Exemple #1
0
        public void NextDialog(Connection client)
        {
            Quest q = Program.Server.GetQuest(client.CurrentQuestID);
            byte step = client.Character.GetQuestStep(client.CurrentQuestID);
            byte line = client.CurrentQuestLine;

            // Next line
            line++;

            QuestStep qs = q.GetStep(step);
            if (line < qs.LineCount)
            {
                QuestLine ql = qs.GetLine(line);
                client.SetCurrentQuest(_id, q.QuestID, line);
                bool lastLine = (line >= (qs.LineCount - 1));
                ql.SendToClient(client, !lastLine);

                if( lastLine )
                    client.QuestDialogFinished(_id);
            }
            else
                client.SetCurrentQuest(_id, q.QuestID, 0);
        }
Exemple #2
0
        public void DoDialog(Connection client)
        {
            // Is the player working for me?
            Quest playerActiveQuest = client.Character.GetActiveQuestForNPC(_id);
            if (playerActiveQuest != null)
            {
                client.SetCurrentQuest(_id, playerActiveQuest.QuestID, 0);
                byte step = client.Character.GetQuestStep(playerActiveQuest.QuestID);
                QuestLine ql = playerActiveQuest.GetStep(step).GetLine(0);
                ql.SendToClient(client);
                client.SendPacket(new NPCDialogPacket(_gameID));
                return;
            }

            // Do I have something for the player?
            foreach (Quest q in _quests.Values)
            {
                if (!client.Character.HasActiveQuest(q.QuestID) && !client.Character.HasCompletedQuest(q.QuestID))
                {
                    if (q.PlayerMeetsRequirements(client.Character))
                    {
                        client.Character.ReceiveQuest(q);
                        client.SetCurrentQuest(_id, q.QuestID, 0);
                        QuestStep qs = q.GetStep(0);
                        qs.Activate(client);
                        QuestLine ql = qs.GetLine(0);
                        ql.SendToClient(client);
                        client.SendPacket(new NPCDialogPacket(_gameID));
                    }
                }
            }

            /*
            // Am I selling something?
            if (IsMerchant)
            {
                // Show sell dialog
            }

            // Just say hello
            if (_defaultText != null)
            {
                client.SendPacket(new NPCDialogPacket(_defaultText, _defaultIcon));
            }
            */
        }