<|>) to the list of topics
221returned. 227returned.
263 or next topic; 269 or next topic;
264 270
265 } elsif ($cmd eq "comment") { 271 } elsif ($cmd eq "comment") {
266 # nop 272 # nop
267 273
274 } elsif ($cmd eq "playersound") {
275 $self->{ob}->contr->play_sound (cf::sound::find $args);
276
277 } elsif ($cmd eq "npcsound") {
278 $self->{npc}->play_sound (cf::sound::find $args);
279
268 } elsif ($cmd eq "cond") { 280 } elsif ($cmd eq "cond") {
269 cf::safe_eval $args, %vars 281 cf::safe_eval $args, %vars
270 or next topic; 282 or next topic;
271 283
272 } elsif ($cmd eq "eval") { 284 } elsif ($cmd eq "eval") {
296 $state->{$name} eq $value 308 $state->{$name} eq $value
297 or next topic; 309 or next topic;
298 310
299 } elsif ($cmd eq "trigger") { 311 } elsif ($cmd eq "trigger") {
300 my ($con, $state) = split /\s+/, $args, 2; 312 my ($con, $state) = split /\s+/, $args, 2;
301 $con = $con * 1;
302 313
303 if (defined $state) { 314 if (defined $state) {
304 $self->{npc}->map->trigger ($args, $state); 315 $self->{npc}->map->trigger ($con, $state, $self->{npc}, $self->{ob});
305 } else { 316 } else {
306 my $rvalue = \$self->{npc}{dialog_trigger}{$con}; 317 my $rvalue = \$self->{npc}{dialog_trigger}{$con+0};
307 $self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue); 318 $self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue, $self->{npc}, $self->{ob});
308 } 319 }
309 320
310 } elsif ($cmd eq "addtopic") { 321 } elsif ($cmd eq "addtopic") {
311 push @kw, split /\|/, $args; 322 push @kw, split /\|/, $args;
312 $self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic}; 323 $self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic};
320 } 331 }
321 } 332 }
322 333
323 delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state; 334 delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state;
324 delete $self->{ob}{dialog_flag} unless %$flag; 335 delete $self->{ob}{dialog_flag} unless %$flag;
325
326 # combine lines into paragraphs
327 $reply =~ s/(?<=\S)\n(?=\w)/ /g;
328 $reply =~ s/\n\n/\n/g;
329 336
330 # ignores flags and npc from replies 337 # ignores flags and npc from replies
331 $reply = join "\n", (map $_->[1], @replies), $reply; 338 $reply = join "\n", (map $_->[1], @replies), $reply;
332 339
333 # now mark up all matching keywords 340 # now mark up all matching keywords
338 last; 345 last;
339 } 346 }
340 } 347 }
341 } 348 }
342 349
350 $self->{npc}->use_trigger ($self->{ob})
351 if $self->{npc}->type == cf::MAGIC_EAR;
352
343 return wantarray ? ($reply, @kw) : $reply; 353 return wantarray ? ($reply, @kw) : $reply;
344 } 354 }
345 } 355 }
346 } 356 }
347 357

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