-- This file is part of Jiddo's advanced NpcSystem v3.0x. This npcsystem is free to use by anyone, for any purpuse.
-- Initial release date: 2007-02-21
-- Credits: Jiddo, honux(I'm using a modified version of his Find function).
-- Please include full credits whereever you use this system, or parts of it.
-- For support, questions and updates, please consult the following thread:
-- http://otfans.net/showthread.php?t=67810
if(NpcHandler == nil) then
-- Constant talkdelay behaviors.
TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
TALKDELAY_EVENT = 2 -- Not yet implemented
-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK
-- Constant indexes for defining default messages.
MESSAGE_GREET = 1 -- When the player greets the npc.
MESSAGE_FAREWELL = 2 -- When the player unGreets the npc.
MESSAGE_BUY = 3 -- When the npc asks the player if he wants to buy something.
MESSAGE_SELL = 4 -- When the npc asks the player if he wants to sell something.
MESSAGE_ONBUY = 5 -- When the player successfully buys something
MESSAGE_ONSELL = 6 -- When the player successfully sells something
MESSAGE_NEEDMOREMONEY = 7 -- When the player does not have enough money
MESSAGE_NOTHAVEITEM = 8 -- When the player is trying to sell an item he does not have.
MESSAGE_IDLETIMEOUT = 9 -- When the player has been idle for longer then idleTime allows.
MESSAGE_WALKAWAY = 10 -- When the player walks out of the talkRadius of the npc.
MESSAGE_ALREADYFOCUSED = 11 -- When the player already has the focus of this nopc.
MESSAGE_PLACEDINQUEUE = 12 -- When the player has been placed in the costumer queue.
MESSAGE_DECLINE = 13 -- When the player sais no to something.
-- Constant indexes for callback functions. These are also used for module callback ids.
CALLBACK_CREATURE_APPEAR = 1
CALLBACK_CREATURE_DISAPPEAR = 2
CALLBACK_CREATURE_SAY = 3
CALLBACK_ONTHINK = 4
CALLBACK_GREET = 5
CALLBACK_FAREWELL = 6
CALLBACK_MESSAGE_DEFAULT = 7
-- Addidional module callback ids
CALLBACK_MODULE_INIT = 10
CALLBACK_MODULE_RESET = 11
-- Constant strings defining the keywords to replace in the default messages.
TAG_PLAYERNAME = '|PLAYERNAME|'
TAG_ITEMCOUNT = '|ITEMCOUNT|'
TAG_TOTALCOST = '|TOTALCOST|'
TAG_ITEMNAME = '|ITEMNAME|'
TAG_QUEUESIZE = '|QUEUESIZE|'
NpcHandler = {
keywordHandler = nil,
queue = nil,
focus = 0,
talkStart = 0,
idleTime = 30,
talkRadius = 5,
talkDelayTime = 1, -- Seconds to delay outgoing messages.
talkDelay = nil,
callbackFunctions = nil,
modules = nil,
messages = {
-- These are the default replies of all npcs. They can/should be changed individually for each npc.
[MESSAGE_GREET] = 'Welcome, |PLAYERNAME|! I have been expecting you.',
[MESSAGE_FAREWELL] = 'Good bye, |PLAYERNAME|!',
[MESSAGE_BUY] = 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_SELL] = 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONBUY] = 'It was a pleasure doing business with you.',
[MESSAGE_ONSELL] = 'Thank you for this item, |PLAYERNAME|.',
[MESSAGE_NEEDMOREMONEY] = 'You do not have enough money.',
[MESSAGE_NOTHAVEITEM] = 'You don\'t even have that item!',
[MESSAGE_IDLETIMEOUT] = 'Next please!',
[MESSAGE_WALKAWAY] = 'How rude!',
[MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|, I am already talking to you.',
[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.',
[MESSAGE_DECLINE] = 'Not good enough, is it?'
}
}
-- Creates a new NpcHandler with an empty callbackFunction stack.
function NpcHandler:new(keywordHandler)
local obj = {}
obj.callbackFunctions = {}
obj.modules = {}
obj.talkDelay = {
message = nil,
time = nil
}
obj.queue = Queue:new(obj)
obj.keywordHandler = keywordHandler
obj.messages = {}
setmetatable(obj.messages, self.messages)
self.messages.__index = self.messages
setmetatable(obj, self)
self.__index = self
return obj
end
-- Re-defines the maximum idle time allowed for a player when talking to this npc.
function NpcHandler:setMaxIdleTime(newTime)
self.idleTime = newTime
end
-- Attaches a new costumer queue to this npchandler.
function NpcHandler:setQueue(newQueue)
self.queue = newQueue
self.queue:setHandler(self)
end
-- Attackes a new keyword handler to this npchandler
function NpcHandler:setKeywordHandler(newHandler)
self.keywordHandler = newHandler
end
-- Function used to change the focus of this npc.
function NpcHandler:changeFocus(newFocus)
self.focus = newFocus
self:updateFocus()
end
-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
-- Should also be called whenever a new player is focused.
function NpcHandler:updateFocus()
doNpcSetCreatureFocus(self.focus)
end
-- Used when the npc should un-focus the player.
function NpcHandler:releaseFocus()
self:changeFocus(0)
end
-- Returns the callback function with the specified id or nil if no such callback function exists.
function NpcHandler:getCallback(id)
local ret = nil
if(self.callbackFunctions ~= nil) then
ret = self.callbackFunctions[id]
end
return ret
end
-- Changes the callback function for the given id to callback.
function NpcHandler:setCallback(id, callback)
if(self.callbackFunctions ~= nil) then
self.callbackFunctions[id] = callback
end
end
-- Adds a module to this npchandler and inits it.
function NpcHandler:addModule(module)
if(self.modules ~= nil) then
table.insert(self.modules, module)
module:init(self)
end
end
-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
function NpcHandler:processModuleCallback(id, ...)
local ret = true
for i, module in pairs(self.modules) do
local tmpRet = true
if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
tmpRet = module:callbackCreatureAppear(unpack(arg))
elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
tmpRet = module:callbackCreatureDisappear(unpack(arg))
elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
tmpRet = module:callbackCreatureSay(unpack(arg))
elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
tmpRet = module:callbackOnThink(unpack(arg))
elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
tmpRet = module:callbackOnGreet(unpack(arg))
elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
tmpRet = module:callbackOnFarewell(unpack(arg))
elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
tmpRet = module:callbackOnMessageDefault(unpack(arg))
elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
tmpRet = module:callbackOnModuleReset(unpack(arg))
end
if(not tmpRet) then
ret = false
break
end
end
return ret
end