forked from 2009Scape/Server
260 lines
6.5 KiB
Java
260 lines
6.5 KiB
Java
package plugin.dialogue;
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import org.crandor.game.content.dialogue.DialoguePlugin;
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import org.crandor.game.content.dialogue.FacialExpression;
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import org.crandor.game.node.entity.npc.NPC;
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import org.crandor.game.node.entity.player.Player;
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import org.crandor.game.node.entity.player.link.quest.Quest;
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import org.crandor.plugin.InitializablePlugin;
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import org.crandor.game.node.item.Item;
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/**
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* Represents the charlie the tramp dialogue.
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* @author 'Vexia
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* @dtae 3/1/14
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*/
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@InitializablePlugin
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public class CharlieTheTrampDialogue extends DialoguePlugin {
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/**
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* Represents the quest.
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*/
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private Quest quest;
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/**
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* Constructs a new {@code CharlieTheTrampDialogue} {@code Object}.
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*/
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public CharlieTheTrampDialogue() {
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/**
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* empty.
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*/
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}
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/**
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* Constructs a new {@code CharlieTheTrampDialogue} {@code Object}.
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* @param player the player.
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*/
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public CharlieTheTrampDialogue(Player player) {
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super(player);
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}
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@Override
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public DialoguePlugin newInstance(Player player) {
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return new CharlieTheTrampDialogue(player);
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}
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@Override
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public boolean open(Object... args) {
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npc = (NPC) args[0];
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quest = player.getQuestRepository().getQuest("Shield of Arrav");
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switch (quest.getStage(player)) {
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default:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Spare some change guv?");
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stage = 0;
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break;
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}
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return true;
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}
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@Override
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public boolean handle(int interfaceId, int buttonId) {
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switch (quest.getStage(player)) {
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default:
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regular(buttonId);
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break;
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}
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return true;
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}
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/**
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* Method used to handle the regular dial.
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* @param buttonId the buttonid.
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*/
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public void regular(int buttonId) {
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switch (stage) {
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case 0:
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interpreter.sendOptions("Select an Option", "Who are you?", "Sorry, I haven't got any.", "Go get a job!", "Ok. Here you go.", "Is there anything down this alleyway?");
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stage = 1;
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break;
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case 1:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Who are you?");
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stage = 10;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Sorry, I haven't got any.");
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stage = 20;
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break;
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case 3:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Go get a job!");
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stage = 30;
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break;
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case 4:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Ok. Here you go.");
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stage = 40;
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break;
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case 5:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "Is there anything down this alleyway?");
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stage = 50;
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break;
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}
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break;
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case 10:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Charles. Charles E. Trampin' at your service. Now, about", "that change you were going to give me...");
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stage = 0;
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break;
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case 20:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Thanks anyways!");
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stage = 21;
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break;
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case 21:
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end();
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break;
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case 30:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "You startin? I hope your nose falls off!");
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stage = 21;
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break;
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case 40:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Hey, thanks alot!");
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stage = 41;
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break;
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case 41:
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interpreter.sendOptions("Select an Option", "No problem.", "Don't I get some sort of quest hint or something now?");
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stage = 42;
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break;
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case 42:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "No problem.");
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stage = 180;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.NORMAL, "So...don't I get some sort of quest hint or something now?");
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stage = 190;
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break;
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}
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break;
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case 180:
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end();
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if (player.getInventory().contains(995, 1))
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player.getInventory().remove(new Item(995, 1));
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else
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player.getPacketDispatch().sendMessage("You need one coin to give away.");
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break;
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case 190:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Huh? What do you mean? That wasn't why", " I asked you for money.");
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stage = 191;
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break;
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case 191:
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "I just need to eat...");
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stage = 192;
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break;
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case 192:
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end();
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break;
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case 800:
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npc("The ruthless and notorious criminal gang known as the", "Black Arm Gang have their headquarters down there.");
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stage = 801;
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break;
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case 801:
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options("Thank you for the warning!", "Do you think they would let me join?");
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stage = 802;
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break;
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case 802:
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switch (buttonId) {
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case 1:
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player("Thanks for the warning!");
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stage = 803;
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break;
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case 2:
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player("Do you think they would let me join?");
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stage = 804;
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break;
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}
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break;
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case 803:
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npc("Don't worry about it.");
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stage = 806;
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break;
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case 804:
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npc("You never know. You'll find a lady down there called", "Katrine. Speak to her.");
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stage = 807;
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break;
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case 807:
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npc("But don't upset her, she's pretty dangerous.");
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stage = 808;
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break;
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case 808:
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npc("I also heard that Reldo the librarian", "knows more about them, go talk to him.");
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stage = 809;
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break;
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case 809:
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end();
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break;
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case 806:
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player("Do you think they would let me join?");
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stage = 804;
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break;
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case 50:
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if (quest.getStage(player) == 0) {
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npc("Funny you should mention that...there is actually.");
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stage = 800;
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break;
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}
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if (quest.getStage(player) == 30 || quest.getStage(player) == 40 || quest.getStage(player) == 50) {
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npc("Funny you should mention that...there is actually.");
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stage = 51;
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break;
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}
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interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Nope, nothing at all.");
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stage = 192;
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break;
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case 51:
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npc("The ruthless and notorious criminal gang known as the", "Black Arm Gang have their headquarters down there.");
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stage = 52;
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break;
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case 52:
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options("Thank you for the warning!", "Do you think they would let me join?");
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stage = 53;
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break;
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case 53:
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switch (buttonId) {
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case 1:
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player("Thanks for the warning!");
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stage = 54;
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break;
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case 2:
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player("Do you think they would let me join?");
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stage = 55;
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break;
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}
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break;
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case 54:
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npc("Don't worry about it.");
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stage = 56;
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break;
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case 55:
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npc("You never know. You'll find a lady down there called", "Katrine. Speak to her.");
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stage = 57;
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break;
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case 57:
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npc("But don't upset her, she's pretty dangerous.");
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stage = 58;
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break;
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case 58:
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quest.setStage(player, 50);
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end();
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break;
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case 56:
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player("Do you think they would let me join?");
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stage = 55;
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break;
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}
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}
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@Override
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public int[] getIds() {
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return new int[] { 641 };
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}
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}
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