ModernUO/Scripts/Items/Aquarium/AquariumFishingNet.cs
xavier 216824a9b4 numerous fixes for Aquariums
world item, non-osi tool "webstone" added
Aquarium how-to book added
2011-10-29 07:49:02 +00:00

245 lines
7.2 KiB
C#

using System;
using Server;
using Server.Mobiles;
using Server.Items;
using Server.Targeting;
namespace Server.Items
{
public class AquariumFishingNet : Item
{
public override int LabelNumber{ get{ return 1074463; } } // An aquarium fishing net
private static int[] m_Hues = { 0x09B, 0x0CD, 0x0D3, 0x14D, 0x1DD, 0x1E9, 0x1F4, 0x373, 0x451, 0x47F, 0x489, 0x492, 0x4B5, 0x8AA };
private static int[] m_WaterTiles = { 0x00A8, 0x00AB, 0x0136, 0x0137 };
private Mobile m_Player;
[Constructable]
public AquariumFishingNet() : base( 0xDC8 )
{
Weight = 1.0;
Hue = ( 0.01 > Utility.RandomDouble() ) ? Utility.RandomList( m_Hues ) : 0x240;
}
public AquariumFishingNet( Serial serial ) : base( serial )
{
}
public override void OnDoubleClick( Mobile from )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
return;
}
from.SendLocalizedMessage( 1010484 ); // Where do you wish to use the net?
from.BeginTarget( -1, true, TargetFlags.None, new TargetCallback( OnTarget ) );
}
public void OnTarget( Mobile from, object obj )
{
m_Player = from;
if ( Deleted )
return;
IPoint3D p3D = obj as IPoint3D;
if ( p3D == null )
return;
Map map = from.Map;
if ( map == null || map == Map.Internal )
return;
int x = p3D.X, y = p3D.Y;
if ( !from.InRange( p3D, 6 ) )
{
from.SendLocalizedMessage( 500976 ); // You need to be closer to the water to fish!
}
else if ( FullValidation( map, x, y ) )
{
Point3D p = new Point3D( x, y, map.GetAverageZ( x, y ) );
Movable = false;
MoveToWorld( p, map );
from.Animate( 12, 5, 1, true, false, 0 );
Timer.DelayCall( TimeSpan.FromSeconds( 1.5 ), TimeSpan.FromSeconds( 1.0 ), 20, new TimerStateCallback( DoEffect ), new object[]{ p, 0 } );
from.SendLocalizedMessage( 1010487 ); // You plunge the net into the sea...
}
else
{
from.SendLocalizedMessage( 1010485 ); // You can only use this net in deep water!
}
}
public static bool FullValidation( Map map, int x, int y )
{
bool valid = ValidateDeepWater( map, x, y );
for ( int j = 1, offset = 5; valid && j <= 5; ++j, offset += 5 )
{
if ( !ValidateDeepWater( map, x + offset, y + offset ) )
valid = false;
else if ( !ValidateDeepWater( map, x + offset, y - offset ) )
valid = false;
else if ( !ValidateDeepWater( map, x - offset, y + offset ) )
valid = false;
else if ( !ValidateDeepWater( map, x - offset, y - offset ) )
valid = false;
}
return valid;
}
private static bool ValidateDeepWater( Map map, int x, int y )
{
int tileID = map.Tiles.GetLandTile( x, y ).ID;
bool water = false;
for ( int i = 0; !water && i < m_WaterTiles.Length; i += 2 )
water = ( tileID >= m_WaterTiles[i] && tileID <= m_WaterTiles[i + 1] );
return water;
}
private void DoEffect( object state )
{
if ( Deleted )
return;
object[] states = (object[])state;
Point3D p = (Point3D)states[0];
int index = (int)states[1];
states[1] = ++index;
if ( index == 1 )
{
Effects.SendLocationEffect( p, Map, 0x352D, 16, 4 );
Effects.PlaySound( p, Map, 0x364 );
}
else if ( index <= 10 || index == 20 )
