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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/>.
*/
#ifndef GAMESERVER_NPC_H
#define GAMESERVER_NPC_H
#include "game-server/component.h"
#include "scripting/script.h"
class CharacterComponent;
/**
* Component describing a non-player character.
*/
class NpcComponent : public Component
{
public:
static const ComponentType type = CT_Npc;
NpcComponent(int npcId);
~NpcComponent();
/**
* Sets the function that should be called when this NPC is talked to.
*/
void setTalkCallback(Script::Ref function);
Script::Ref getTalkCallback() const
{ return mTalkCallback; }
/**
* Sets the function that should be called each update.
*/
void setUpdateCallback(Script::Ref function);
/**
* Calls the update callback, if any.
*/
void update(Entity &entity);
/**
* Sets whether the NPC is enabled.
*
* When disabling an NPC, it does currently not cancel already started
* conversations with this NPC!
*/
void setEnabled(bool enabled);
bool isEnabled() const
{ return mEnabled; }
/**
* Gets NPC ID.
*/
int getNpcId() const
{ return mNpcId; }
private:
int mNpcId;
bool mEnabled;
Script::Ref mTalkCallback;
Script::Ref mUpdateCallback;
};
namespace Npc {
/**
* Starts a conversation with the NPC.
*/
void start(Entity *npc, Entity *ch);
/**
* Resumes an NPC conversation.
*/
void resume(Entity *ch);
/**
* The player has made a choice or entered an integer.
*/
void integerReceived(Entity *ch, int value);
/**
* The player has entered an string.
*/
void stringReceived(Entity *ch, const std::string &value);
} // namespace Npc
#endif // GAMESERVER_NPC_H
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