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719
Scripts/Engines/Doom/GauntletSpawner.cs
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719
Scripts/Engines/Doom/GauntletSpawner.cs
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using System;
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using System.Collections;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Network;
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using Server.Regions;
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using Server.Commands;
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namespace Server.Engines.Doom
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{
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public enum GauntletSpawnerState
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{
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InSequence,
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InProgress,
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Completed
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}
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public class GauntletSpawner : Item
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{
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public const int PlayersPerSpawn = 5;
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public const int InSequenceItemHue = 0x000;
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public const int InProgressItemHue = 0x676;
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public const int CompletedItemHue = 0x455;
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private GauntletSpawnerState m_State;
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private string m_TypeName;
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private BaseDoor m_Door;
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private BaseAddon m_Addon;
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private GauntletSpawner m_Sequence;
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private ArrayList m_Creatures;
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private Rectangle2D m_RegionBounds;
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private ArrayList m_Traps;
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private Region m_Region;
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[CommandProperty( AccessLevel.GameMaster )]
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public string TypeName
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{
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get{ return m_TypeName; }
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set{ m_TypeName = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public BaseDoor Door
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{
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get{ return m_Door; }
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set{ m_Door = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public BaseAddon Addon
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{
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get{ return m_Addon; }
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set{ m_Addon = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public GauntletSpawner Sequence
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{
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get{ return m_Sequence; }
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set{ m_Sequence = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool HasCompleted
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{
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get
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{
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if ( m_Creatures.Count == 0 )
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return false;
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for ( int i = 0; i < m_Creatures.Count; ++i )
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{
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Mobile mob = (Mobile)m_Creatures[i];
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if ( !mob.Deleted )
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return false;
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}
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return true;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public Rectangle2D RegionBounds
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{
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get{ return m_RegionBounds; }
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set{ m_RegionBounds = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public GauntletSpawnerState State
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{
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get{ return m_State; }
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set
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{
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if ( m_State == value )
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return;
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m_State = value;
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int hue = 0;
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bool lockDoors = ( m_State == GauntletSpawnerState.InProgress );
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switch ( m_State )
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{
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case GauntletSpawnerState.InSequence: hue = InSequenceItemHue; break;
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case GauntletSpawnerState.InProgress: hue = InProgressItemHue; break;
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case GauntletSpawnerState.Completed: hue = CompletedItemHue; break;
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}
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if ( m_Door != null )
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{
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m_Door.Hue = hue;
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m_Door.Locked = lockDoors;
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if ( lockDoors )
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{
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m_Door.KeyValue = Key.RandomValue();
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m_Door.Open = false;
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}
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if ( m_Door.Link != null )
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{
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m_Door.Link.Hue = hue;
