#W# Initial Commit: Avatars Conquest
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829
Scripts/Items/Construction/Doors/BaseDoor.cs
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829
Scripts/Items/Construction/Doors/BaseDoor.cs
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using System;
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using System.Collections.Generic;
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using Server.Commands;
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using Server.Network;
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using Server.Targeting;
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using Server.Mobiles;
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namespace Server.Items
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{
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public abstract class BaseDoor : Item, ILockable, ITelekinesisable
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{
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private TrapType m_TrapType;
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private int m_TrapPower;
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private int m_TrapLevel;
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[CommandProperty( AccessLevel.GameMaster )]
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public TrapType TrapType
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{
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get
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{
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return m_TrapType;
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}
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set
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{
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m_TrapType = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int TrapPower
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{
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get
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{
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return m_TrapPower;
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}
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set
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{
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m_TrapPower = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int TrapLevel
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{
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get
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{
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return m_TrapLevel;
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}
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set
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{
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m_TrapLevel = value;
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}
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}
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private bool m_Open, m_Locked;
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private int m_OpenedID, m_OpenedSound;
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private int m_ClosedID, m_ClosedSound;
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private Point3D m_Offset;
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private BaseDoor m_Link;
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private uint m_KeyValue;
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private DateTime m_Sealed;
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private DateTime m_Rigged;
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private Timer m_Timer;
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private static Point3D[] m_Offsets = new Point3D[]
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{
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new Point3D(-1, 1, 0 ),
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new Point3D( 1, 1, 0 ),
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new Point3D(-1, 0, 0 ),
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new Point3D( 1,-1, 0 ),
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new Point3D( 1, 1, 0 ),
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new Point3D( 1,-1, 0 ),
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new Point3D( 0, 0, 0 ),
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new Point3D( 0,-1, 0 ),
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new Point3D( 0, 0, 0 ),
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new Point3D( 0, 0, 0 ),
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new Point3D( 0, 0, 0 ),
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new Point3D( 0, 0, 0 )
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};
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// Called by RunUO
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public static void Initialize()
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{
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EventSink.OpenDoorMacroUsed += new OpenDoorMacroEventHandler( EventSink_OpenDoorMacroUsed );
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CommandSystem.Register( "Link", AccessLevel.GameMaster, new CommandEventHandler( Link_OnCommand ) );
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CommandSystem.Register( "ChainLink", AccessLevel.GameMaster, new CommandEventHandler( ChainLink_OnCommand ) );
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}
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[Usage( "Link" )]
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[Description( "Links two targeted doors together." )]
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private static void Link_OnCommand( CommandEventArgs e )
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{
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e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( Link_OnFirstTarget ) );
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e.Mobile.SendMessage( "Target the first door to link." );
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}
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private static void Link_OnFirstTarget( Mobile from, object targeted )
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{
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BaseDoor door = targeted as BaseDoor;
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if ( door == null )
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( Link_OnFirstTarget ) );
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from.SendMessage( "That is not a door. Try again." );
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}
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else
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( Link_OnSecondTarget ), door );
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from.SendMessage( "Target the second door to link." );
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}
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}
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private static void Link_OnSecondTarget( Mobile from, object targeted, object state )
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{
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BaseDoor first = (BaseDoor)state;
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BaseDoor second = targeted as BaseDoor;
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if ( second == null )
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( Link_OnSecondTarget ), first );
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from.SendMessage( "That is not a door. Try again." );
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}
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else
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{
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first.Link = second;
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second.Link = first;
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from.SendMessage( "The doors have been linked." );
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}
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}
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[Usage( "ChainLink" )]
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[Description( "Chain-links two or more targeted doors together." )]
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private static void ChainLink_OnCommand( CommandEventArgs e )
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{
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e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), new List<BaseDoor>() );
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e.Mobile.SendMessage( "Target the first of a sequence of doors to link." );
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}
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private static void ChainLink_OnTarget( Mobile from, object targeted, object state )
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{
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BaseDoor door = targeted as BaseDoor;
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if ( door == null )
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state );
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from.SendMessage( "That is not a door. Try again." );
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}
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else
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{
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List<BaseDoor> list = (List<BaseDoor>)state;
