/* * The Mana Server * Copyright (C) 2007-2010 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. * * The Mana Server is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with The Mana Server. If not, see . */ #ifndef GAMESERVER_NPC_H #define GAMESERVER_NPC_H #include "game-server/being.h" #include "scripting/script.h" class Character; /** * Class describing a non-player character. */ class NPC : public Being { public: NPC(const std::string &name, int id); ~NPC(); /** * Sets the function that should be called when this NPC is talked to. */ void setTalkCallback(Script::Ref function); /** * Sets the function that should be called each update. */ void setUpdateCallback(Script::Ref function); /** * Calls the update callback, if any. */ void update(); /** * Sets whether the NPC is enabled. */ void setEnabled(bool enabled); /** * Prompts NPC. */ void prompt(Character *, bool restart); /** * Selects an NPC proposition. */ void select(Character *, int index); /** * The player has choosen an integer. */ void integerReceived(Character *ch, int value); /** * The player has entered an string. */ void stringReceived(Character *ch, const std::string &value); /** * Gets NPC ID. */ int getNPC() const { return mID; } protected: /** * Gets the way a monster blocks pathfinding for other objects */ virtual BlockType getBlockType() const { return BLOCKTYPE_CHARACTER; } // blocks like a player character private: unsigned short mID; /**< ID of the NPC. */ bool mEnabled; /**< Whether NPC is enabled */ Script::Ref mTalkCallback; Script::Ref mUpdateCallback; }; #endif // GAMESERVER_NPC_H