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m_Door.Link.Locked = lockDoors;
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if ( lockDoors )
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{
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m_Door.Link.KeyValue = Key.RandomValue();
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m_Door.Open = false;
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}
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}
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}
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if ( m_Addon != null )
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m_Addon.Hue = hue;
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if ( m_State == GauntletSpawnerState.InProgress )
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{
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CreateRegion();
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FullSpawn();
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m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), TimeSpan.FromSeconds( 1.0 ), new TimerCallback( Slice ) );
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}
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else
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{
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ClearCreatures();
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ClearTraps();
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DestroyRegion();
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if ( m_Timer != null )
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m_Timer.Stop();
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m_Timer = null;
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}
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}
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}
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private Timer m_Timer;
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public ArrayList Creatures
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{
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get{ return m_Creatures; }
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set{ m_Creatures = value; }
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}
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public ArrayList Traps
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{
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get{ return m_Traps; }
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set{ m_Traps = value; }
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}
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public Region Region
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{
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get{ return m_Region; }
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set{ m_Region = value; }
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}
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public virtual void CreateRegion()
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{
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if ( m_Region != null )
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return;
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Map map = this.Map;
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if ( map == null || map == Map.Internal )
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return;
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m_Region = new GauntletRegion( this, map );
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}
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public virtual void DestroyRegion()
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{
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if ( m_Region != null )
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m_Region.Unregister();
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m_Region = null;
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}
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public virtual int ComputeTrapCount()
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{
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int area = m_RegionBounds.Width * m_RegionBounds.Height;
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return area / 100;
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}
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public virtual void ClearTraps()
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{
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for ( int i = 0; i < m_Traps.Count; ++i )
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((Item)m_Traps[i]).Delete();
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m_Traps.Clear();
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}
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public virtual void SpawnTrap()
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{
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Map map = this.Map;
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if ( map == null )
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return;
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Item trap = null;
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int random = Utility.Random( 100 );
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if ( 22 > random )
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trap = new SawTrap( Utility.RandomBool() ? SawTrapType.WestFloor : SawTrapType.NorthFloor );
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else if ( 44 > random )
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trap = new SpikeTrap( Utility.RandomBool() ? SpikeTrapType.WestFloor : SpikeTrapType.NorthFloor );
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else if ( 66 > random )
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trap = new GasTrap( Utility.RandomBool() ? GasTrapType.NorthWall : GasTrapType.WestWall );
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else if ( 88 > random )
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trap = new FireColumnTrap();
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else
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trap = new MushroomTrap();
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if ( trap == null )
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return;
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if ( trap is FireColumnTrap || trap is MushroomTrap )
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trap.Hue = 0x451;
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// try 10 times to find a valid location
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for ( int i = 0; i < 10; ++i )
