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/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
* Copyright (C) 2012 The Mana Developers
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game-server/npc.h"
#include "game-server/character.h"
#include "game-server/gamehandler.h"
#include "game-server/map.h"
#include "net/messageout.h"
#include "scripting/script.h"
#include "scripting/scriptmanager.h"
NpcComponent::NpcComponent(int npcId):
mNpcId(npcId),
mEnabled(true)
{
}
NpcComponent::~NpcComponent()
{
Script *script = ScriptManager::currentState();
script->unref(mTalkCallback);
script->unref(mUpdateCallback);
}
void NpcComponent::setEnabled(bool enabled)
{
mEnabled = enabled;
}
void NpcComponent::update(Entity &entity)
{
if (!mEnabled || !mUpdateCallback.isValid())
return;
Script *script = ScriptManager::currentState();
script->prepare(mUpdateCallback);
script->push(&entity);
script->execute(entity.getMap());
}
void NpcComponent::setTalkCallback(Script::Ref function)
{
ScriptManager::currentState()->unref(mTalkCallback);
mTalkCallback = function;
}
void NpcComponent::setUpdateCallback(Script::Ref function)
{
ScriptManager::currentState()->unref(mUpdateCallback);
mUpdateCallback = function;
}
static Script *prepareResume(Entity *ch, Script::ThreadState expectedState)
{
Script::Thread *thread =
ch->getComponent<CharacterComponent>()->getNpcThread();
if (!thread || thread->mState != expectedState)
return 0;
Script *script = ScriptManager::currentState();
script->prepareResume(thread);
return script;
}
void Npc::start(Entity *npc, Entity *ch)
{
NpcComponent *npcComponent = npc->getComponent<NpcComponent>();
Script *script = ScriptManager::currentState();
Script::Ref talkCallback = npcComponent->getTalkCallback();
if (npcComponent->isEnabled() && talkCallback.isValid())
{
Script::Thread *thread = script->newThread();
thread->getContext().map = npc->getMap();
thread->getContext().npc = npc;
thread->getContext().character = ch;
script->prepare(talkCallback);
script->push(npc);
script->push(ch);
auto *actorComponent = npc->getComponent<ActorComponent>();
ch->getComponent<CharacterComponent>()->startNpcThread(
thread, actorComponent->getPublicID());
}
}
void Npc::resume(Entity *ch)
{
if (prepareResume(ch, Script::ThreadPaused))
ch->getComponent<CharacterComponent>()->resumeNpcThread();
}
void Npc::integerReceived(Entity *ch, int value)
{
if (Script *script = prepareResume(ch, Script::ThreadExpectingNumber))
{
script->push(value);
ch->getComponent<CharacterComponent>()->resumeNpcThread();
}
}
void Npc::stringReceived(Entity *ch, const std::string &value)
{
if (Script *script = prepareResume(ch, Script::ThreadExpectingString))
{
script->push(value);
ch->getComponent<CharacterComponent>()->resumeNpcThread();
}
}
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