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