ModernUO/Projects/Scripts/Engines/Quests/Dark Tides/Items/KronusScroll.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

155 lines
4.4 KiB
C#

using System;
using Server.Items;
using Server.Mobiles;
namespace Server.Engines.Quests.Necro
{
public class KronusScroll : QuestItem
{
private static Rectangle2D m_WellOfTearsArea = new Rectangle2D(2080, 1346, 10, 10);
private static readonly Map m_WellOfTearsMap = Map.Malas;
[Constructible]
public KronusScroll() : base(0x227A)
{
Weight = 1.0;
Hue = 0x44E;
}
public KronusScroll(Serial serial) : base(serial)
{
}
public override int LabelNumber => 1060149; // Calling of Kronus
public override bool CanDrop(PlayerMobile player) => !(player.Quest is DarkTidesQuest);
public override void OnDoubleClick(Mobile from)
{
if (!IsChildOf(from))
return;
if (from is PlayerMobile pm)
{
QuestSystem qs = pm.Quest;
if (qs is DarkTidesQuest)
{
if (qs.IsObjectiveInProgress(typeof(FindMardothAboutKronusObjective)))
{
pm.SendLocalizedMessage(1060151, "",
0x41); // You read the scroll, but decide against performing the calling until you are instructed to do so by Mardoth.
}
else if (qs.IsObjectiveInProgress(typeof(FindWellOfTearsObjective)))
{
pm.SendLocalizedMessage(1060152, "",
0x41); // You must be at the Well of Tears in the city of Necromancers to use this scroll.
}
else if (qs.IsObjectiveInProgress(typeof(UseCallingScrollObjective)))
{
if (pm.Map == m_WellOfTearsMap && m_WellOfTearsArea.Contains(pm))
{
QuestObjective obj = qs.FindObjective<UseCallingScrollObjective>();
if (obj?.Completed == false)
obj.Complete();
Delete();
new CallingTimer(pm).Start();
}
else
{
pm.SendLocalizedMessage(1060152, "",
0x41); // You must be at the Well of Tears in the city of Necromancers to use this scroll.
}
}
else
{
pm.SendLocalizedMessage(1060150, "",
0x41); // A strange terror grips your heart as you attempt to read the scroll. You decide it would be a bad idea to read it out loud.
}
}
}
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
private class CallingTimer : Timer
{
private PlayerMobile m_Player;
private int m_Step;
public CallingTimer(PlayerMobile player) : base(TimeSpan.Zero, TimeSpan.FromSeconds(1.0), 6)
{
Priority = TimerPriority.TwentyFiveMS;
m_Player = player;
m_Step = 0;
}
protected override void OnTick()
{
if (m_Player.Deleted)
{
Stop();
return;
}
if (!m_Player.Mounted)
m_Player.Animate(Utility.RandomBool() ? 16 : 17, 7, 1, true, false, 0);
if (m_Step == 4)
{
int baseX = m_WellOfTearsArea.X;
int baseY = m_WellOfTearsArea.Y;
int width = m_WellOfTearsArea.Width;
int height = m_WellOfTearsArea.Height;
Map map = m_WellOfTearsMap;
Effects.SendLocationParticles(
EffectItem.Create(m_Player.Location, m_Player.Map, TimeSpan.FromSeconds(1.0)), 0, 0, 0, 0x13C4);
Effects.PlaySound(m_Player.Location, m_Player.Map, 0x243);
for (int i = 0; i < 15; i++)
{
int x = baseX + Utility.Random(width);
int y = baseY + Utility.Random(height);
int z = map.GetAverageZ(x, y);
Point3D from = new Point3D(x, y, z + Utility.RandomMinMax(5, 20));
Point3D to = new Point3D(x, y, z);
int hue = Utility.RandomList(0x481, 0x482, 0x489, 0x497, 0x66D);
Effects.SendMovingEffect(from, to, map, 0x36D4, 0, 0, false, true, hue);
}
}
if (m_Step < 5)
{
m_Player.Frozen = true;
}
else // Cast completed
{
m_Player.Frozen = false;
SummonedPaladin.BeginSummon(m_Player);
}
m_Step++;
}
}
}
}