1525 lines
43 KiB
C#
1525 lines
43 KiB
C#
using System;
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using System.Collections.Generic;
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using LavishScriptAPI;
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namespace MRBot.IsxEq2.Events
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{
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/// <summary>
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/// This contains Event Handlers and Raisers for all EQ2Events
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/// </summary>
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public class EQ2Event
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{
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#region Constructor/Deconstructor
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/// <summary>
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/// Constructor. Attaches all events.
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/// </summary>
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public EQ2Event()
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{
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Attach("EQ2_ActorSpawned", OnActorSpawned);
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Attach("EQ2_ActorDespawned", OnActorDespawned);
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Attach("EQ2_CastingStarted", OnCastingStarted);
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Attach("EQ2_CastingEnded", OnCastingEnded);
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Attach("EQ2_ActorPowerChange", OnActorPowerChange);
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Attach("EQ2_ActorHealthChange", OnActorHealthChange);
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Attach("EQ2_ActorStanceChange", OnActorStanceChange);
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Attach("EQ2_ActorTargetChange", OnActorTargetChange);
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Attach("EQ2_OnHOWindowStateChange", OnHOWindowStateChanged);
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Attach("EQ2_onQuestOffered", OnQuestOffered);
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Attach("EQ2_ReplyDialogAppeared", OnReplyDialogAppeared);
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Attach("EQ2_ExamineItemWindowAppeared", OnExamineItemWindowAppeared);
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Attach("EQ2_onLootWindowAppeared", OnLootWindowAppeared);
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Attach("EQ2_onInventoryUpdate", OnInventoryUpdate);
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Attach("EQ2_onQuestUpdate", OnQuestOffered);
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Attach("EQ2_FinishedZoning", OnFinishedZoning);
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Attach("EQ2_StartedZoning", OnStartedZoning);
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Attach("EQ2_ExamineAchievement", OnExamineAchievement);
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Attach("EQ2_onTellIgnored", OnTellIgnored);
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Attach("EQ2_onIncomingChatText", OnIncomingChatText);
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Attach("EQ2_onSendMailComplete", OnSendMailComplete);
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Attach("EQ2_onChoiceWindowAppeared", OnChoiceWindowAppeared);
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Attach("EQ2_onAnnouncement", OnAnnouncement);
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Attach("EQ2_onIncomingText", OnIncomingText);
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Attach("EQ2_onRewardWindowAppeared", OnRewardWindowAppeared);
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Attach("EQ2_onMeAfflicted", OnMeAfflicted);
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Attach("EQ2_onGroupMemberAfflicted", OnGroupMemberAfflicted);
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Attach("EQ2_onRaidMemberAfflicted", OnRaidMemberAfflicted);
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}
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/// <summary>
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/// Deconstructor. Detaches all events.
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/// </summary>
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~EQ2Event()
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{
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Detach("EQ2_ActorSpawned", OnActorSpawned);
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Detach("EQ2_ActorDespawned", OnActorDespawned);
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Detach("EQ2_CastingStarted", OnCastingStarted);
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Detach("EQ2_CastingEnded", OnCastingEnded);
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Detach("EQ2_ActorPowerChange", OnActorPowerChange);
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Detach("EQ2_ActorHealthChange", OnActorHealthChange);
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Detach("EQ2_ActorStanceChange", OnActorStanceChange);
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Detach("EQ2_ActorTargetChange", OnActorTargetChange);
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Detach("EQ2_OnHOWindowStateChange", OnHOWindowStateChanged);
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Detach("EQ2_onQuestOffered", OnQuestOffered);
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Detach("EQ2_ReplyDialogAppeared", OnReplyDialogAppeared);
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Detach("EQ2_ExamineItemWindowAppeared", OnExamineItemWindowAppeared);
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Detach("EQ2_onLootWindowAppeared", OnLootWindowAppeared);
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Detach("EQ2_onInventoryUpdate", OnInventoryUpdate);
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Detach("EQ2_onQuestUpdate", OnQuestUpdate);
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Detach("EQ2_FinishedZoning", OnFinishedZoning);
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Detach("EQ2_StartedZoning", OnStartedZoning);
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Detach("EQ2_ExamineAchievement", OnExamineAchievement);
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Detach("EQ2_onTellIgnored", OnTellIgnored);
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Detach("EQ2_onIncomingChatText", OnIncomingChatText);
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Detach("EQ2_onSendMailComplete", OnSendMailComplete);
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Detach("EQ2_onChoiceWindowAppeared", OnChoiceWindowAppeared);
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Detach("EQ2_onAnnouncement", OnAnnouncement);
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Detach("EQ2_onIncomingText", OnIncomingText);
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Detach("EQ2_onRewardWindowAppeared", OnRewardWindowAppeared);
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Detach("EQ2_onMeAfflicted", OnMeAfflicted);
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Detach("EQ2_onGroupMemberAfflicted", OnGroupMemberAfflicted);
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Detach("EQ2_onRaidMemberAfflicted", OnRaidMemberAfflicted);
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}
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#endregion
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#region Event Handlers and Raisers
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#region EQ2_ActorSpawned
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/// <summary>
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/// EQ2_ActorSpawned Event Handler
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/// </summary>
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public event EventHandler<ActorSpawnedEventArgs> ActorSpawned;
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/// <summary>
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/// EQ2_Actor Spawned Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnActorSpawned(object sender, LSEventArgs e)
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{
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var temp = ActorSpawned;
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if (temp != null)
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temp(sender, new ActorSpawnedEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_ActorSpawned Event Args
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/// </summary>
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public class ActorSpawnedEventArgs : LSEventArgs
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{
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internal ActorSpawnedEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Actor ID
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/// </summary>
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public int ID
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{
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get { return Convert.ToInt32(Args[0]); }
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}
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/// <summary>
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/// Actor Name
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/// </summary>
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public string Name
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{
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get { return Args[1]; }
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}
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/// <summary>
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/// Actor Level
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/// </summary>
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public int Level
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{
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get { return Convert.ToInt32(Args[2]); }
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}
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/// <summary>
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/// Actor Type