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{
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int x = Utility.Random( m_RegionBounds.X, m_RegionBounds.Width );
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int y = Utility.Random( m_RegionBounds.Y, m_RegionBounds.Height );
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int z = this.Z;
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if ( !map.CanFit( x, y, z, 16, false, false ) )
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z = map.GetAverageZ( x, y );
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if ( !map.CanFit( x, y, z, 16, false, false ) )
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continue;
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trap.MoveToWorld( new Point3D( x, y, z ), map );
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m_Traps.Add( trap );
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return;
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}
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trap.Delete();
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}
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public virtual int ComputeSpawnCount()
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{
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int playerCount = 0;
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Map map = this.Map;
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if ( map != null )
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{
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Point3D loc = GetWorldLocation();
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/*
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Sector sec = map.GetSector( loc );
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ArrayList regions = sec.Regions;
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for ( int i = 0; playerCount == 0 && i < regions.Count; ++i )
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{
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Region reg = (Region)regions[i];
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if ( reg != null && reg != m_Region && reg.Contains( loc ) )
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playerCount = reg.GetPlayerCount();
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}
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*/
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Region reg = Region.Find( loc, map ).GetRegion( "Doom Gauntlet" );
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if ( reg != null )
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playerCount = reg.GetPlayerCount();
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}
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if ( playerCount == 0 && m_Region != null )
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playerCount = m_Region.GetPlayerCount();
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int count = (playerCount + PlayersPerSpawn - 1) / PlayersPerSpawn;
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if ( count < 1 )
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count = 1;
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return count;
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}
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public virtual void ClearCreatures()
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{
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for ( int i = 0; i < m_Creatures.Count; ++i )
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((Mobile)m_Creatures[i]).Delete();
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m_Creatures.Clear();
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}
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public virtual void FullSpawn()
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{
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ClearCreatures();
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int count = ComputeSpawnCount();
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for ( int i = 0; i < count; ++i )
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Spawn();
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ClearTraps();
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count = ComputeTrapCount();
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for ( int i = 0; i < count; ++i )
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SpawnTrap();
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}
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public virtual void Spawn()
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{
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try
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{
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if ( m_TypeName == null )
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return;
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Type type = ScriptCompiler.FindTypeByName( m_TypeName, true );
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if ( type == null )
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return;
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object obj = Activator.CreateInstance( type );
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if ( obj == null )
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return;
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if ( obj is Item )
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{
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((Item)obj).Delete();
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}
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else if ( obj is Mobile )
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{
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Mobile mob = (Mobile)obj;
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mob.MoveToWorld( GetWorldLocation(), this.Map );
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m_Creatures.Add( mob );
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}
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}
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catch
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{
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}
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}
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public virtual void RecurseReset()
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{
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if ( m_State != GauntletSpawnerState.InSequence )
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{
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State = GauntletSpawnerState.InSequence;
