/* * 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 . */ #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