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/// </summary>
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public string Type
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{
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get { return Args[3]; }
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}
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}
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#endregion
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#region EQ2ActorDespawned
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/// <summary>
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/// EQ2_ActorDespawned Event Handler
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/// </summary>
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public event EventHandler<ActorDespawnedEventArgs> ActorDespawned;
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/// <summary>
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/// EQ2_ActorDespawned Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnActorDespawned(object sender, LSEventArgs e)
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{
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var temp = ActorDespawned;
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if (temp != null)
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temp(sender, new ActorDespawnedEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_ActorDespawned Event Args
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/// </summary>
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public class ActorDespawnedEventArgs : LSEventArgs
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{
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internal ActorDespawnedEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Actor ID
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/// </summary>
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public int ID
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{
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get { return Convert.ToInt32(Args[0]); }
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}
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/// <summary>
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/// Name
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/// </summary>
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public string Name
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{
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get { return Args[1]; }
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}
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}
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#endregion
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#region EQ2_CastingStarted
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/// <summary>
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/// EQ2_CastingStarted Event Handler
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/// </summary>
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public event EventHandler<LSEventArgs> CastingStarted;
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/// <summary>
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/// EQ2_CastingStarted Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnCastingStarted(object sender, LSEventArgs e)
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{
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var temp = CastingStarted;
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if (temp != null)
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temp(sender, e);
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}
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#endregion
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#region EQ2_CastingEnded
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/// <summary>
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/// EQ2_CastingEnded Event Handler
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/// </summary>
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public event EventHandler<LSEventArgs> CastingEnded;
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/// <summary>
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/// EQ2_CastingEnded Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnCastingEnded(object sender, LSEventArgs e)
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{
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var temp = CastingEnded;
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if (temp != null)
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temp(sender, e);
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}
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#endregion
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#region EQ2_ActorPowerChange
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/// <summary>
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/// EQ2_ActorPowerChange Event Handler. Requires ISXEQ2.EnableActorEvents().
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/// Disabled by default.
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/// </summary>
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public event EventHandler<ActorPowerChangeEventArgs> ActorPowerChange;
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/// <summary>
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/// EQ2_ActorPowerChange Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnActorPowerChange(object sender, LSEventArgs e)
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{
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var temp = ActorPowerChange;
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if (temp != null)
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temp(sender, new ActorPowerChangeEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_ActorPowerChange Event Args
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/// </summary>
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public class ActorPowerChangeEventArgs : LSEventArgs
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{
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internal ActorPowerChangeEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Actor ID
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/// </summary>
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public int ID
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{
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get { return Convert.ToInt32(Args[0]); }
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}
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/// <summary>
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/// Actor Name
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/// </summary>
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public string Name
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{
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get { return Args[1]; }
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}
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/// <summary>
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/// Actor Type
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/// </summary>
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public string Type
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{
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get { return Args[2]; }
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}
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/// <summary>
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/// Actor Old Power
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/// </summary>
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public int OldPower
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{
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get { return Convert.ToInt32(Args[3]); }
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}
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/// <summary>
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/// Actor New Power
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/// </summary>
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public int NewPower
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{
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get { return Convert.ToInt32(Args[4]); }
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}
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/// <summary>
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/// Distance to Actor
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/// </summary>
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public float Distance
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{
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get { return Convert.ToSingle(Args[5]); }
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}
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/// <summary>
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/// Returns TRUE if the actor is in the characters group
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/// </summary>
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public bool IsInGroup
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{
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get { return Convert.ToBoolean(Args[6]); }
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}
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/// <summary>
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/// Returns TRUE if the actor is in the characters raid
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/// </summary>
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public bool IsInRaid
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{
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get { return Convert.ToBoolean(Args[7]); }
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}
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}
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#endregion
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#region EQ2_ActorHealthChange
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/// <summary>
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/// EQ2_ActorHealthChange Event Handler. Requires ISXEQ2.EnableActorEvents().
