AvatarsConquest/Scripts/Items/Construction/Doors/HouseDoors.cs

253 lines
No EOL
6.2 KiB
C#

using System;
using System.Collections;
using Server;
using Server.Multis;
using Server.Gumps;
using System.Collections.Generic;
using Server.ContextMenus;
namespace Server.Items
{
public class MetalHouseDoor : BaseHouseDoor
{
[Constructable]
public MetalHouseDoor( DoorFacing facing ) : base( facing, 0x675 + (2 * (int)facing), 0x676 + (2 * (int)facing), 0xEC, 0xF3, BaseDoor.GetOffset( facing ) )
{
}
public MetalHouseDoor( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer ) // Default Serialize method
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader ) // Default Deserialize method
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class DarkWoodHouseDoor : BaseHouseDoor
{
[Constructable]
public DarkWoodHouseDoor( DoorFacing facing ) : base( facing, 0x6A5 + (2 * (int)facing), 0x6A6 + (2 * (int)facing), 0xEA, 0xF1, BaseDoor.GetOffset( facing ) )
{
}
public DarkWoodHouseDoor( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer ) // Default Serialize method
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader ) // Default Deserialize method
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public class GenericHouseDoor : BaseHouseDoor
{
[Constructable]
public GenericHouseDoor( DoorFacing facing, int baseItemID, int openedSound, int closedSound ) : this( facing, baseItemID, openedSound, closedSound, true )
{
}
[Constructable]
public GenericHouseDoor( DoorFacing facing, int baseItemID, int openedSound, int closedSound, bool autoAdjust )
: base( facing, baseItemID + (autoAdjust ? (2 * (int)facing) : 0), baseItemID + 1 + (autoAdjust ? (2 * (int)facing) : 0), openedSound, closedSound, BaseDoor.GetOffset( facing ) )
{
}
public GenericHouseDoor( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer ) // Default Serialize method
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader ) // Default Deserialize method
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
public abstract class BaseHouseDoor : BaseDoor, ISecurable
{
private DoorFacing m_Facing;
private SecureLevel m_Level;
[CommandProperty( AccessLevel.GameMaster )]
public DoorFacing Facing
{
get{ return m_Facing; }
set{ m_Facing = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public SecureLevel Level
{
get{ return m_Level; }
set{ m_Level = value; }
}
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
{
base.GetContextMenuEntries( from, list );
SetSecureLevelEntry.AddTo( from, this, list );
}
public BaseHouseDoor( DoorFacing facing, int closedID, int openedID, int openedSound, int closedSound, Point3D offset ) : base( closedID, openedID, openedSound, closedSound, offset )
{
m_Facing = facing;
m_Level = SecureLevel.Anyone;
}
public BaseHouse FindHouse()
{
Point3D loc;
if ( Open )
loc = new Point3D( X - Offset.X, Y - Offset.Y, Z - Offset.Z );
else
loc = this.Location;
return BaseHouse.FindHouseAt( loc, Map, 20 );
}
public bool CheckAccess( Mobile m )
{
BaseHouse house = FindHouse();
if ( house == null )
return false;
if ( !house.IsAosRules )
return true;
if ( house.Public ? house.IsBanned( m ) : !house.HasAccess( m ) )
return false;
return house.HasSecureAccess( m, m_Level );
}
public override void OnOpened( Mobile from )
{
BaseHouse house = FindHouse();
if ( house != null && house.IsFriend( from ) && from.AccessLevel == AccessLevel.Player && house.RefreshDecay() )
from.SendLocalizedMessage( 1043293 ); // Your house's age and contents have been refreshed.
if ( house != null && house.Public && !house.IsFriend( from ) )
house.Visits++;
}
public override bool UseLocks()
{
BaseHouse house = FindHouse();
return ( house == null || !house.IsAosRules );
}
public override void Use( Mobile from )
{
if ( !CheckAccess( from ) )
from.SendLocalizedMessage( 1061637 ); // You are not allowed to access this.
else
base.Use( from );
}
public BaseHouseDoor( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 1 ); // version
writer.Write( (int) m_Level );
writer.Write( (int) m_Facing );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 1:
{
m_Level = (SecureLevel)reader.ReadInt();
goto case 0;
}
case 0:
{
if ( version < 1 )
m_Level = SecureLevel.Anyone;
m_Facing = (DoorFacing)reader.ReadInt();
break;
}
}
}
public override bool IsInside( Mobile from )
{
int x,y,w,h;
const int r = 2;
const int bs = r*2+1;
const int ss = r+1;
switch ( m_Facing )
{
case DoorFacing.WestCW:
case DoorFacing.EastCCW: x = -r; y = -r; w = bs; h = ss; break;
case DoorFacing.EastCW:
case DoorFacing.WestCCW: x = -r; y = 0; w = bs; h = ss; break;
case DoorFacing.SouthCW:
case DoorFacing.NorthCCW: x = -r; y = -r; w = ss; h = bs; break;
case DoorFacing.NorthCW:
case DoorFacing.SouthCCW: x = 0; y = -r; w = ss; h = bs; break;
//No way to test the 'insideness' of SE Sliding doors on OSI, so leaving them default to false until furthur information gained
default: return false;
}
int rx = from.X - X;
int ry = from.Y - Y;
int az = Math.Abs( from.Z - Z );
return ( rx >= x && rx < (x+w) && ry >= y && ry < (y+h) && az <= 4 );
}
}
}