-------------------------------------------------------------
-- Mana Support Library --
-- --
-- Functions which are called by the game engine and --
-- helper functions useful for writing other scripts. --
-- --
----------------------------------------------------------------------------------
-- Copyright 2008 The Mana World Development Team --
-- --
-- This file is part of The Mana Server. --
-- --
-- The Mana Server is free software; you can redistribute it and/or modify it --
-- under the terms of the GNU General Public License as published by the Free --
-- Software Foundation; either version 2 of the License, or any later version. --
----------------------------------------------------------------------------------
require "scripts/lua/libmana-constants"
-- Table that associates to each NPC pointer the handler function that is
-- called when a player starts talking to an NPC.
local npc_talk_functs = {}
local npc_update_functs = {}
-- Table that associates to each Character pointer its state with respect to
-- NPCs (only one at a time). A state is an array with four fields:
-- . 1: pointer to the NPC the player is currently talking to.
-- . 2: coroutine running the NPC handler.
-- . 3: next event the NPC expects from the server.
-- (1 = npc_next, 2 = npc_choose, 3 = quest_reply, 4 = 1+3)
-- . 4: countdown (in minutes) before the state is deleted.
-- . 5: name of the expected quest variable. (optional)
local states = {}
-- Array containing the function registered by atinit.
local init_fun = {}
-- Tick timer used during update to clean obsolete states.
local timer
-- Creates an NPC and associates the given handler.
-- Note: Cannot be called until map initialization has started.
function create_npc(name, id, x, y, talkfunct, updatefunct)
local npc = mana.npc_create(name, id, x, y)
if talkfunct then npc_talk_functs[npc] = talkfunct end
if updatefunct then npc_update_functs[npc] = updatefunct end
return npc
end
-- Waits for the player to acknowledge the previous message, if any.
function do_wait()
coroutine.yield(0)
end
-- Sends an npc message to a player.
-- Note: Does not wait for the player to acknowledge the message.
function do_message(npc, ch, msg)
-- Wait for the arrival of a pending acknowledgment, if any.
coroutine.yield(0)
mana.npc_message(npc, ch, msg)
-- An acknowledgment is pending, but do not wait for its arrival.
coroutine.yield(1)
end
-- Sends an NPC question to a player and waits for its answer.
function do_choice(npc, ch, ...)
-- Wait for the arrival of a pending acknowledgment, if any.
coroutine.yield(0)
mana.npc_choice(npc, ch, ...)
-- Wait for player choice.
return coroutine.yield(2)
end
-- Sends an NPC integer ask to a player and waits for its answer.
function do_ask_integer(npc, ch, min_num, max_num, ...)
-- Wait for the arrival of a pending acknowledgment, if any.
coroutine.yield(0)
mana.npc_ask_integer(npc, ch, min_num, max_num, ...)
-- Wait for player answer.
return coroutine.yield(2)
end
-- Sends an NPC string ask to a player and waits for its answer.
function do_ask_string(npc, ch)
-- Wait for the arrival of a pending acknowledgment, if any.
coroutine.yield(0)
mana.npc_ask_string(npc, ch)
-- Wait for player answer.
return coroutine.yield(2)
end
-- Sends an NPC request to send letter to a player and waits for them to
-- send the letter.
function do_post(npc, ch)
coroutine.yield(0)
mana.npc_post(npc, ch)
return coroutine.yield(1)
end
-- Gets the value of a quest variable.
-- Calling this function while an acknowledment is pending is desirable, so
-- that lag cannot be perceived by the player.
function get_quest_var(ch, name)
-- Query the server and return immediatly if a value is available.
local value = mana.chr_get_quest(ch, name)
if value then return value end
-- Wait for database reply.
return coroutine.yield(3, name)
end
-- Gets the post for a user.
function getpost(ch)
mana.chr_get_post(ch)
return coroutine.yield(3)
end
-- Processes as much of an NPC handler as possible.
local function process_npc(w, ...)
local co = w[2]
local pending = (w[3] == 4)
local first = true
while true do
local b, v, u
if first then
-- First time, resume with the arguments the coroutine was waiting for.
