/* * 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 . */ #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()->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(); 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(); ch->getComponent()->startNpcThread( thread, actorComponent->getPublicID()); } } void Npc::resume(Entity *ch) { if (prepareResume(ch, Script::ThreadPaused)) ch->getComponent()->resumeNpcThread(); } void Npc::integerReceived(Entity *ch, int value) { if (Script *script = prepareResume(ch, Script::ThreadExpectingNumber)) { script->push(value); ch->getComponent()->resumeNpcThread(); } } void Npc::stringReceived(Entity *ch, const std::string &value) { if (Script *script = prepareResume(ch, Script::ThreadExpectingString)) { script->push(value); ch->getComponent()->resumeNpcThread(); } }