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if ( list.Count > 0 && list[0] == door )
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{
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if ( list.Count >= 2 )
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{
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for ( int i = 0; i < list.Count; ++i )
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list[i].Link = list[(i + 1) % list.Count];
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from.SendMessage( "The chain of doors have been linked." );
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}
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else
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state );
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from.SendMessage( "You have not yet targeted two unique doors. Target the second door to link." );
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}
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}
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else if ( list.Contains( door ) )
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{
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state );
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from.SendMessage( "You have already targeted that door. Target another door, or retarget the first door to complete the chain." );
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}
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else
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{
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list.Add( door );
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from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state );
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if ( list.Count == 1 )
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from.SendMessage( "Target the second door to link." );
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else
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from.SendMessage( "Target another door to link. To complete the chain, retarget the first door." );
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}
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}
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}
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private void SendMessageTo( Mobile to, int number, int hue )
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{
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if ( Deleted || !to.CanSee( this ) )
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return;
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to.Send( new Network.MessageLocalized( Serial, ItemID, Network.MessageType.Regular, hue, 3, number, "", "" ) );
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}
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private void SendMessageTo( Mobile to, string text, int hue )
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{
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if ( Deleted || !to.CanSee( this ) )
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return;
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to.Send( new Network.UnicodeMessage( Serial, ItemID, Network.MessageType.Regular, hue, 3, "ENU", "", text ) );
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}
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private static void EventSink_OpenDoorMacroUsed( OpenDoorMacroEventArgs args )
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{
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Mobile m = args.Mobile;
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if ( m.Map != null )
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{
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int x = m.X, y = m.Y;
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switch ( m.Direction & Direction.Mask )
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{
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case Direction.North: --y; break;
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case Direction.Right: ++x; --y; break;
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case Direction.East: ++x; break;
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case Direction.Down: ++x; ++y; break;
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case Direction.South: ++y; break;
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case Direction.Left: --x; ++y; break;
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case Direction.West: --x; break;
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case Direction.Up: --x; --y; break;
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}
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Sector sector = m.Map.GetSector( x, y );
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foreach ( Item item in sector.Items )
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{
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if ( item.Location.X == x && item.Location.Y == y && (item.Z + item.ItemData.Height) > m.Z && (m.Z + 16) > item.Z && item is BaseDoor && m.CanSee( item ) && m.InLOS( item ) )
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{
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if ( m.CheckAlive() )
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{
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m.SendLocalizedMessage( 500024 ); // Opening door...
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item.OnDoubleClick( m );
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}
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break;
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}
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}
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}
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}
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public static Point3D GetOffset( DoorFacing facing )
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{
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return m_Offsets[(int)facing];
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}
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private class InternalTimer : Timer
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{
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private BaseDoor m_Door;
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public InternalTimer( BaseDoor door ) : base( TimeSpan.FromSeconds( 20.0 ), TimeSpan.FromSeconds( 10.0 ) )
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{
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Priority = TimerPriority.OneSecond;
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m_Door = door;
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}
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protected override void OnTick()
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{
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if ( m_Door.Open && m_Door.IsFreeToClose() )
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m_Door.Open = false;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Locked
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{
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get
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{
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return m_Locked;
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}
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set
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{
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m_Locked = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public DateTime Sealed
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{
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get
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{
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return m_Sealed;
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}
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set
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{
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m_Sealed = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public DateTime Rigged
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{
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get
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{
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return m_Rigged;
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}
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set
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{
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m_Rigged = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public uint KeyValue
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{
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get
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{
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return m_KeyValue;
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}
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set
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{
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m_KeyValue = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Open
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{
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get
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{
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return m_Open;
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}
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set
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{
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if ( m_Open != value )