b, v, u = coroutine.resume(co, ...)
first = false
else
-- Otherwise, simply resume.
b, v, u = coroutine.resume(co)
end
if not b then print("LUA error: ", v)end
if not b or not v then
-- Either there was an error, or the handler just finished its work.
return
elseif v == 2 then
-- The coroutine needs a user choice from the server, so wait for it.
w[3] = 2
break
elseif v == 3 then
-- The coroutine needs the value of a quest variable from the server.
w[5] = u
if pending then
-- The coroutine has also sent a message to the user, so do not
-- forget about it, as it would flood the user with new messages.
w[3] = 4
else
w[3] = 3
end
break
elseif pending then
-- The coroutine is about to interact with the user. But the previous
-- action has not been acknowledged by the user yet, so wait for it.
w[3] = 1
break
elseif v == 1 then
-- A message has just been sent. But the coroutine can keep going in case
-- there is still some work to do while waiting for user acknowledgment.
pending = true
end
end
-- Restore the countdown, as there was some activity.
w[4] = 5
return true
end
-- Called by the game whenever a player starts talking to an NPC.
-- Creates a coroutine based on the registered NPC handler.
function npc_start(npc, ch)
states[ch] = nil
local h = npc_talk_functs[npc]
if not h then return end
local w = { npc, coroutine.create(h) }
if process_npc(w, npc, ch) then
states[ch] = w
if not timer then
timer = 600
end
end
-- coroutine.resume(w)
-- do_npc_close(npc, ch)
end
function do_npc_close(npc, ch)
mana.npc_end(npc, ch)
end
-- Called by the game whenever a player keeps talking to an NPC.
-- Checks that the NPC expects it, and processes the respective coroutine.
function npc_next(npc, ch)
local w = states[ch]
if w then
local w3 = w[3]
if w3 == 4 then
w[3] = 3
return
elseif w3 == 1 and process_npc(w) then
return
end
end
states[ch] = nil
end
-- Called by the game whenever a player selects a particular reply.
-- Checks that the NPC expects it, and processes the respective coroutine.
function npc_choose(npc, ch, u)
local w = states[ch]
if not (w and w[1] == npc and w[3] == 2 and process_npc(w, u)) then
states[ch] = nil
end
end
function npc_integer(npc, ch, u)
local w = states[ch]
if not (w and w[1] == npc and w[3] == 2 and process_npc(w, u)) then
states[ch] = nil
end
end
function npc_string(npc, ch, u)
local w = states[ch]
if not (w and w[1] == npc and w[3] == 2 and process_npc(w, u)) then
states[ch] = nil
end
end
-- Called by the game when a player sends a letter.
function npc_post(npc, ch, sender, letter)
local w = states[ch]
if not (w and w[1] == npc and w[3] == 1 and process_npc(w, sender, letter)) then
states[ch] = nil
end
end
-- Called by the game whenever the value of a quest variable is known.
-- Checks that the NPC expects it, and processes the respective coroutine.
-- Note: the check for NPC correctness is missing, but it should never matter.
function quest_reply(ch, name, value)
local w = states[ch]
if w then
local w3 = w[3]
if (w3 == 3 or w3 == 4) and w[5] == name then
w[5] = nil
if process_npc(w, value) then
return
end
end
end
states[ch] = nil
end
function post_reply(ch, sender, letter)
local w = states[ch]
if w then
local w3 = w[3]
if (w3 == 3 or w3 == 4) then
if process_npc(w, sender, letter) then
return
end
end
end
states[ch] = nil
end
-- Called by the game every tick for each NPC.
function npc_update(npc)
local h = npc_update_functs[npc];
if h then h(npc) end;
end
-- Called by the game every tick.
-- Checks for scheduled function calls
-- Cleans obsolete connections.
function update()
-- check the scheduler
check_schedule()
-- Run every minute only, in order not to overload the server.
if not timer then return end
timer = timer - 1
if timer ~= 0 then return end
-- Free connections that have been inactive for 3-4 minutes.
for k, w in pairs(states) do
local t = w[4] - 1
if t == 0 then
states[k] = nil
else
w[4] = t
end
end
-- Restart timer if there are still some pending states.
if next(states) then
timer = 600
else
timer = nil
end
end
-- Registers a function so that is is executed during map initialization.
function atinit(f)
init_fun[#init_fun + 1] = f
end
-- Called by the game for creating NPCs embedded into maps.