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/// Disabled by default.
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/// </summary>
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public event EventHandler<ActorHealthChangeEventArgs> ActorHealthChange;
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/// <summary>
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/// EQ2_ActorHealthChange Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnActorHealthChange(object sender, LSEventArgs e)
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{
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var temp = ActorHealthChange;
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if (temp != null)
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temp(sender, new ActorHealthChangeEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_ActorHealthChange Event Args
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/// </summary>
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public class ActorHealthChangeEventArgs : LSEventArgs
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{
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internal ActorHealthChangeEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Actor ID
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/// </summary>
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public int ID
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{
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get { return Convert.ToInt32(Args[0]); }
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}
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/// <summary>
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/// Actor Name
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/// </summary>
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public string Name
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{
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get { return Args[1]; }
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}
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/// <summary>
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/// Actor Type
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/// </summary>
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public string Type
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{
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get { return Args[2]; }
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}
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/// <summary>
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/// Actor Old Power
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/// </summary>
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public int OldHealth
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{
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get { return Convert.ToInt32(Args[3]); }
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}
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/// <summary>
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/// Actor New Power
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/// </summary>
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public int NewHealth
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{
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get { return Convert.ToInt32(Args[4]); }
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}
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/// <summary>
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/// Distance to Actor
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/// </summary>
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public float Distance
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{
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get { return Convert.ToSingle(Args[5]); }
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}
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/// <summary>
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/// Returns TRUE if the actor is in the characters group
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/// </summary>
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public bool IsInGroup
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{
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get { return Convert.ToBoolean(Args[6]); }
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}
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/// <summary>
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/// Returns TRUE if the actor is in the characters raid
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/// </summary>
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public bool IsInRaid
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{
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get { return Convert.ToBoolean(Args[7]); }
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}
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}
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#endregion
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#region EQ2_ActorStanceChange
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/// <summary>
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/// EQ2_ActorStanceChange Event Handler. Requires ISXEQ2.EnableActorEvents().
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/// Disabled by default.
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/// </summary>
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public event EventHandler<ActorStanceChangeEventArgs> ActorStanceChange;
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/// <summary>
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/// EQ2_ActorStanceChange Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnActorStanceChange(object sender, LSEventArgs e)
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{
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var temp = ActorStanceChange;
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if (temp != null)
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temp(sender, new ActorStanceChangeEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_ActorStanceChange Event Args
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/// </summary>
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public class ActorStanceChangeEventArgs : LSEventArgs
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{
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internal ActorStanceChangeEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Actor ID
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/// </summary>
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public int ID
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{
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get { return Convert.ToInt32(Args[0]); }
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}
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/// <summary>
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/// Actor Name
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/// </summary>
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public string Name
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{
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get { return Args[1]; }
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}
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/// <summary>
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/// Actor Type
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/// </summary>
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public string Type
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{
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get { return Args[2]; }
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}
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/// <summary>
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/// Actor Old Stance (IN_COMBAT, AT_PEACE, DEAD)
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/// </summary>
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public int OldStance
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{
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get { return Convert.ToInt32(Args[3]); }
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}
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/// <summary>
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/// Actor New Power (IN_COMBAT, AT_PEACE, DEAD)
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/// </summary>
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public int NewStance
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{
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get { return Convert.ToInt32(Args[4]); }
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}
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/// <summary>
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/// Target ID
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/// </summary>
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public int TargetID
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{
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get { return Convert.ToInt32(Args[5]); }
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}
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/// <summary>
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/// Distance to Actor
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/// </summary>
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public float Distance
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{
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get { return Convert.ToSingle(Args[6]); }
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}
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/// <summary>
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/// Returns TRUE if the actor is in the characters group
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/// </summary>
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public bool IsInGroup
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{
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get { return Convert.ToBoolean(Args[7]); }
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}
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/// <summary>
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/// Returns TRUE if the actor is in the characters raid
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/// </summary>
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public bool IsInRaid
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{
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get { return Convert.ToBoolean(Args[8]); }
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}
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}
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#endregion
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#region EQ2_ActorTargetChange
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|
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/// <summary>
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/// EQ2_ActorTargetChange Event Handler. Requires ISXEQ2.EnableActorEvents().