{
for ( int i = 0; i < 3; ++i )
{
int x, y;
switch ( Utility.Random( 8 ) )
{
default:
case 0: x = -1; y = -1; break;
case 1: x = -1; y = 0; break;
case 2: x = -1; y = +1; break;
case 3: x = 0; y = -1; break;
case 4: x = 0; y = +1; break;
case 5: x = +1; y = -1; break;
case 6: x = +1; y = 0; break;
case 7: x = +1; y = +1; break;
}
Effects.SendLocationEffect( new Point3D( p.X + x, p.Y + y, p.Z ), Map, 0x352D, 16, 4 );
}
Effects.PlaySound( p, Map, 0x364 );
if ( index == 20 )
FinishEffect( p );
else
this.Z -= 1;
}
}
private void FinishEffect( Point3D p )
{
BaseFish fish = GiveFish( m_Player.Skills.Fishing.Base / 100 );
if ( fish != null )
{
Item[] items = m_Player.Backpack.FindItemsByType( typeof( FishBowl ) );
foreach ( FishBowl bowl in items )
{
if ( !bowl.Deleted && bowl.Empty )
{
fish.StopTimer();
bowl.AddItem( fish );
bowl.InvalidateProperties();
m_Player.SendLocalizedMessage( 1074489 ); // A live creature jumps into the fish bowl in your pack!
Delete();
return;
}
}
if ( !m_Player.PlaceInBackpack( fish ) )
{
m_Player.SendLocalizedMessage( 500720 ); // You don't have enough room in your backpack!
fish.MoveToWorld( m_Player.Location, m_Player.Map );
}
else
m_Player.SendLocalizedMessage( 1074490 ); // A live creature flops around in your pack before running out of air.
fish.Kill();
Delete();
}
else
{
Movable = true;
if ( !m_Player.PlaceInBackpack( this ) )
MoveToWorld( m_Player.Location, m_Player.Map );
m_Player.SendLocalizedMessage( 1074487 ); // The creatures are too quick for you!
}
}
public BaseFish GiveFish( double skill )
{
if ( 0.004 * skill > Utility.RandomDouble() ) return new Shrimp();
if ( 0.008 * skill > Utility.RandomDouble() ) return new SmallMouthSuckerFin();
if ( 0.008 * skill > Utility.RandomDouble() ) return new SpinedScratcherFish();
if ( 0.022 * skill > Utility.RandomDouble() ) return new SpottedBuccaneer();
if ( 0.022 * skill > Utility.RandomDouble() ) return new YellowFinBluebelly();
if ( 0.030 * skill > Utility.RandomDouble() ) return new BritainCrownFish();
if ( 0.030 * skill > Utility.RandomDouble() ) return new PurpleFrog();
if ( 0.032 * skill > Utility.RandomDouble() ) return new VesperReefTiger();
if ( 0.038 * skill > Utility.RandomDouble() ) return new KillerFrog();
if ( 0.040 * skill > Utility.RandomDouble() ) return new AlbinoFrog();
if ( 0.046 * skill > Utility.RandomDouble() ) return new LongClawCrab();
if ( 0.052 * skill > Utility.RandomDouble() ) return new SpeckledCrab();
if ( 0.058 * skill > Utility.RandomDouble() ) return new Jellyfish();
if ( 0.062 * skill > Utility.RandomDouble() ) return new NujelmHoneyFish();
if ( 0.064 * skill > Utility.RandomDouble() ) return new MakotoCourtesanFish();
if ( 0.076 * skill > Utility.RandomDouble() ) return new AlbinoCourtesanFish();
if ( 0.082 * skill > Utility.RandomDouble() ) return new RedDartFish();
if ( 0.088 * skill > Utility.RandomDouble() ) return new MinocBlueFish();
if ( 0.090 * skill > Utility.RandomDouble() ) return new GoldenBroadtail();
if ( 0.148 * skill > Utility.RandomDouble() ) return new FandancerFish();
return null;
}
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();
}
}
}