// Player has clicked on a static NPC void StaticNPCClick(StaticNPC npc) { // Do nothing if no NPC passed or fade in progress // Quest machine does not tick while fading (to prevent things happening while screen is black) // But this can result in player clicking a quest NPC before quest state ticks after load and breaking quest if (!npc || DaggerfallUI.Instance.FadeInProgress) { return; } // Store the NPC just clicked in quest engine QuestMachine.Instance.LastNPCClicked = npc; // Check if this NPC is a quest giver and show temp guild quest popup // This will be changed later when temp guild system replaced with real thing if (QuestorCheck(npc)) { return; } // Handle quest NPC click and exit if linked to a Person resource QuestResourceBehaviour questResourceBehaviour = npc.gameObject.GetComponent <QuestResourceBehaviour>(); if (questResourceBehaviour) { if (TriggerQuestResourceBehaviourClick(questResourceBehaviour)) { return; } } // Do nothing further if a quest is actively listening on this individual NPC // This NPC not reserved as a Person resource but has a WhenNpcIsAvailable action listening on it // This effectively shuts down several named NPCs during main quest, but not trivial to otherwise determine appropriate access // TODO: Try to find a good solution for releasing listeners when the owning action is disabled if (QuestMachine.Instance.HasFactionListener(npc.Data.factionID)) { return; } // Get faction data. FactionFile.FactionData factionData; if (playerEnterExit.IsPlayerInsideBuilding && GameManager.Instance.PlayerEntity.FactionData.GetFactionData(npc.Data.factionID, out factionData)) { UserInterfaceManager uiManager = DaggerfallUI.Instance.UserInterfaceManager; Debug.LogFormat("faction id: {0}, social group: {1}, guild: {2}", npc.Data.factionID, (FactionFile.SocialGroups)factionData.sgroup, (FactionFile.GuildGroups)factionData.ggroup); // Check if the NPC offers a guild service. if (Enum.IsDefined(typeof(GuildServices), npc.Data.factionID)) { FactionFile.GuildGroups guild = (FactionFile.GuildGroups)factionData.ggroup; GuildServices service = (GuildServices)npc.Data.factionID; Debug.Log("NPC offers guild service: " + service.ToString()); uiManager.PushWindow(new DaggerfallGuildServicePopupWindow(uiManager, npc, guild, service)); } // Check if this NPC is a merchant. else if ((FactionFile.SocialGroups)factionData.sgroup == FactionFile.SocialGroups.Merchants) { // Shop? if (RMBLayout.IsShop(playerEnterExit.BuildingDiscoveryData.buildingType)) { if (RMBLayout.IsRepairShop(playerEnterExit.BuildingDiscoveryData.buildingType)) { uiManager.PushWindow(new DaggerfallMerchantRepairPopupWindow(uiManager, npc)); } else { uiManager.PushWindow(new DaggerfallMerchantServicePopupWindow(uiManager, npc, DaggerfallMerchantServicePopupWindow.Services.Sell)); } } // Bank? else if (playerEnterExit.BuildingDiscoveryData.buildingType == DFLocation.BuildingTypes.Bank) { uiManager.PushWindow(new DaggerfallMerchantServicePopupWindow(uiManager, npc, DaggerfallMerchantServicePopupWindow.Services.Banking)); } // Tavern? else if (playerEnterExit.BuildingDiscoveryData.buildingType == DFLocation.BuildingTypes.Tavern) { // for now only talk to all npc in taverns - TODO: add tavern option in here GameManager.Instance.TalkManager.TalkToStaticNPC(npc); } } // TODO - more checks for npc social types? else // if no special handling had to be done for npc with social group of type merchant: talk to the static npc { GameManager.Instance.TalkManager.TalkToStaticNPC(npc); } } else // if no special handling had to be done (all remaining npcs of the remaining social groups not handled explicitely above): default is talk to the static npc { // with one exception: guards if (npc.Data.billboardArchiveIndex == 183 && npc.Data.billboardRecordIndex == 3) // detect if clicked guard (comment Nystul: didn't find a better mechanism than billboard texture check) { return; // if guard was clicked don't open talk window } // otherwise open talk window GameManager.Instance.TalkManager.TalkToStaticNPC(npc); } }