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/// Disabled by default.
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/// </summary>
|
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public event EventHandler<ActorTargetChangeEventArgs> ActorTargetChange;
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/// <summary>
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/// EQ2_ActorTargetChange Event Raiser
|
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/// </summary>
|
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnActorTargetChange(object sender, LSEventArgs e)
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{
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var temp = ActorTargetChange;
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if (temp != null)
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temp(sender, new ActorTargetChangeEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_ActorTargetChange Event Args
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/// </summary>
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public class ActorTargetChangeEventArgs : LSEventArgs
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{
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internal ActorTargetChangeEventArgs(params string[] args) : base(args) { }
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|
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/// <summary>
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/// Actor ID
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/// </summary>
|
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public int ID
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{
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get { return Convert.ToInt32(Args[0]); }
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}
|
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|
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/// <summary>
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/// Actor Name
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/// </summary>
|
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public string Name
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{
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get { return Args[1]; }
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}
|
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|
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/// <summary>
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/// Actor Type
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/// </summary>
|
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public string Type
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{
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get { return Args[2]; }
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}
|
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|
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/// <summary>
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/// Actor Old Power
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/// </summary>
|
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public int OldTargetID
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{
|
|
get { return Convert.ToInt32(Args[3]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Actor New Power
|
|
/// </summary>
|
|
public int NewTargetID
|
|
{
|
|
get { return Convert.ToInt32(Args[4]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Distance to Actor
|
|
/// </summary>
|
|
public float Distance
|
|
{
|
|
get { return Convert.ToSingle(Args[5]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns TRUE if the actor is in the characters group
|
|
/// </summary>
|
|
public bool IsInGroup
|
|
{
|
|
get { return Convert.ToBoolean(Args[6]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns TRUE if the actor is in the characters raid
|
|
/// </summary>
|
|
public bool IsInRaid
|
|
{
|
|
get { return Convert.ToBoolean(Args[7]); }
|
|
}
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_OnHOWindowStateChanged
|
|
|
|
/// <summary>
|
|
/// EQ2_OnHOWindowStateChanged Event Handler
|
|
/// </summary>
|
|
public event EventHandler<LSEventArgs> HOWindowStateChanged;
|
|
|
|
/// <summary>
|
|
/// EQ2_OnHOWindowStateChanged Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender"></param>
|
|
/// <param name="e"></param>
|
|
protected virtual void OnHOWindowStateChanged(object sender, LSEventArgs e)
|
|
{
|
|
var temp = HOWindowStateChanged;
|
|
if (temp != null)
|
|
temp(sender, e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_ExamineAchievement
|
|
|
|
/// <summary>
|
|
/// EQ2_ExamineAchievement Event Handler
|
|
/// </summary>
|
|
public event EventHandler<LSEventArgs> ExamineAchievement;
|
|
|
|
/// <summary>
|
|
/// EQ2_ExamineAchievement Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnExamineAchievement(object sender, LSEventArgs e)
|
|
{
|
|
var temp = ExamineAchievement;
|
|
if (temp != null)
|
|
temp(sender, e);
|
|
}
|
|
|
|
/// <summary>
|
|
/// EQ2_ExamineAchievement Event Args
|
|
/// </summary>
|
|
public class ExamineAchievementEventArgs : LSEventArgs
|
|
{
|
|
internal ExamineAchievementEventArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Achievement Type
|
|
/// </summary>
|
|
public string Type
|
|
{
|
|
get { return Args[0]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Achievement ID
|
|
/// </summary>
|
|
public string ID
|
|
{
|
|
get { return Args[1]; }
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_onQuestOffered
|
|
|
|
/// <summary>
|
|
/// EQ2_onQuestOffered Event Handler
|
|
/// </summary>
|
|
public event EventHandler<QuestOfferedEventArgs> QuestOffered;
|
|
|
|
/// <summary>
|
|
/// EQ2_onQuestOffered Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnQuestOffered(object sender, LSEventArgs e)
|
|
{
|
|
var temp = QuestOffered;
|
|
if (temp != null)
|
|
temp(sender, new QuestOfferedEventArgs(e.Args));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event Agruments for EQ2_onQuestOffered
|
|
/// </summary>
|
|
public class QuestOfferedEventArgs : LSEventArgs
|
|
{
|
|
internal QuestOfferedEventArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Quest Name
|
|
/// </summary>
|
|
public string Name
|
|
{
|
|
get { return Args[0]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Quest Description
|
|
/// </summary>
|
|
public string Description
|
|
{
|
|
get { return Args[1]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Quest Level
|
|
/// </summary>
|
|
public int Level
|
|
{
|
|
get { return Convert.ToInt32(Args[2]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Status Reward
|
|
/// </summary>
|
|
public int Status
|
|
{
|
|
get { return Convert.ToInt32(Args[3]); }
|
|
}
