ModernUO/Scripts/Engines/Doom/Guardian Room/GuardiansTreasureChest.cs
2009-09-06 02:06:07 +00:00

179 lines
4.5 KiB
C#

using System;
using Server;
using Server.Engines.Doom;
namespace Server.Items
{
public class GuardianTreasureChest : LockableContainer
{
private const int m_Level = 6;
public override bool Decays { get { return true; } }
public override int DefaultGumpID { get { return 0x42; } }
public override int DefaultDropSound { get { return 0x42; } }
public override Rectangle2D Bounds
{
get { return new Rectangle2D( 18, 105, 144, 73 ); }
}
private Timer m_DecayTimer;
[Constructable]
public GuardianTreasureChest() : base( 0xE41 )
{
SetChestAppearance();
Movable = false;
/* TrapType = TrapType.ExplosionTrap;
TrapPower = m_Level * Utility.Random( 20, 35 );*/
Locked = true;
RequiredSkill = 99;
LockLevel = RequiredSkill - Utility.Random( 1, 10 );
MaxLockLevel = RequiredSkill + 21;
// According to OSI, loot in level 4 chest is:
// Gold 500 - 900
// Reagents
// Scrolls
// Blank scrolls
// Potions
// Gems
// Magic Wand
// Magic weapon
// Magic armour
// Magic clothing (not implemented)
// Magic jewelry (not implemented)
// Crystal ball (not implemented)
// Gold
DropItem( new Gold( Utility.Random( 300, 325 ) ) );
// Reagents
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item ReagentLoot = Loot.RandomReagent();
ReagentLoot.Amount = 12;
DropItem( ReagentLoot );
}
// Scrolls
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item ScrollLoot = Loot.RandomScroll( 0, 47, SpellbookType.Regular );
ScrollLoot.Amount = 16;
DropItem( ScrollLoot );
}
// Drop blank scrolls
DropItem( new BlankScroll( Utility.Random( 1, m_Level ) ) );
// Potions
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item PotionLoot = Loot.RandomPotion();
DropItem( PotionLoot );
}
// Gems
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item GemLoot = Loot.RandomGem();
GemLoot.Amount = 15;
DropItem( GemLoot );
}
// Magic Wand
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
DropItem( Loot.RandomWand() );
// Equipment
for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item item = Loot.RandomArmorOrShieldOrWeapon();
if ( item is BaseWeapon )
{
BaseWeapon weapon = (BaseWeapon) item;
weapon.DamageLevel = (WeaponDamageLevel) Utility.Random( m_Level );
weapon.AccuracyLevel = (WeaponAccuracyLevel) Utility.Random( m_Level );
weapon.DurabilityLevel = (WeaponDurabilityLevel) Utility.Random( m_Level );
weapon.Quality = WeaponQuality.Regular;
}
else if ( item is BaseArmor )
{
BaseArmor armor = (BaseArmor) item;
armor.ProtectionLevel = (ArmorProtectionLevel) Utility.Random( m_Level );
armor.Durability = (ArmorDurabilityLevel) Utility.Random( m_Level );
armor.Quality = ArmorQuality.Regular;
}
DropItem( item );
}
// Clothing
for ( int i = Utility.Random( 1, 2 ); i > 1; i-- )
DropItem( Loot.RandomClothing() );
// Jewelry
for ( int i = Utility.Random( 1, 2 ); i > 1; i-- )
DropItem( Loot.RandomJewelry() );
// Crystal ball (not implemented)
m_DecayTimer = Timer.DelayCall( TimeSpan.FromMinutes( Utility.RandomMinMax( 1, 5 ) ), new TimerCallback( Delete ) );
}
private void SetChestAppearance()
{
bool facing = Utility.RandomBool();
switch ( Utility.RandomList( 0, 1, 2 ) )
{
case 0:// Wooden Chest
ItemID = ( facing ? 0xE42 : 0xE43 );
GumpID = 0x49;
break;
case 1:// Metal Chest
ItemID = ( facing ? 0x9AB : 0xE7C );
GumpID = 0x4A;
break;
case 2:// Metal Golden Chest
ItemID = ( facing ? 0xE40 : 0xE41 );
GumpID = 0x42;
break;
}
}
public override void OnAfterDelete()
{
if ( m_DecayTimer != null || m_DecayTimer.Running )
m_DecayTimer.Stop();
m_DecayTimer = null;
}
public GuardianTreasureChest( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
m_DecayTimer = Timer.DelayCall( TimeSpan.FromMinutes( Utility.RandomMinMax( 1, 5 ) ), new TimerCallback( Delete ) );
}
}
}