/* Do not remove the headers from this file! see /USAGE for more info. */
#include <mudlib.h>
#include <daemons.h>
#include <commands.h>
void add_hook(string, function);
void remove_hook(string, function);
object query_target();
object query_link();
void action_arrival(object);
void action_departure(object);
private nosave function arrival_fn = (: action_arrival :);
private nosave function departure_fn = (: action_departure :);
private function my_hook;
private nosave string array response_queue = ({ });
private int delay_time = 5;
private string array my_actions;
private object env;
mixed need_hooks() { return 1; }
object query_body()
{
return this_object();
}
object query_shell_ob()
{
if(this_object()->query_link())
return this_object()->query_link()->query_shell_ob();
return this_object();
}
string array query_actions()
{
return my_actions;
}
//:FUNCTION set_delay_time
// void set_delay_time(int);
// Sets the amount of time between possible actions. The minimum value
// is 5, which is default and is fine for most situations. For a large
// number of action objects, increasing this number (and increasing the
// chance that an action can be executed at the same time) could be
// beneficial.
void set_delay_time(int x)
{
delay_time = x >= 5 ? x : 5;
}
int query_delay_time()
{
return delay_time;
}
//:FUNCTION do_game_command
//Emulates handling of emotes and player commands for NPCs that inherit this
//module. E.g. do_game_command("wield sword"). do_game_command("smile hap*").
void do_game_command(string str)
{
object save_tu;
array winner;
string verb, argument;
save_tu = this_user();
set_this_user(this_object());
verb = str;
sscanf(verb, "%s %s", verb, argument);
winner = CMD_D->find_cmd_in_path(verb, ({ CMD_DIR_PLAYER "/" }));
if(arrayp(winner))
winner[0]->call_main("", "", "", "", "", "", argument);
else if(environment())
{
mixed result = parse_sentence(str);
if(stringp(result))
write(result);
}
set_this_user(save_tu);
}
private void do_respond()
{
mixed cmd = response_queue[0];
if(stringp(cmd))
do_game_command(cmd);
else
evaluate(cmd);
response_queue = response_queue[1..];
}
//:FUNCTION respond
//Does a command [using do_game_command] after a small delay. This is the
//best way to have NPCs react to events, as a slight delay makes it a bit
//more believable, and also if you do things immediately, the action may
//PRECEDE the thing you are responding to. Example: Troll which attacks
//anyone who says 'foo'. I say 'foo', you and the troll are in the room.
//If the message is delivered to the troll before you, the troll will attack
//me BEFORE the message gets to you.
void respond(string str)
{
response_queue += ({ str });
call_out((: do_respond :), random(3));
if(!my_hook)
{
my_hook = (: remove_call_out :);
add_hook("remove", my_hook);
}
}
// Return the number of listeners (player in room)
int query_listeners()
{
object *inv;
if (!env)
return 0;
if(inv = all_inventory(env))
return sizeof(filter(inv, (: $1->query_link() :)));
return 0;
}
// The periodic action call_out
void actions()
{
if(!this_object()->query_target() && sizeof(my_actions))
do_game_command(choice(my_actions));
if(query_listeners())
call_out("actions", delay_time);
}
// If last player leaves, remove call_out
private void action_departure(object who)
{
if (who->query_link())
{
if(!query_listeners())
remove_call_out("actions");
}
}
// If first player arrives, add call_out
private void action_arrival(object who)
{
if (who->query_link())
{
if(query_listeners() == 1)
call_out("actions", delay_time);
}
}
// It moves the "object_arrived/left" hooks (which are associated with a room)
// when the action monster moves
void action_movement()
{
if(env)
{
env->remove_hook("object_arrived", arrival_fn);
env->remove_hook("object_left", departure_fn);
}
env = environment();
env->add_hook("object_arrived", arrival_fn );
env->add_hook("object_left", departure_fn );
if(find_call_out("actions")<0)
if(query_listeners())
call_out("actions", delay_time);
}
void start_actions()
{
add_hook("move", (: action_movement :));
if(env = environment(this_object()))
{
env->add_hook("object_arrived", arrival_fn );
env->add_hook("object_left", departure_fn );
}
if(query_listeners())
call_out("actions", delay_time);
}
//:FUNCTION set_actions
// protected void set_actions(int chance, string array actions);
// This function sets a list of actions and a delay,
// and chooses one to be executed time each time that delay elapses.
// This function should only be called from within setup().
protected void set_actions(int delay, string array actions)
{
delay_time = delay;
my_actions = actions;
start_actions();
}