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_ReplyDialogAppeared
|
|
|
|
/// <summary>
|
|
/// EQ2_ReplyDialogAppeared Event Handler
|
|
/// </summary>
|
|
public event EventHandler<ReplyDialogAppearedEventArgs> ReplyDialogAppeared;
|
|
|
|
/// <summary>
|
|
/// EQ2_ReplyDialogAppeared Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnReplyDialogAppeared(object sender, LSEventArgs e)
|
|
{
|
|
var temp = ReplyDialogAppeared;
|
|
if(temp != null)
|
|
temp(sender, new ReplyDialogAppearedEventArgs(e.Args));
|
|
}
|
|
|
|
/// <summary>
|
|
/// EQ2_ReplyDialogAppeared Event Args
|
|
/// </summary>
|
|
public class ReplyDialogAppearedEventArgs : LSEventArgs
|
|
{
|
|
internal ReplyDialogAppearedEventArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Window ID
|
|
/// </summary>
|
|
public int WindowID
|
|
{
|
|
get { return Convert.ToInt32(Args[0]); }
|
|
}
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_ExamineItemWindowAppeared
|
|
|
|
/// <summary>
|
|
/// EQ2_ExamineItemWindowAppeared Event Handler
|
|
/// </summary>
|
|
public event EventHandler<ExamineItemWindowAppearedEventArgs> ExamineItemWindowAppeared;
|
|
|
|
/// <summary>
|
|
/// EQ2_ExamineItemWindowAppeared Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnExamineItemWindowAppeared(object sender, LSEventArgs e)
|
|
{
|
|
var temp = ExamineItemWindowAppeared;
|
|
if(temp != null)
|
|
temp(sender, new ExamineItemWindowAppearedEventArgs(e.Args));
|
|
}
|
|
|
|
/// <summary>
|
|
/// EQ2_ExamineItemWindowAppeared Event Args
|
|
/// </summary>
|
|
public class ExamineItemWindowAppearedEventArgs : LSEventArgs
|
|
{
|
|
internal ExamineItemWindowAppearedEventArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Item Name
|
|
/// </summary>
|
|
public string ItemName
|
|
{
|
|
get { return Args[0]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Window ID
|
|
/// </summary>
|
|
public int WindowID
|
|
{
|
|
get { return Convert.ToInt32(Args[1]); }
|
|
}
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_onLootWindowAppeared
|
|
|
|
/// <summary>
|
|
/// EQ2_onLootWindowAppeared Event Handler
|
|
/// </summary>
|
|
public event EventHandler<LootWindowAppearedArgs> LootWindowAppeared;
|
|
|
|
/// <summary>
|
|
/// EQ2_onLootWindowAppeared Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnLootWindowAppeared(object sender, LSEventArgs e)
|
|
{
|
|
var temp = LootWindowAppeared;
|
|
if (temp != null)
|
|
temp(sender, new LootWindowAppearedArgs(e.Args));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event Arguments for EQ2_onLootWindowAppeared
|
|
/// </summary>
|
|
public class LootWindowAppearedArgs : LSEventArgs
|
|
{
|
|
internal LootWindowAppearedArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Loot Window ID
|
|
/// </summary>
|
|
public int LootWindowID
|
|
{
|
|
get { return Convert.ToInt32(Args[0]); }
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_onInventoryUpdate
|
|
|
|
/// <summary>
|
|
/// EQ2_onInventoryUpdate Event Handler
|
|
/// </summary>
|
|
public event EventHandler<LSEventArgs> InventoryUpdate;
|
|
|
|
/// <summary>
|
|
/// EQ2_onInventoryUpdate Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnInventoryUpdate(object sender, LSEventArgs e)
|
|
{
|
|
var temp = InventoryUpdate;
|
|
if (temp != null)
|
|
temp(sender, e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_onQuestUpdate
|
|
|
|
/// <summary>
|
|
/// EQ2_onQuestUpdate Event Handler
|
|
/// </summary>
|
|
public event EventHandler<QuestUpdateEventArgs> QuestUpdate;
|
|
|
|
/// <summary>
|
|
/// EQ2_onQuestUpdate Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnQuestUpdate(object sender, LSEventArgs e)
|
|
{
|
|
var temp = QuestUpdate;
|
|
if (temp != null)
|
|
temp(sender, new QuestUpdateEventArgs(e.Args));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event Arguments for EQ2_onQuestUpdate
|
|
/// </summary>
|
|
public class QuestUpdateEventArgs : LSEventArgs
|
|
{
|
|
internal QuestUpdateEventArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Quest ID
|
|
/// </summary>
|
|
public int QuestID
|
|
{
|
|
get { return Convert.ToInt32(Args[0]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Quest Name
|
|
/// </summary>
|
|
public string QuestName
|
|
{
|
|
get { return Args[1]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Quest Current Zone
|
|
/// </summary>
|
|
public string QuestCurrentZone
|
|
{
|
|
get { return Args[2]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Quest Category
|
|
/// </summary>
|
|
public string QuestCategory
|
|
{
|
|
get { return Args[3]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Quest Description
|
|
/// </summary>
|
|
public string QuestDescription
|
|
{
|
|
get { return Args[4]; }
|
|
}
|
|
|
|
/// TODO:Troubleshoot QuestUpdateEventArgs ProgressText
|
|
/// <summary>
|
|
/// Quest Progess Text
|
|
/// </summary>
|
|
public string[] QuestProgressText
|
|
{
|
|
get
|
|
{
|
|
var list = new List<string>();
|
|
for (var i = 5; i < Args.Length; i++)
|
|
{
|
|
list.Add(Args[i]);
|
|
}
|
|
return list.ToArray();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
|
#region EQ2_FinishedZoning
|
|
|
|
/// <summary>
|
|
/// EQ2_FinishedZoning Event Handler
|
|
/// </summary>
|
|
public event EventHandler<FinishedZoningEventArgs> FinishedZoning;
|
|
|
|
/// <summary>
|
|
/// EQ2_FinishedZoning Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnFinishedZoning(object sender, LSEventArgs e)
|
|
{
|
|
var temp = FinishedZoning;
|
|
if(temp != null)
|
|
temp(sender, new FinishedZoningEventArgs(e.Args));
|
|
}
|
|
|
|
/// <summary>
|
|
/// EQ2_FinishedZoning Event Args
|
|
/// </summary>
|
|
public class FinishedZoningEventArgs : LSEventArgs
|
|
{
|
|
internal FinishedZoningEventArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Returns a string of the time in seconds required to zone
|
|
/// </summary>
|
|
public float TimeInSeconds
|
|
{
|
|
get { return Convert.ToSingle(Args[0]); }
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_StartedZoning
|
|
|
|
/// <summary>
|
|
/// EQ2_StartedZoning Event Handler
|
|
/// </summary>
|
|
public event EventHandler<LSEventArgs> StartedZoning;
|
|
|
|
/// <summary>
|
|
/// EQ2_StartedZoning Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnStartedZoning(object sender, LSEventArgs e)
|
|
{
|
|
var temp = StartedZoning;
|
|
if (temp != null)
|
|
temp(sender, e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_onTellIgnored
|
|
|
|
/// <summary>
|
|
/// EQ2_onTellIgnored Event Handler
|
|
/// </summary>
|
|
public event EventHandler<TellIgnoredEventArgs> TellIgnored;
|
|
|
|
/// <summary>
|
|
/// EQ2_onTellIgnored Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender"></param>
|
|
/// <param name="e"></param>
|
|
protected internal void OnTellIgnored(object sender, LSEventArgs e)
|
|
{
|
|
var temp = TellIgnored;
|
|
if(temp != null)
|
|
temp(sender, new TellIgnoredEventArgs(e.Args));
|
|
}
|
|
|
|
/// <summary>
|
|
/// EQ2_onTellIgnored Event Args
|
|
/// </summary>
|
|
public class TellIgnoredEventArgs : LSEventArgs
|
|
{
|
|
|
|
internal TellIgnoredEventArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Message
|
|
/// </summary>
|
|
public string Message
|
|
{
|
|
get { return Args[0]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Speaker
|
|
/// </summary>
|
|
public string Speaker
|
|
{
|
|
get { return Args[1]; }
|
|
}
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_onIncomingChatText
|
|
|
|
/// <summary>
|
|
/// EQ2_onIncomingChatText Event Handler
|
|
/// </summary>
|
|
public event EventHandler<IncomingChatTextEventArgs> IncomingChatText;
|
|
|
|
/// <summary>
|
|
/// EQ2_onIncomingChatText Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnIncomingChatText(object sender, LSEventArgs e)
|
|
{
|
|
var temp = IncomingChatText;
|
|
if(temp != null)
|
|
temp(sender, new IncomingChatTextEventArgs(e.Args));
|
|
}
|
|
|
|
/// <summary>
|
|
/// EQ2_onIncomingChatText
|
|
/// </summary>
|
|
public class IncomingChatTextEventArgs : LSEventArgs
|
|
{
|
|
internal IncomingChatTextEventArgs(params string[] args) : base(args) { }
|
|
|
|
/// <summary>
|
|
/// Chat Type
|
|
/// </summary>
|
|
public int ChatType
|
|
{
|
|
get { return Convert.ToInt32(Args[0]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Message
|
|
/// </summary>
|
|
public string Message
|
|
{
|
|
get { return Args[1]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Speaker
|
|
/// </summary>
|
|
public string Speaker
|
|
{
|
|
get { return Args[2]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Target
|
|
/// </summary>
|
|
public string Target
|
|
{
|
|
get { return Args[3]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns TRUE if the speaker is an NPC
|
|
/// </summary>
|
|
public bool SpeakerIsNPC
|
|
{
|
|
get { return Convert.ToBoolean(Args[4]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Channel Name
|
|
/// </summary>
|
|
public string ChannelName
|
|
{
|
|
get { return Args[5]; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Speaker ID
|
|
/// </summary>
|
|
public int SpeakerID
|
|
{
|
|
get { return Convert.ToInt32(Args[6]); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Target ID
|
|
/// </summary>
|
|
public int TargetID
|
|
{
|
|
get { return Convert.ToInt32(Args[7]); }
|
|
}
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_onSendMailComplete
|
|
|
|
/// <summary>
|
|
/// EQ2_onSendMailComplete Event Handler
|
|
/// </summary>
|
|
public event EventHandler<LSEventArgs> SendMailComplete;
|
|
|
|
/// <summary>
|
|
/// EQ2_onSendMailComplete Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnSendMailComplete(object sender, LSEventArgs e)
|
|
{
|
|
var temp = SendMailComplete;
|
|
if (temp != null)
|
|
temp(sender, e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region EQ2_onChoiceWindowAppeared
|
|
|
|
/// <summary>
|
|
/// EQ2_onChoiceWindowAppeared Event Handler
|
|
/// </summary>
|
|
public event EventHandler<LSEventArgs> ChoiceWindowAppeared;
|
|
|
|
/// <summary>
|
|
/// EQ2_onChoiceWindowAppeared Event Raiser
|
|
/// </summary>
|
|
/// <param name="sender">sender</param>
|
|
/// <param name="e">arguments</param>
|
|
protected virtual void OnChoiceWindowAppeared(object sender, LSEventArgs e)
|
|
{
|
|
var temp = ChoiceWindowAppeared;
|
|
if (temp != null)
|
|
temp(sender, e);
|
|
}
|
|
|
|
#endregion
|
|
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#region EQ2_onAnnouncement
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/// <summary>
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/// EQ2_onAnnouncement Event Handler
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/// </summary>
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public event EventHandler<AnnouncementEventArgs> Announcement;
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/// <summary>
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/// EQ2_onAnnouncement Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnAnnouncement(object sender, LSEventArgs e)
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{
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var temp = Announcement;
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if (temp != null)
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temp(sender, new AnnouncementEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_onAnnouncement Event Args
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/// </summary>
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public class AnnouncementEventArgs : LSEventArgs
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{
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internal AnnouncementEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Announcement Text
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/// </summary>
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public string Text
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{ get { return Args[0]; } }
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/// <summary>
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/// Sound Type
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/// </summary>
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public string SoundType
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{
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get { return Args[1]; }
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}
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}
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#endregion
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#region EQ2_onIncomingText
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/// <summary>
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/// EQ2_onIncomingText Event Handler
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/// </summary>
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public event EventHandler<IncomingTextEventArgs> IncomingText;
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/// <summary>
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/// EQ2_onIncomingText Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnIncomingText(object sender, LSEventArgs e)
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{
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var temp = IncomingText;
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if(temp != null)
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temp(sender, new IncomingTextEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_onIncomingText Event Args
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/// </summary>
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public class IncomingTextEventArgs : LSEventArgs