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if ( m_Sequence != null && !m_Sequence.Deleted )
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m_Sequence.RecurseReset();
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}
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}
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public virtual void Slice()
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{
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if ( m_State != GauntletSpawnerState.InProgress )
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return;
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int count = ComputeSpawnCount();
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for ( int i = m_Creatures.Count; i < count; ++i )
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Spawn();
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if ( HasCompleted )
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{
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State = GauntletSpawnerState.Completed;
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if ( m_Sequence != null && !m_Sequence.Deleted )
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{
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if ( m_Sequence.State == GauntletSpawnerState.Completed )
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RecurseReset();
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m_Sequence.State = GauntletSpawnerState.InProgress;
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}
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}
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}
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public override string DefaultName
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{
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get { return "doom spawner"; }
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}
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[Constructable]
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public GauntletSpawner() : this( null )
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{
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}
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[Constructable]
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public GauntletSpawner( string typeName ) : base( 0x36FE )
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{
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Visible = false;
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Movable = false;
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m_TypeName = typeName;
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m_Creatures = new ArrayList();
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m_Traps = new ArrayList();
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}
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public GauntletSpawner( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 1 ); // version
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writer.Write( m_RegionBounds );
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writer.WriteItemList( m_Traps, false );
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writer.WriteMobileList( m_Creatures, false );
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writer.Write( m_TypeName );
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writer.Write( m_Door );
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writer.Write( m_Addon );
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writer.Write( m_Sequence );
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writer.Write( (int) m_State );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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switch ( version )
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{
|
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case 1:
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{
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m_RegionBounds = reader.ReadRect2D();
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m_Traps = reader.ReadItemList();
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||||
goto case 0;
|
||||
}
|
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case 0:
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||||
{
|
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if ( version < 1 )
|
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{
|
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m_Traps = new ArrayList();
|
||||
m_RegionBounds = new Rectangle2D( X - 40, Y - 40, 80, 80 );
|
||||
}
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m_Creatures = reader.ReadMobileList();
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m_TypeName = reader.ReadString();
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m_Door = reader.ReadItem() as BaseDoor;
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m_Addon = reader.ReadItem() as BaseAddon;
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m_Sequence = reader.ReadItem() as GauntletSpawner;
|
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State = (GauntletSpawnerState)reader.ReadInt();
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||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Initialize()
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{
|
||||
CommandSystem.Register( "GenGauntlet", AccessLevel.Administrator, new CommandEventHandler( GenGauntlet_OnCommand ) );
|
||||
}
|
||||
|
||||
public static void CreateTeleporter( int xFrom, int yFrom, int xTo, int yTo )
|
||||
{
|
||||
Static telePad = new Static( 0x1822 );
|
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Teleporter teleItem = new Teleporter( new Point3D( xTo, yTo, -1 ), Map.Malas, false );
|
||||
|
||||
telePad.Hue = 0x482;
|
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telePad.MoveToWorld( new Point3D( xFrom, yFrom, -1 ), Map.Malas );
|
||||
|
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teleItem.MoveToWorld( new Point3D( xFrom, yFrom, -1 ), Map.Malas );
|
||||
|
||||
teleItem.SourceEffect = true;
|
||||
teleItem.DestEffect = true;
|
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teleItem.SoundID = 0x1FE;
|
||||
}
|
||||
|
||||
public static BaseDoor CreateDoorSet( int xDoor, int yDoor, bool doorEastToWest, int hue )
|
||||
{
|
||||
BaseDoor hiDoor = new MetalDoor( doorEastToWest ? DoorFacing.NorthCCW : DoorFacing.WestCW );
|
||||
BaseDoor loDoor = new MetalDoor( doorEastToWest ? DoorFacing.SouthCW : DoorFacing.EastCCW );
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||||
|
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hiDoor.MoveToWorld( new Point3D( xDoor, yDoor, -1 ), Map.Malas );