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{
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m_Open = value;
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ItemID = m_Open ? m_OpenedID : m_ClosedID;
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if ( m_Open )
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Location = new Point3D( X + m_Offset.X, Y + m_Offset.Y, Z + m_Offset.Z );
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else
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Location = new Point3D( X - m_Offset.X, Y - m_Offset.Y, Z - m_Offset.Z );
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Effects.PlaySound( this, Map, m_Open ? m_OpenedSound : m_ClosedSound );
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if ( m_Open )
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m_Timer.Start();
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else
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m_Timer.Stop();
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}
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}
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}
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public bool CanClose()
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{
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if ( !m_Open )
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return true;
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Map map = Map;
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if ( map == null )
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return false;
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Point3D p = new Point3D( X - m_Offset.X, Y - m_Offset.Y, Z - m_Offset.Z );
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return CheckFit( map, p, 16 );
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}
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private bool CheckFit( Map map, Point3D p, int height )
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{
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if ( map == Map.Internal )
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return false;
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int x = p.X;
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int y = p.Y;
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int z = p.Z;
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Sector sector = map.GetSector( x, y );
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List<Item> items = sector.Items;
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List<Mobile> mobs = sector.Mobiles;
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for ( int i = 0; i < items.Count; ++i )
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{
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Item item = items[i];
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if ( !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue && item.AtWorldPoint( x, y ) && !(item is BaseDoor) )
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{
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ItemData id = item.ItemData;
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bool surface = id.Surface;
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bool impassable = id.Impassable;
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if ( (surface || impassable) && (item.Z + id.CalcHeight) > z && (z + height) > item.Z )
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return false;
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}
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}
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for ( int i = 0; i < mobs.Count; ++i )
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{
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Mobile m = mobs[i];
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if ( m.Location.X == x && m.Location.Y == y )
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{
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if ( m.Hidden && m.AccessLevel > AccessLevel.Player )
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continue;
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if ( !m.Alive )
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continue;
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if ( (m.Z + 16) > z && (z + height) > m.Z )
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return false;
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}
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}
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return true;
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int OpenedID
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{
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get
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{
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return m_OpenedID;
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}
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set
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{
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m_OpenedID = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int ClosedID
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{
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get
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{
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return m_ClosedID;
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}
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||||
set
|
||||
{
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m_ClosedID = value;
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||||
}
|
||||
}
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[CommandProperty( AccessLevel.GameMaster )]
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public int OpenedSound
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{
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get
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{
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return m_OpenedSound;
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}
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||||
set
|
||||
{
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||||
m_OpenedSound = value;
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}
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}
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||||
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[CommandProperty( AccessLevel.GameMaster )]
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public int ClosedSound
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{
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||||
get
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{
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||||
return m_ClosedSound;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_ClosedSound = value;
|
||||
}
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public Point3D Offset
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Offset;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_Offset = value;
|
||||
}
|
||||
}
|
||||
|
||||
[CommandProperty( AccessLevel.GameMaster )]
|
||||
public BaseDoor Link
|
||||
{
|
||||
get
|
||||
{
|
||||
if ( m_Link != null && m_Link.Deleted )
|
||||
m_Link = null;
|
||||
|
||||
return m_Link;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_Link = value;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual bool UseChainedFunctionality{ get{ return false; } }
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||||
|
||||
public List<BaseDoor> GetChain()
|
||||
{
|
||||
List<BaseDoor> list = new List<BaseDoor>();
|
||||
BaseDoor c = this;
|
||||
|
||||
do
|
||||
{
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||||
list.Add( c );
|
||||
c = c.Link;
|
||||
} while ( c != null && !list.Contains( c ) );
|
||||
|
||||
return list;
|
||||
}
|
||||
|
||||
public bool IsFreeToClose()
|
||||
{
|
||||
if ( !UseChainedFunctionality )
|
||||
return CanClose();
|
||||
|
||||
List<BaseDoor> list = GetChain();
|
||||
|
||||
bool freeToClose = true;
|
||||
|
||||
for ( int i = 0; freeToClose && i < list.Count; ++i )
|
||||
freeToClose = list[i].CanClose();
|
||||
|
||||
return freeToClose;
|
||||
}
|
||||
|
||||
public void OnTelekinesis( Mobile from )
|
||||
{
|
||||
Effects.SendLocationParticles( EffectItem.Create( Location, Map, EffectItem.DefaultDuration ), 0x376A, 9, 32, 5022 );
|
||||
Effects.PlaySound( Location, Map, 0x1F5 );
|
||||
ExecuteTrap( from );
|
||||
|
||||
if ( this is ThruDoor )
|
||||
from.SendLocalizedMessage( 501857 ); // This spell won't work on that!
|
||||
else
|
||||
Use( from );
|
||||
}
|
||||
|
||||
public virtual bool IsInside( Mobile from )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public virtual bool UseLocks()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual void BeginDoor( Mobile from )
|
||||
{
|
||||
if ( m_Locked && !m_Open && UseLocks() )
|
||||
{
|
||||
if ( from.AccessLevel >= AccessLevel.GameMaster )
|
||||
{
|
||||
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 502502 ); // That is locked, but you open it with your godly powers.
|
||||
}
|
||||
else if ( Key.ContainsKey( from.Backpack, this.KeyValue ) )
|
||||
{
|
||||
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 501282 ); // You quickly unlock, open, and relock the door
|
||||
}
|
||||
else if ( IsInside( from ) )
|
||||
{
|
||||
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 501280 ); // That is locked, but is usable from the inside.
|
||||
}
|
||||
else
|
||||
{
|
||||
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 502503 ); // That is locked.
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if ( m_Sealed > DateTime.Now )
|
||||
{
|
||||
if ( from.AccessLevel >= AccessLevel.GameMaster )
|
||||
{
|
||||
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 502502 ); // That is locked, but you open it with your godly powers.
|
||||
}
|
||||
else
|
||||
{
|
||||
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 502503 ); // That is locked.
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if ( m_Rigged > DateTime.Now )
|
||||
{
|
||||
ExecuteTrap( from );
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Use( Mobile from )
|
||||
{
|
||||
BeginDoor( from );
|
||||
|
||||
if ( m_Open && !IsFreeToClose() )
|
||||
return;
|
||||
|
||||
if ( m_Open )
|
||||
OnClosed( from );
|
||||
else
|
||||
OnOpened( from );
|
||||
|
||||
if ( UseChainedFunctionality )
|
||||
{
|
||||
bool open = !m_Open;
|
||||
|
||||
List<BaseDoor> list = GetChain();
|
||||
|
||||
for ( int i = 0; i < list.Count; ++i )
|
||||
list[i].Open = open;
|
||||
}
|
||||
else
|
||||
{
|
||||
Open = !m_Open;
|
||||
|
||||
BaseDoor link = this.Link;
|
||||
|
||||
if ( m_Open && link != null && !link.Open )
|
||||
link.Open = true;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual bool ExecuteTrap( Mobile from )
|
||||
{
|
||||
if ( m_TrapType != TrapType.None && m_Rigged > DateTime.Now )
|
||||
{
|
||||
Point3D loc = this.GetWorldLocation();
|
||||
Map facet = this.Map;
|
||||
|
||||
if ( from.AccessLevel >= AccessLevel.GameMaster )
|
||||
{
|
||||
SendMessageTo( from, "That is trapped, but you open it with your godly powers.", 0x3B2 );
|
||||
return false;
|
||||
}
|
||||
|
||||
switch ( m_TrapType )
|
||||
{
|
||||
case TrapType.ExplosionTrap:
|
||||
{
|
||||
SendMessageTo( from, 502999, 0x3B2 ); // You set off a trap!
|
||||
|
||||
if ( from.InRange( loc, 3 ) )
|
||||
{
|
||||
int damage;
|
||||
|
||||
if ( m_TrapLevel > 0 )
|
||||
damage = Utility.RandomMinMax( 10, 30 ) * m_TrapLevel;
|
||||
else
|
||||
damage = m_TrapPower;
|
||||
|
||||
Ultima.Damage( from, damage );
|
||||
|
||||
// Your skin blisters from the heat!
|
||||
from.LocalOverheadMessage( Network.MessageType.Regular, 0x2A, 503000 );
|
||||
}
|
||||
|
||||
Effects.SendLocationEffect( loc, facet, 0x36BD, 15, 10 );
|
||||
Effects.PlaySound( loc, facet, 0x307 );
|
||||
|
||||
break;
|
||||
}
|
||||
case TrapType.MagicTrap:
|
||||
{
|
||||
if ( from.InRange( loc, 1 ) )
|
||||
from.Damage( m_TrapPower );
|
||||
|
||||
Effects.PlaySound( loc, Map, 0x307 );
|
||||
|
||||
Effects.SendLocationEffect( new Point3D( loc.X - 1, loc.Y, loc.Z ), Map, 0x36BD, 15 );
|
||||
Effects.SendLocationEffect( new Point3D( loc.X + 1, loc.Y, loc.Z ), Map, 0x36BD, 15 );
|
||||
|
||||
Effects.SendLocationEffect( new Point3D( loc.X, loc.Y - 1, loc.Z ), Map, 0x36BD, 15 );
|
||||
Effects.SendLocationEffect( new Point3D( loc.X, loc.Y + 1, loc.Z ), Map, 0x36BD, 15 );
|
||||
|
||||
Effects.SendLocationEffect( new Point3D( loc.X + 1, loc.Y + 1, loc.Z + 11 ), Map, 0x36BD, 15 );
|
||||
|
||||
break;
|
||||
}
|
||||
case TrapType.DartTrap:
|
||||
{
|
||||
SendMessageTo( from, 502999, 0x3B2 ); // You set off a trap!
|
||||
|
||||
if ( from.InRange( loc, 3 ) )
|
||||
{
|
||||
int damage;
|
||||
|
||||
if ( m_TrapLevel > 0 )
|
||||
damage = Utility.RandomMinMax( 5, 15 ) * m_TrapLevel;
|
||||
else
|
||||
damage = m_TrapPower;
|
||||
|
||||
Ultima.Damage( from, damage );
|
||||
|
||||
// A dart imbeds itself in your flesh!