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{
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internal IncomingTextEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Text
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/// </summary>
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public string Text
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{
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get { return Args[0]; }
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}
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}
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#endregion
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#region EQ2_onRewardWindowAppeared
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/// <summary>
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/// EQ2_onRewardWindowAppeared Event Handler
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/// </summary>
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public event EventHandler<LSEventArgs> RewardWindowAppeared;
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/// <summary>
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/// EQ2_onRewardWindowAppeared Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnRewardWindowAppeared(object sender, LSEventArgs e)
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{
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var temp = RewardWindowAppeared;
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if (temp != null)
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temp(sender, e);
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}
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#endregion
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#region EQ2_onMeAfflicted
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/// <summary>
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/// EQ2_onMeAfflicted Event Handler
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/// </summary>
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public event EventHandler<MeAfflictedEventArgs> MeAfflicted;
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/// <summary>
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/// EQ2_onMeAfflicted Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnMeAfflicted(object sender, LSEventArgs e)
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{
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var temp = MeAfflicted;
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if (temp != null)
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temp(sender, new MeAfflictedEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_onMeAfflicted Event Args
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/// </summary>
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public class MeAfflictedEventArgs : LSEventArgs
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{
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internal MeAfflictedEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Trauma Counter
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/// </summary>
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public int TraumaCounter
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{
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get { return Convert.ToInt32(Args[0]); }
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}
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/// <summary>
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/// Arcane Counter
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/// </summary>
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public int ArcaneCounter
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{
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get { return Convert.ToInt32(Args[1]); }
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}
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/// <summary>
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/// Noxious Counter
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/// </summary>
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public int NoxiousCounter
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{
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get { return Convert.ToInt32(Args[2]); }
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}
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/// <summary>
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/// Elemental Counter
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/// </summary>
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public int ElementalCounter
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{
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get { return Convert.ToInt32(Args[3]); }
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}
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/// <summary>
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/// Curse Counter
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/// </summary>
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public int CurseCounter
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{
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get { return Convert.ToInt32(Args[4]); }
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}
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}
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#endregion
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#region EQ2_onGroupMemberAfflicted
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/// <summary>
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/// EQ2_onGroupMemberAfflicted Event Handler
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/// </summary>
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public event EventHandler<MemberAfflictedEventArgs> GroupMemberAfflicted;
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/// <summary>
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/// EQ2_onGroupMemberAfflicted Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnGroupMemberAfflicted(object sender, LSEventArgs e)
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{
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var temp = GroupMemberAfflicted;
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if (temp != null)
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temp(sender, new MemberAfflictedEventArgs(e.Args));
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}
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/// <summary>
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/// EQ2_onGroupMemberAfflicted and EQ2_onRaidMemberAfflicted Event Args
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/// </summary>