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loDoor.MoveToWorld( new Point3D( xDoor + (doorEastToWest ? 0 : 1), yDoor + (doorEastToWest ? 1 : 0), -1 ), Map.Malas );
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|
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hiDoor.Link = loDoor;
|
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loDoor.Link = hiDoor;
|
||||
|
||||
hiDoor.Hue = hue;
|
||||
loDoor.Hue = hue;
|
||||
|
||||
return hiDoor;
|
||||
}
|
||||
|
||||
public static GauntletSpawner CreateSpawner( string typeName, int xSpawner, int ySpawner, int xDoor, int yDoor, int xPentagram, int yPentagram, bool doorEastToWest, int xStart, int yStart, int xWidth, int yHeight )
|
||||
{
|
||||
GauntletSpawner spawner = new GauntletSpawner( typeName );
|
||||
|
||||
spawner.MoveToWorld( new Point3D( xSpawner, ySpawner, -1 ), Map.Malas );
|
||||
|
||||
if ( xDoor > 0 && yDoor > 0 )
|
||||
spawner.Door = CreateDoorSet( xDoor, yDoor, doorEastToWest, 0 );
|
||||
|
||||
spawner.RegionBounds = new Rectangle2D( xStart, yStart, xWidth, yHeight );
|
||||
|
||||
if ( xPentagram > 0 && yPentagram > 0 )
|
||||
{
|
||||
PentagramAddon pentagram = new PentagramAddon();
|
||||
|
||||
pentagram.MoveToWorld( new Point3D( xPentagram, yPentagram, -1 ), Map.Malas );
|
||||
|
||||
spawner.Addon = pentagram;
|
||||
}
|
||||
|
||||
return spawner;
|
||||
}
|
||||
|
||||
public static void CreatePricedHealer( int price, int x, int y )
|
||||
{
|
||||
PricedHealer healer = new PricedHealer( price );
|
||||
|
||||
healer.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );
|
||||
|
||||
healer.Home = healer.Location;
|
||||
healer.RangeHome = 5;
|
||||
}
|
||||
|
||||
public static void CreateMorphItem( int x, int y, int inactiveItemID, int activeItemID, int range, int hue )
|
||||
{
|
||||
MorphItem item = new MorphItem( inactiveItemID, activeItemID, range );
|
||||
|
||||
item.Hue = hue;
|
||||
item.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );
|
||||
}
|
||||
|
||||
public static void CreateVarietyDealer( int x, int y )
|
||||
{
|
||||
VarietyDealer dealer = new VarietyDealer();
|
||||
|
||||
/* Begin outfit */
|
||||
dealer.Name = "Nix";
|
||||
dealer.Title = "the Variety Dealer";
|
||||
|
||||
dealer.Body = 400;
|
||||
dealer.Female = false;
|
||||
dealer.Hue = 0x8835;
|
||||
|
||||
ArrayList items = new ArrayList( dealer.Items );
|
||||
|
||||
for ( int i = 0; i < items.Count; ++i )
|
||||
{
|
||||
Item item = (Item)items[i];
|
||||
|
||||
if ( item.Layer != Layer.ShopBuy && item.Layer != Layer.ShopResale && item.Layer != Layer.ShopSell )
|
||||
item.Delete();
|
||||
}
|
||||
|
||||
dealer.HairItemID = 0x2049; // Pig Tails
|
||||
dealer.HairHue = 0x482;
|
||||
|
||||
dealer.FacialHairItemID = 0x203E;
|
||||
dealer.FacialHairHue = 0x482;
|
||||
|
||||
dealer.AddItem( new FloppyHat( 1 ) );
|
||||
dealer.AddItem( new Robe( 1 ) );
|
||||
|
||||
dealer.AddItem( new LanternOfSouls() );
|
||||
|
||||
dealer.AddItem( new Sandals( 0x482 ) );
|
||||
/* End outfit */
|
||||
|
||||
dealer.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );
|
||||
|
||||
dealer.Home = dealer.Location;
|
||||
dealer.RangeHome = 2;
|
||||
}
|
||||
|
||||
public static void GenGauntlet_OnCommand( CommandEventArgs e )
|
||||
{
|
||||
/* Begin healer room */
|
||||
CreatePricedHealer( 5000, 387, 400 );
|
||||
CreateTeleporter( 390, 407, 394, 405 );
|
||||
|
||||
BaseDoor healerDoor = CreateDoorSet( 393, 404, true, 0x44E );
|
||||
|
||||
healerDoor.Locked = true;
|
||||
healerDoor.KeyValue = Key.RandomValue();
|
||||
|
||||
if ( healerDoor.Link != null )
|
||||
{
|
||||
healerDoor.Link.Locked = true;
|
||||
healerDoor.Link.KeyValue = Key.RandomValue();
|
||||
}
|
||||
/* End healer room */
|
||||
|
||||
/* Begin supply room */
|
||||
CreateMorphItem( 433, 371, 0x29F, 0x116, 3, 0x44E );
|
||||
CreateMorphItem( 433, 372, 0x29F, 0x115, 3, 0x44E );
|
||||
|
||||
CreateVarietyDealer( 492, 369 );
|
||||
|
||||
for ( int x = 434; x <= 478; ++x )
|
||||
{
|
||||
for ( int y = 371; y <= 372; ++y )
|
||||
{
|
||||
Static item = new Static( 0x524 );
|
||||
|
||||
item.Hue = 1;
|
||||
item.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );
|
||||
}
|
||||
}
|
||||
/* End supply room */
|
||||
|
||||
/* Begin gauntlet cycle */
|
||||
CreateTeleporter( 471, 428, 474, 428 );
|
||||
CreateTeleporter( 462, 494, 462, 498 );
|
||||
CreateTeleporter( 403, 502, 399, 506 );
|
||||
CreateTeleporter( 357, 476, 356, 480 );
|
||||
CreateTeleporter( 361, 433, 357, 434 );
|
||||
|
||||
GauntletSpawner sp1 = CreateSpawner( "DarknightCreeper", 491, 456, 473, 432, 417, 426, true, 473, 412, 39, 60 );
|
||||
GauntletSpawner sp2 = CreateSpawner( "FleshRenderer", 482, 520, 468, 496, 426, 422, false, 448, 496, 56, 48 );
|
||||
GauntletSpawner sp3 = CreateSpawner( "Impaler", 406, 538, 408, 504, 432, 430, false, 376, 504, 64, 48 );
|
||||
GauntletSpawner sp4 = CreateSpawner( "ShadowKnight", 335, 512, 360, 478, 424, 439, false, 300, 478, 72, 64 );
|
||||
GauntletSpawner sp5 = CreateSpawner( "AbysmalHorror", 326, 433, 360, 429, 416, 435, true, 300, 408, 60, 56 );
|
||||
GauntletSpawner sp6 = CreateSpawner( "DemonKnight", 423, 430, 0, 0, 423, 430, true, 392, 392, 72, 96 );
|
||||
|
||||
sp1.Sequence = sp2;
|
||||
sp2.Sequence = sp3;
|
||||
sp3.Sequence = sp4;
|
||||
sp4.Sequence = sp5;
|
||||
sp5.Sequence = sp6;
|
||||
sp6.Sequence = sp1;
|
||||
|
||||
sp1.State = GauntletSpawnerState.InProgress;
|
||||
/* End gauntlet cycle */
|
||||
|
||||
/* Begin exit gate */
|
||||
ConfirmationMoongate gate = new ConfirmationMoongate();
|
||||
|
||||
gate.Dispellable = false;
|
||||
|
||||
gate.Target = new Point3D( 2350, 1270, -85 );
|
||||
gate.TargetMap = Map.Malas;
|
||||
|
||||
gate.GumpWidth = 420;
|
||||
gate.GumpHeight = 280;
|
||||
|
||||
gate.MessageColor = 0x7F00;
|
||||
gate.MessageNumber = 1062109; // You are about to exit Dungeon Doom. Do you wish to continue?
|
||||
|
||||
gate.TitleColor = 0x7800;
|
||||
gate.TitleNumber = 1062108; // Please verify...
|
||||
|
||||
gate.Hue = 0x44E;
|
||||
|
||||
gate.MoveToWorld( new Point3D( 433, 326, 4 ), Map.Malas );
|
||||
/* End exit gate */
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class GauntletRegion : BaseRegion
|
||||
{
|
||||
private GauntletSpawner m_Spawner;
|
||||
|
||||
public GauntletRegion( GauntletSpawner spawner, Map map )
|
||||
: base( null, map, Region.Find( spawner.Location, spawner.Map ), spawner.RegionBounds )
|
||||
{
|
||||
m_Spawner = spawner;
|
||||
|
||||
GoLocation = spawner.Location;
|
||||
|
||||
Register();
|
||||
}
|
||||
|
||||
public override void AlterLightLevel( Mobile m, ref int global, ref int personal )
|
||||
{
|
||||
global = 12;
|
||||
}
|
||||
|
||||
public override void OnEnter( Mobile m )
|
||||
{
|
||||
}
|
||||
|
||||
public override void OnExit( Mobile m )
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue