BritainKnights/Scripts/Items/Weapons/Knives/ThrowingDagger.cs

125 lines
No EOL
2.8 KiB
C#

using System;
using Server.Targeting;
using Server.Network;
namespace Server.Items
{
[FlipableAttribute( 0xF52, 0xF51 )]
public class ThrowingDagger : Item
{
public override string DefaultName
{
get { return "a throwing dagger"; }
}
[Constructable]
public ThrowingDagger() : base( 0xF52 )
{
Weight = 1.0;
Layer = Layer.OneHanded;
}
public ThrowingDagger( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
public override void OnDoubleClick( Mobile from )
{
if ( from.Items.Contains( this ) )
{
InternalTarget t = new InternalTarget( this );
from.Target = t;
}
else
{
from.SendMessage( "You must be holding that weapon to use it." );
}
}
private class InternalTarget : Target
{
private ThrowingDagger m_Dagger;
public InternalTarget( ThrowingDagger dagger ) : base( 10, false, TargetFlags.Harmful )
{
m_Dagger = dagger;
}
protected override void OnTarget( Mobile from, object targeted )
{
if ( m_Dagger.Deleted )
{
return;
}
else if ( !from.Items.Contains( m_Dagger ) )
{
from.SendMessage( "You must be holding that weapon to use it." );
}
else if ( targeted is Mobile )
{
Mobile m = (Mobile)targeted;
if ( m != from && from.HarmfulCheck( m ) )
{
Direction to = from.GetDirectionTo( m );
from.Direction = to;
from.Animate( from.Mounted ? 26 : 9, 7, 1, true, false, 0 );
if ( Utility.RandomDouble() >= (Math.Sqrt( m.Dex / 100.0 ) * 0.8) )
{
from.MovingEffect( m, 0x1BFE, 7, 1, false, false, 0x481, 0 );
Ultima.Damage( m, from, Utility.Random( 5, from.Str / 10 ) );
m_Dagger.MoveToWorld( m.Location, m.Map );
}
else
{
int x = 0, y = 0;
switch ( to & Direction.Mask )
{
case Direction.North: --y; break;
case Direction.South: ++y; break;
case Direction.West: --x; break;
case Direction.East: ++x; break;
case Direction.Up: --x; --y; break;
case Direction.Down: ++x; ++y; break;
case Direction.Left: --x; ++y; break;
case Direction.Right: ++x; --y; break;
}
x += Utility.Random( -1, 3 );
y += Utility.Random( -1, 3 );
x += m.X;
y += m.Y;
m_Dagger.MoveToWorld( new Point3D( x, y, m.Z ), m.Map );
from.MovingEffect( m_Dagger, 0x1BFE, 7, 1, false, false, 0x481, 0 );
from.SendMessage( "You miss." );
}
}
}
}
}
}
}