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public class MemberAfflictedEventArgs : LSEventArgs
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{
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internal MemberAfflictedEventArgs(params string[] args) : base(args) { }
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/// <summary>
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/// Afflicted Actor ID
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/// </summary>
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public int ActorID
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{
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get { return Convert.ToInt32(Args[0]); }
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}
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/// <summary>
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/// Trauma Counter
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/// </summary>
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public int TraumaCounter
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{
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get { return Convert.ToInt32(Args[1]); }
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}
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/// <summary>
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/// Arcane Counter
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/// </summary>
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public int ArcaneCounter
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{
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get { return Convert.ToInt32(Args[2]); }
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}
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/// <summary>
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/// Noxious Counter
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/// </summary>
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public int NoxiousCounter
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{
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get { return Convert.ToInt32(Args[3]); }
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}
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/// <summary>
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/// Elemental Counter
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/// </summary>
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public int ElementalCounter
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{
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get { return Convert.ToInt32(Args[4]); }
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}
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/// <summary>
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/// Curse Counter
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/// </summary>
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public int CurseCounter
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{
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get { return Convert.ToInt32(Args[5]); }
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}
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}
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#endregion
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#region EQ2_onRaidMemberAfflicted
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/// <summary>
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/// EQ2_onRaidMemberAfflicted Event Handler
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/// </summary>
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public event EventHandler<MemberAfflictedEventArgs> RaidMemberAfflicted;
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/// <summary>
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/// EQ2_onRaidMemberAfflicted Event Raiser
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/// </summary>
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/// <param name="sender">sender</param>
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/// <param name="e">arguments</param>
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protected virtual void OnRaidMemberAfflicted(object sender, LSEventArgs e)
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{
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var temp = RaidMemberAfflicted;
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if (temp != null)
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temp(sender, new MemberAfflictedEventArgs(e.Args));
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}
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#endregion
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#endregion
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#region Methods
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/// <summary>
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/// Attaches the specified event to the specified handler.
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/// </summary>
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/// <param name="eventToAttach">event to attach</param>
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/// <param name="handler">handler</param>
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private static void Attach(string eventToAttach, EventHandler<LSEventArgs> handler)
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{
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LavishScript.Events.AttachEventTarget(LavishScript.Events.RegisterEvent(eventToAttach), handler);
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}
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/// <summary>
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/// Detaches the specified event from the specified handler.
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/// </summary>
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/// <param name="eventToDetach">event to detach</param>
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/// <param name="handler">handler</param>
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private static void Detach(string eventToDetach, EventHandler<LSEventArgs> handler)
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{
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LavishScript.Events.DetachEventTarget(LavishScript.Events.RegisterEvent(eventToDetach), handler);
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}
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#endregion
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}
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}
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