Example #1
0
void Speech::talking( P_PLAYER pChar, const QString& lang, const QString& speech, QValueVector<Q_UINT16>& keywords, Q_UINT16 color, Q_UINT16 font, Q_UINT8 type ) // PC speech
{
	// handle things like renaming or describing an item
	if ( !pChar->socket() )
		return;

	cUOSocket* socket = pChar->socket();

	if ( InputSpeech( socket, pChar, speech ) )
		return;

	// Squelched
	if (pChar->isSquelched()) {
		socket->clilocMessage(500168); // You cannot say anything, you have been squelched.
		return;
	}

	// log
	pChar->log( LOG_SPEECH, tr( "Saying '%1' (%2, 0x%3).\n" ).arg( speech ).arg( font ).arg( color, 0, 16 ) );

	pChar->unhide();

	// Check for Bogus Color
	if ( !isNormalColor( color ) )
		color = 0x2;

	if ( type == 0 )
		pChar->setSaycolor( color );
	else if ( type == 2 )
		pChar->setEmoteColor( color );

	if ( pChar->onTalk( type, color, font, speech, lang ) )
		return;

	if ( ( type == 0x09 ) && ( pChar->mayBroadcast() ) )
	{
		pChar->talk( speech, color, type );
		return;
	}

	pChar->talk( speech, color, type );

	QString speechUpr = speech.upper();
	if ( response( socket, pChar, speech, keywords ) )
		return;  // Vendor responded already

	// this makes it so npcs do not respond to isDead people - HEALERS ??
	if ( pChar->isDead() )
		return;

	// 0x0007 -> Speech-id for "Guards"
	for ( QValueVector<Q_UINT16>::const_iterator iter = keywords.begin(); iter != keywords.end(); ++iter )
	{
		Q_UINT16 keyword = *iter;

		if ( keyword == 0x07 )
			pChar->callGuards();
	}

	/*	P_CHAR pc = NULL; ???
		P_CHAR pNpc = NULL;
		RegionIterator4Chars ri( pChar->pos() );
		for( ri.Begin(); !ri.atEnd(); ri++ )
		{
			pc = ri.GetData();
			if (!pc->isSameAs( pChar )
				&& pc->isNpc()
				&& pc->dist( pChar ) <= 2)
			{
				pNpc = pc;
				break;
			}
		}
		*/
}