Ejemplo n.º 1
0
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     tNPCInteraction = new NPCInteraction[buffer.ReadInt(5)];
     for (int i = 0; i < tNPCInteraction.Length; i++) { tNPCInteraction[i] = new NPCInteraction(); tNPCInteraction[i].Parse(buffer); }
     Field2 = buffer.ReadInt(2);
 }
Ejemplo n.º 2
0
 public override void Parse(GameBitBuffer buffer)
 {
     ActorID = buffer.ReadUInt(32);
     tNPCInteraction = new NPCInteraction[buffer.ReadInt(5)];
     for (int i = 0; i < tNPCInteraction.Length; i++) { tNPCInteraction[i] = new NPCInteraction(); tNPCInteraction[i].Parse(buffer); }
     Type = (NPCInteractOptionsType) buffer.ReadInt(2);
 }
Ejemplo n.º 3
0
        public override void OnTargeted(Player player, TargetMessage message)
        {
            player.SelectedNPC = this;

            var count = Interactions.Count + Conversations.Count;
            if (count == 0)
                return;

            NPCInteraction[] npcInters = new NPCInteraction[count];

            var it = 0;
            foreach(var conv in Conversations)
            {
                npcInters[it] = conv.AsNPCInteraction(this, player);
                it++;
            }

            foreach(var inter in Interactions)
            {
                npcInters[it] = inter.AsNPCInteraction(this, player);
                it++;
            }

            player.InGameClient.SendMessage(new NPCInteractOptionsMessage()
            {
                ActorID = this.DynamicID,
                tNPCInteraction = npcInters,
                Type = NPCInteractOptionsType.Normal             
            });

            // TODO: this has no effect, why is it sent?
            player.InGameClient.SendMessage(new Mooege.Net.GS.Message.Definitions.Effect.PlayEffectMessage()
            {
                ActorId = this.DynamicID,
                Effect = Net.GS.Message.Definitions.Effect.Effect.Unknown36
            }); 
        }
Ejemplo n.º 4
0
        public override void OnTargeted(Player player, TargetMessage message)
        {
            player.SelectedNPC = this;

            var count = Interactions.Count + Conversations.Count;
            if (count == 0)
                return;

            // If there is only one conversation option, immediatly select it without showing menu
            if (Interactions.Count == 0 && Conversations.Count == 1)
            {
                player.Conversations.StartConversation(Conversations[0].ConversationSNO);
                Conversations[0].MarkAsRead();
                UpdateConversationList();
                return;
            }

            NPCInteraction[] npcInters = new NPCInteraction[count];

            var it = 0;
            foreach(var conv in Conversations)
            {
                npcInters[it] = conv.AsNPCInteraction(this, player);
                it++;
            }

            foreach(var inter in Interactions)
            {
                npcInters[it] = inter.AsNPCInteraction(this, player);
                it++;
            }


            player.InGameClient.SendMessage(new NPCInteractOptionsMessage()
            {
                ActorID = this.DynamicID,
                tNPCInteraction = npcInters,
                Type = NPCInteractOptionsType.Normal             
            });

            // TODO: this has no effect, why is it sent?
            player.InGameClient.SendMessage(new Mooege.Net.GS.Message.Definitions.Effect.PlayEffectMessage()
            {
                ActorId = this.DynamicID,
                Effect = Net.GS.Message.Definitions.Effect.Effect.Unknown36
            }); 
        }