-- Delays the creation until map initialization is performed.
-- Note: Assumes that the "npc_handler" global field contains the NPC handler.
function create_npc_delayed(name, id, x, y)
-- Bind the name to a local variable first, as it will be reused.
local h = npc_handler
atinit(function() create_npc(name, id, x, y, h, nil) end)
npc_handler = nil
end
-- Called during map initialization.
-- Executes all the functions registered by atinit.
function initialize()
for i,f in ipairs(init_fun) do
f()
end
init_fun = nil
end
-- SCHEDULER
-- Table of scheduled jobs. A job is an array with 3 elements:
-- 0: the UNIX timestamp when it is executed
-- 1: the function which is executed
-- 2: nil when it is a one-time job. Repetition interval is seconds when it is
-- a repeated job.
local scheduler_jobs = {}
-- compare function used to sort the scheduler_jobs table.
-- the jobs which come first are at the end of the table.
local function job_cmp(job1, job2)
return (job1[0] > job2[0])
end
-- checks for jobs which have to be executed, executes them and reschedules
-- them when they are repeated jobs.
function check_schedule()
if #scheduler_jobs==0 then return end
while os.time() > scheduler_jobs[#scheduler_jobs][0] do
-- retreive the job and remove it from the schedule
job = scheduler_jobs[#scheduler_jobs]
table.remove(scheduler_jobs)
-- reschedule the job when it is a repeated job
if job[2] then
schedule_every(job[2], job[1])
end
-- execute the job
job[1]()
end
end
-- schedules a function call to be executed once in n seconds
function schedule_in(seconds, funct)
local job = {}
job[0] = os.time() + seconds
job[1] = funct
job[2] = nil
table.insert(scheduler_jobs, job)
table.sort(scheduler_jobs, job_cmp)
end
-- schedules a function call to be executed at regular intervals of n seconds
function schedule_every(seconds, funct)
local job = {}
job[0] = os.time() + seconds
job[1] = funct
job[2] = seconds
table.insert(scheduler_jobs, job)
table.sort(scheduler_jobs, job_cmp)
end
-- DEATH NOTIFICATIONS
local ondeath_functs = {}
local onremove_functs = {}
-- requests the gameserver to notify the script engine when the being
-- dies and adds a script function to be executed in this case.
function on_death(being, funct)
if ondeath_functs[being] == nil then
ondeath_functs[being] = {}
end
table.insert(ondeath_functs[being], funct)
mana.being_register(being)
end
-- requests the gameserver to notify the script engine when the being
-- dies and adds a script function to be executed in this case.
function on_remove(being, funct)
if onremove_functs[being] == nil then
onremove_functs[being] = {}
end
table.insert(onremove_functs[being], funct)
mana.being_register(being)
end
-- called by the engine when a registred being dies.
function death_notification(being)
if type(ondeath_functs[being]) == "table" then
for i,funct in pairs(ondeath_functs[being]) do
funct()
end
ondeath_functs[being] = nil
end
end
-- called by the engine when a registred being is removed.
function remove_notification(being)
if type(onremove_functs[being]) == "table" then
for i,funct in pairs(onremove_functs[being]) do
funct()
end
onremove_functs[being] = nil
ondeath_functs[being] = nil
end
end
-- Below are some convenience methods added to the engine API
mana.chr_money_change = function(ch, amount)
return mana.chr_inv_change(ch, 0, amount)
end
mana.chr_money = function(ch)
return mana.chr_inv_count(ch, 0)
end
function cast(ch, arg)
if arg == 1 then
mana.being_say(ch, "Kaaame...Haaame... HAAAAAA!")
end
if arg == 2 then
mana.being_say(ch, "HAA-DOKEN!")
end
if arg == 3 then
mana.being_say(ch, "Sonic BOOM")
end
end