/*
* This file is part of aion-unique <aionunique.smfnew.com>.
*
* aion-unique is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* aion-unique is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with aion-unique. If not, see <http://www.gnu.org/licenses/>.
*/
package com.aionemu.gameserver.network.aion.clientpackets;
import com.aionemu.gameserver.model.gameobjects.AionObject;
import com.aionemu.gameserver.model.gameobjects.Npc;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.network.aion.AionClientPacket;
import com.aionemu.gameserver.network.aion.serverpackets.SM_LOOKATOBJECT;
import com.aionemu.gameserver.utils.PacketSendUtility;
import com.aionemu.gameserver.world.World;
import com.google.inject.Inject;
public class CM_CLOSE_DIALOG extends AionClientPacket
{
/**
* Target object id that client wants to TALK WITH or 0 if wants to unselect
*/
private int targetObjectId;
@Inject
private World world;
/**
* Constructs new instance of <tt>CM_CM_REQUEST_DIALOG </tt> packet
* @param opcode
*/
public CM_CLOSE_DIALOG(int opcode)
{
super(opcode);
}
/**
* {@inheritDoc}
*/
@Override
protected void readImpl()
{
targetObjectId = readD();
}
/**
* {@inheritDoc}
*/
@Override
protected void runImpl()
{
AionObject targetObject = world.findAionObject(targetObjectId);
Player player = getConnection().getActivePlayer();
if(targetObject == null || player == null)
return;
if(targetObject instanceof Npc)
{
//TODO: need check it on retail
if(((Npc) targetObject).getTarget() == player)
((Npc) targetObject).setTarget(null);
PacketSendUtility.broadcastPacket((Npc) targetObject,
new SM_LOOKATOBJECT((Npc) targetObject));
}
}
}