|
||||
from.LocalOverheadMessage( Network.MessageType.Regular, 0x62, 502998 );
|
||||
}
|
||||
|
||||
Effects.PlaySound( loc, facet, 0x223 );
|
||||
|
||||
break;
|
||||
}
|
||||
case TrapType.PoisonTrap:
|
||||
{
|
||||
SendMessageTo( from, 502999, 0x3B2 ); // You set off a trap!
|
||||
|
||||
if ( from.InRange( loc, 3 ) )
|
||||
{
|
||||
Poison poison;
|
||||
|
||||
if ( m_TrapLevel > 0 )
|
||||
{
|
||||
poison = Poison.GetPoison( Math.Max( 0, Math.Min( 4, m_TrapLevel - 1 ) ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
Ultima.Damage( from, m_TrapPower );
|
||||
poison = Poison.Greater;
|
||||
}
|
||||
|
||||
from.ApplyPoison( from, poison );
|
||||
|
||||
// You are enveloped in a noxious green cloud!
|
||||
from.LocalOverheadMessage( Network.MessageType.Regular, 0x44, 503004 );
|
||||
}
|
||||
|
||||
Effects.SendLocationEffect( loc, facet, 0x113A, 10, 20 );
|
||||
Effects.PlaySound( loc, facet, 0x231 );
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_TrapType = TrapType.None;
|
||||
m_TrapPower = 0;
|
||||
m_TrapLevel = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public virtual void OnOpened( Mobile from )
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void OnClosed( Mobile from )
|
||||
{
|
||||
}
|
||||
|
||||
public override void OnDoubleClick( Mobile from )
|
||||
{
|
||||
if ( from is BaseCreature && ( ((BaseCreature)from).AI == AIType.AI_Animal || ((BaseCreature)from).AI == AIType.AI_Timid ) )
|
||||
from.SendMessage( "Animals cannot use doors!" );
|
||||
else if ( from.AccessLevel == AccessLevel.Player && !from.InRange( GetWorldLocation(), 2 ) )
|
||||
from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 1019045 ); // I can't reach that.
|
||||
else
|
||||
Use( from );
|
||||
}
|
||||
|
||||
public BaseDoor( int closedID, int openedID, int openedSound, int closedSound, Point3D offset ) : base( closedID )
|
||||
{
|
||||
m_OpenedID = openedID;
|
||||
m_ClosedID = closedID;
|
||||
m_OpenedSound = openedSound;
|
||||
m_ClosedSound = closedSound;
|
||||
m_Offset = offset;
|
||||
|
||||
m_Timer = new InternalTimer( this );
|
||||
|
||||
Movable = false;
|
||||
}
|
||||
|
||||
public BaseDoor( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
|
||||
writer.Write( (int) 0 ); // version
|
||||
|
||||
writer.Write( m_KeyValue );
|
||||
|
||||
writer.Write( m_Open );
|
||||
writer.Write( m_Locked );
|
||||
writer.Write( m_OpenedID );
|
||||
writer.Write( m_ClosedID );
|
||||
writer.Write( m_OpenedSound );
|
||||
writer.Write( m_ClosedSound );
|
||||
writer.Write( m_Offset );
|
||||
writer.Write( m_Link );
|
||||
writer.Write( m_Sealed );
|
||||
writer.Write( m_Rigged );
|
||||
|
||||
writer.Write( (int) m_TrapLevel );
|
||||
writer.Write( (int) m_TrapPower );
|
||||
writer.Write( (int) m_TrapType );
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
|
||||
int version = reader.ReadInt();
|
||||
|
||||
switch ( version )
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
m_KeyValue = reader.ReadUInt();
|
||||
m_Open = reader.ReadBool();
|
||||
m_Locked = reader.ReadBool();
|
||||
m_OpenedID = reader.ReadInt();
|
||||
m_ClosedID = reader.ReadInt();
|
||||
m_OpenedSound = reader.ReadInt();
|
||||
m_ClosedSound = reader.ReadInt();
|
||||
m_Offset = reader.ReadPoint3D();
|
||||
m_Link = reader.ReadItem() as BaseDoor;
|
||||
m_Sealed = reader.ReadDateTime();
|
||||
m_Rigged = reader.ReadDateTime();
|
||||
|
||||
m_Timer = new InternalTimer( this );
|
||||
|
||||
if ( m_Open )
|
||||
m_Timer.Start();
|
||||
|
||||
m_TrapLevel = reader.ReadInt();
|
||||
m_TrapPower = reader.ReadInt();
|
||||
m_TrapType = (TrapType)reader.ReadInt();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue