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

744 lines
20 KiB
C#

using System;
using System.Collections;
using Server.Commands;
using Server;
using Server.Mobiles;
using Server.Network;
namespace Server.Items
{
public class LampController : Item
{
public static void Initialize()
{
CommandSystem.Register( "GenLampPuzzle", AccessLevel.Administrator, new CommandEventHandler( GenLampPuzzle_OnCommand ) );
}
[Usage( "GenLampPuzzle" )]
[Description( "Generates lamp room puzzle in doom." )]
public static void GenLampPuzzle_OnCommand( CommandEventArgs e )
{
e.Mobile.SendMessage( "Generating puzzle, please wait." );
Point3D loc = new Point3D( 324, 64, -1 );
bool exists = false;
foreach ( Item item in Map.Malas.GetItemsInRange( loc, 0 ) )
{
if ( item is LampController )
{
exists = true;
break;
}
}
if ( !exists )
{
LampController controller = new LampController();
controller.MoveToWorld( loc, Map.Malas );
e.Mobile.SendMessage( "Puzzle generating complete. Puzzle were generated." );
}
else
e.Mobile.SendMessage( "Puzzle generating complete. Puzzle aleardy exists." );
}
public Rectangle2D Rect = new Rectangle2D( 464, 91, 10, 10 );
public PoisonTimer m_Timer;
private string m_Code;
private string m_PuzzleCode;
[CommandProperty( AccessLevel.GameMaster )]
public string PuzzleCode { get { return m_PuzzleCode; } set { m_PuzzleCode = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public string Code
{
get { return m_Code; }
set
{
m_Code = value;
if ( m_Code.Length == 4 )
{
CheckCode();
}
}
}
private ArrayList m_Levers;
private ArrayList m_Statues;
private ArrayList m_Pads;
private PuzzleBox m_Box;
private bool m_CanActive;
[CommandProperty( AccessLevel.GameMaster )]
public bool CanActive { get { return m_CanActive; } set { m_CanActive = value; } }
private bool Check()
{
foreach ( Item item in World.Items.Values )
{
if ( item is LampController && !item.Deleted && item != this )
{
return true;
}
}
return false;
}
[Constructable]
public LampController() : base( 0x1BC3 )
{
if ( Check() )
{
World.Broadcast( 0x35, true, "Another Lamp's room controller exists in the world!" );
Delete();
return;
}
Visible = false;
Movable = false;
Setup();
}
public void Setup()
{
m_CanActive = true;
m_Code = "";
m_PuzzleCode = "";
m_Levers = new ArrayList();
m_Statues = new ArrayList();
m_Pads = new ArrayList();
PuzzleLever lever1 = new PuzzleLever( 1 );
lever1.Controller = this;
lever1.MoveToWorld( new Point3D( 316, 64, 5 ), Map.Malas );
m_Levers.Add( lever1 );
PuzzleLever lever2 = new PuzzleLever( 2 );
lever2.Controller = this;
lever2.MoveToWorld( new Point3D( 323, 58, 5 ), Map.Malas );
m_Levers.Add( lever2 );
PuzzleLever lever3 = new PuzzleLever( 3 );
lever3.Controller = this;
lever3.MoveToWorld( new Point3D( 332, 63, 5 ), Map.Malas );
m_Levers.Add( lever3 );
PuzzleLever lever4 = new PuzzleLever( 4 );
lever4.Controller = this;
lever4.MoveToWorld( new Point3D( 323, 71, 5 ), Map.Malas );
m_Levers.Add( lever4 );
PuzzleStatue statue1 = new PuzzleStatue( 0x12D8 );
statue1.MoveToWorld( new Point3D( 319, 70, 18 ), Map.Malas );
m_Statues.Add( statue1 );
PuzzleStatue statue2 = new PuzzleStatue( 0x12D9 );
statue2.MoveToWorld( new Point3D( 329, 60, 18 ), Map.Malas );
m_Statues.Add( statue2 );
PuzzlePad pad1 = new PuzzlePad();
pad1.MoveToWorld( new Point3D( 324, 58, -1 ), Map.Malas );
pad1.Visible = false;
m_Pads.Add( pad1 );
PuzzlePad pad2 = new PuzzlePad();
pad2.MoveToWorld( new Point3D( 332, 64, -1 ), Map.Malas );
pad2.Visible = false;
m_Pads.Add( pad2 );
PuzzlePad pad3 = new PuzzlePad();
pad3.MoveToWorld( new Point3D( 323, 72, -1 ), Map.Malas );
pad3.Visible = false;
m_Pads.Add( pad3 );
PuzzlePad pad4 = new PuzzlePad();
pad4.MoveToWorld( new Point3D( 316, 65, -1 ), Map.Malas );
pad4.Visible = false;
m_Pads.Add( pad4 );
PuzzlePad pad5 = new PuzzlePad();
pad5.MoveToWorld( new Point3D( 324, 64, -1 ), Map.Malas );
m_Pads.Add( pad5 );
Teleporter teleporter1 = new Teleporter();
teleporter1.MapDest = Map.Malas;
teleporter1.PointDest = new Point3D( 353, 172, -1 );
teleporter1.MoveToWorld( new Point3D( 468, 92, -1 ), Map.Malas );
Teleporter teleporter2 = new Teleporter();
teleporter2.MapDest = Map.Malas;
teleporter2.PointDest = new Point3D( 353, 172, -1 );
teleporter2.MoveToWorld( new Point3D( 469, 92, -1 ), Map.Malas );
Teleporter teleporter3 = new Teleporter();
teleporter3.MapDest = Map.Malas;
teleporter3.PointDest = new Point3D( 353, 172, -1 );
teleporter3.MoveToWorld( new Point3D( 470, 92, -1 ), Map.Malas );
m_Box = new PuzzleBox();
m_Box.CanSummon = true;
m_Box.MoveToWorld( new Point3D( 469, 96, 6 ), Map.Malas );
m_PuzzleCode = GenerateCode( m_PuzzleCode );
}
public void ClearRoom()
{
IPooledEnumerable eable = Map.Malas.GetMobilesInBounds( Rect );
ArrayList list = new ArrayList();
foreach ( object obj in eable )
{
if ( obj is Mobile )
{
Mobile mobile = obj as Mobile;
list.Add( mobile );
}
}
for ( int i = 0; i < list.Count; i++ )
{
Mobile m = list[ i ] as Mobile;
if ( m is WandererOfTheVoid )
{
m.Delete();
}
else
{
Rectangle2D rect = new Rectangle2D( 342, 168, 16, 16 );
int x = Utility.Random( rect.X, rect.Width );
int y = Utility.Random( rect.Y, rect.Height );
if ( x >= 345 && x <= 352 && y >= 173 && y <= 179 )
{
x = 353;
y = 172;
}
m.MoveToWorld( new Point3D( x, y, -1 ), Map.Malas );
}
}
if ( m_Timer != null )
{
m_Timer.Stop();
}
m_CanActive = true;
m_Box.CanSummon = true;
m_PuzzleCode = "";
m_PuzzleCode = GenerateCode( m_PuzzleCode );
}
public static string[] m_Combinations = new string[] { "1234", "1243", "1324", "1342", "1423", "1432", "2134", "2143", "2314", "2341", "2413", "2431", "3124", "3142", "3214", "3241", "3412", "3421", "4123", "4132", "4213", "4231", "4312", "4321" };
public void FreeLevers()
{
for ( int i = 0; i < m_Levers.Count; i++ )
{
PuzzleLever lever = m_Levers[ i ] as PuzzleLever;
lever.ItemID = 0x108E;
}
m_Code = "";
Timer.DelayCall( TimeSpan.FromSeconds( 30.0 ), new TimerCallback( SayQuitMessage ) );
}
public void SayQuitMessage()
{
SayStatues( 1062053, -1 ); // The sands of time have run their course.
for ( int i = 0; i < m_Levers.Count; i++ )
{
PuzzleLever lever = m_Levers[ i ] as PuzzleLever;
lever.ItemID = 0x108E;
}
}
public static string GenerateCode( string puzzle )
{
// at OSI code scheme is right order of pressed levers
// any press at any of 4 levers is one bit of code
// orientation of lever doesn't play any role
// code can't have equal numbers in it, only different, i.e: 1-4-2-3, no 1-1-1-1
// so, we have 24 combinations for solving
string old_code = puzzle;
string new_code = "";
while ( new_code == old_code )
{
new_code = m_Combinations[ Utility.Random( m_Combinations.Length ) ];
}
return new_code;
}
public int CompareCodes( string puzzle, string player )
{
int result = 0;
if ( puzzle.Length != player.Length || puzzle.Length > 4 || player.Length > 4 )
{
return 0;
}
for ( int i = 0; i < puzzle.Length; i++ )
{
if ( puzzle[ i ] == player[ i ] )
{
result++;
}
}
return result;
}
public void SayStatues( int message, int souls )
{
string args = "";
if ( souls != -1 )
{
args = souls.ToString();
}
for ( int i = 0; i < m_Statues.Count; i++ )
{
PuzzleStatue statue = m_Statues[ i ] as PuzzleStatue;
if ( statue != null )
{
statue.PublicOverheadMessage( Network.MessageType.Regular, 0x3B2, message, args );
}
}
}
public void CheckCode()
{
bool incomplete = false;
int correct_souls = 0;
for ( int i = 0; i < m_Pads.Count; i++ )
{
PuzzlePad pad = m_Pads[ i ] as PuzzlePad;
if ( pad == null || !pad.Busy )
{
incomplete = true;
}
}
correct_souls = CompareCodes( m_PuzzleCode, m_Code );
if ( incomplete )
{
SayStatues( 1050004, -1 ); // The circle is the key, the key is incomplete and so the gate remains closed.
}
else
{
// we don't guess code
if ( correct_souls >= 0 && correct_souls < 4 )
{
ArrayList players = new ArrayList();
for ( int i = 0; i < m_Pads.Count; i++ )
{
PuzzlePad pad = m_Pads[ i ] as PuzzlePad;
if ( pad != null && pad.Stander != null && pad.Stander.Alive )
{
players.Add( pad.Stander );
}
}
for ( int j = 0; j < players.Count; j++ )
{
PlayerMobile player = players[ j ] as PlayerMobile;
if ( player != null )
{
Point3D location1 = player.Location;
location1.Z = 49;
Point3D location2 = player.Location;
location2.Z = -1;
Effects.SendPacket( player, player.Map, new HuedEffect( EffectType.Moving, Serial.Zero, player.Serial, 0x11B7, location1, location2, 20, 0, true, true, 0, 0 ) );
Effects.PlaySound( new Point3D( 324, 64, -1 ), Map.Malas, 0x144 );
Effects.PlaySound( new Point3D( player.X, player.Y, -1 ), Map.Malas, Utility.RandomList( 0x154, 0x14B ) );
player.Send( new AsciiMessage( Serial.MinusOne, 0xFFFF, MessageType.Label, 0x66D, 3, "", "You are pinned down by the weight of the boulder!!!" ) );
}
}
switch ( correct_souls )
{
case 0:
SayStatues( 1050009, correct_souls );
break; // The circle of souls has failed to turn the key. The gate remains closed...
case 1:
SayStatues( 1050007, correct_souls );
break; // ~1_NUM~ soul has turned the key correctly, but the rest have forsaken the circle...
default:
SayStatues( 1050008, correct_souls );
break; // ~1_NUM~ souls have turned the key correctly, but the rest have forsaken the circle...
}
for ( int j = 0; j < players.Count; j++ )
{
PlayerMobile player = players[ j ] as PlayerMobile;
if ( player != null )
{
Effects.SendPacket( player, player.Map, new HuedEffect( EffectType.FixedXYZ, Serial.Zero, Serial.Zero, 0x36BD, new Point3D( player.X, player.Y, 0 ), new Point3D( player.X, player.Y, 0 ), 20, 10, true, false, 0, 0 ) );
Effects.SendPacket( player, player.Map, new HuedEffect( EffectType.FixedFrom, player.Serial, Serial.Zero, 0x36BD, new Point3D( player.X, player.Y, -1 ), new Point3D( player.X, player.Y, -1 ), 20, 10, true, false, 0, 0 ) );
Effects.PlaySound( new Point3D( player.X, player.Y, -1 ), player.Map, 0x307 );
for ( int k = 0; k < 5; k++ )
{
Effects.SendPacket( player, player.Map, new HuedEffect( EffectType.Moving, Serial.Zero, Serial.Zero, 0x1363 + Utility.Random( 0, 11 ), new Point3D( player.X, player.Y, 0 ), new Point3D( player.X, player.Y, 0 ), 5, 0, false, false, 0, 0 ) );
Effects.PlaySound( new Point3D( player.X, player.Y, -1 ), Map.Malas, 0x13F );
Effects.PlaySound( new Point3D( player.X, player.Y, -1 ), Map.Malas, 0x154 );
player.Say( "OUCH!" );
}
player.Damage( 90, null );
player.Send( new AsciiMessage( Serial.MinusOne, 0xFFFF, MessageType.Label, 0x66D, 3, "", "A speeding rock hits you in the head!" ) );
player.SendLocalizedMessage( 502382 ); // You can move!
}
}
}
else
{
// we done it!
PlayerMobile center = ( (PuzzlePad) m_Pads[ 4 ] ).Stander;
for ( int i = 0; i < m_Pads.Count; i++ )
{
PuzzlePad pad = m_Pads[ i ] as PuzzlePad;
if ( pad != null && pad.Stander != null && pad.Stander.Alive )
{
Effects.SendPacket( pad.Stander, Map.Malas, new HuedEffect( EffectType.FixedXYZ, Serial.Zero, Serial.Zero, 0x1153, new Point3D( 325, 64, -1 ), new Point3D( 325, 64, -1 ), 1, 60, true, false, 0, 0 ) );
Effects.SendPacket( pad.Stander, Map.Malas, new HuedEffect( EffectType.FixedXYZ, Serial.Zero, Serial.Zero, 0x1153, new Point3D( 325, 64, -1 ), new Point3D( 325, 64, -1 ), 1, 60, true, false, 0, 0 ) );
Effects.PlaySound( new Point3D( 325, 64, -1 ), Map.Malas, 0x244 );
if ( center != null )
{
Effects.SendPacket( pad.Stander, Map.Malas, new HuedEffect( EffectType.Lightning, center.Serial, Serial.Zero, 0x0, new Point3D( 324, 64, -1 ), new Point3D( 324, 64, -1 ), 0, 0, false, false, 0, 0 ) );
Effects.SendPacket( pad.Stander, Map.Malas, new ParticleEffect( EffectType.FixedFrom, center.Serial, Serial.Zero, 0x0, new Point3D( 324, 64, -1 ), new Point3D( 324, 64, -1 ), 0, 0, false, false, 0, 0, 0x13A7, 0, 0, center.Serial, 3, 0 ) );
}
}
}
if ( center != null )
{
center.MoveToWorld( new Point3D( 467, 96, -1 ), Map.Malas );
if ( m_Timer != null )
{
m_Timer.Stop();
}
m_Timer = new PoisonTimer( this );
m_Timer.Start();
m_CanActive = false;
m_Box.CanSummon = true;
}
}
}
FreeLevers();
}
public LampController( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.WriteItemList( m_Levers, true );
writer.WriteItemList( m_Statues, true );
writer.WriteItemList( m_Pads, true );
writer.Write( m_Box );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_Code = "";
m_PuzzleCode = "";
m_PuzzleCode = GenerateCode( m_PuzzleCode );
m_Levers = reader.ReadItemList();
m_Statues = reader.ReadItemList();
m_Pads = reader.ReadItemList();
m_Box = reader.ReadItem() as PuzzleBox;
m_CanActive = true;
m_Box.CanSummon = true;
}
public class PoisonTimer : Timer
{
public LampController m_Controller;
public int count = 1;
public PoisonTimer( LampController controller ) : base( TimeSpan.FromSeconds( 8.0 ), TimeSpan.FromSeconds( 1.0 ) )
{
m_Controller = controller;
}
public void CheckAlive()
{
bool AliveCreatures = false;
IPooledEnumerable eable = Map.Malas.GetMobilesInBounds( m_Controller.Rect );
foreach ( object obj in eable )
{
if ( obj is Mobile )
{
Mobile mobile = obj as Mobile;
if ( mobile != null && mobile.Alive && !( mobile is WandererOfTheVoid ) )
{
AliveCreatures = true;
}
}
}
eable.Free();
if ( !AliveCreatures )
{
m_Controller.ClearRoom();
Stop();
}
}
public void Gas( int level )
{
int[] x = new int[ 3 ], y = new int[ 3 ];
for ( int i = 0; i < x.Length; i++ )
{
x[ i ] = Utility.Random( m_Controller.Rect.X, m_Controller.Rect.Width );
y[ i ] = Utility.Random( m_Controller.Rect.Y, m_Controller.Rect.Height );
}
int hue = 0xAC;
Poison poison = null;
switch ( level )
{
case 0:
hue = 0xA6;
poison = Poison.Lesser;
break;
case 1:
hue = 0xAA;
poison = Poison.Regular;
break;
case 2:
hue = 0xAC;
poison = Poison.Greater;
break;
case 3:
hue = 0xA8;
poison = Poison.Deadly;
break;
case 4:
hue = 0xA4;
poison = Poison.Lethal;
break;
case 5:
hue = 0xAC;
poison = Poison.Lethal;
break;
}
Effects.SendLocationParticles( EffectItem.Create( new Point3D( x[ 0 ], y[ 0 ], -1 ), Map.Malas, EffectItem.DefaultDuration ), 0x36B0, 1, Utility.Random( 160, 200 ), hue, 0, 0x1F78, 0 );
Effects.SendLocationParticles( EffectItem.Create( new Point3D( x[ 1 ], y[ 1 ], -1 ), Map.Malas, EffectItem.DefaultDuration ), 0x36CB, 1, Utility.Random( 160, 200 ), hue, 0, 0x1F78, 0 );
Effects.SendLocationParticles( EffectItem.Create( new Point3D( x[ 2 ], y[ 2 ], -1 ), Map.Malas, EffectItem.DefaultDuration ), 0x36BD, 1, Utility.Random( 160, 200 ), hue, 0, 0x1F78, 0 );
IPooledEnumerable eable = Map.Malas.GetMobilesInBounds( m_Controller.Rect );
foreach ( object obj in eable )
{
if ( obj is Mobile )
{
Mobile mobile = obj as Mobile;
if ( mobile != null && poison != null && mobile.Poison == null && !( mobile is WandererOfTheVoid ) )
{
double chance = ( level + 1 ) * 0.3;
if ( chance >= Utility.RandomDouble() )
{
mobile.ApplyPoison( mobile, poison );
}
}
}
}
eable.Free();
}
protected override void OnTick()
{
CheckAlive();
count++;
int level = (int) ( count / 60 );
if ( count % 60 == 0 ) // every minute we need send message to player about level's change
{
int number = 0;
int hue = 0x485;
switch ( level )
{
case 1:
number = 1050001;
break; // It is becoming more difficult for you to breathe as the poisons in the room become more concentrated.
case 2:
number = 1050003;
break; // You begin to panic as the poison clouds thicken.
case 3:
number = 1050056;
break; // Terror grips your spirit as you realize you may never leave this room alive.
case 4:
number = 1050057;
break; // The end is near. You feel hopeless and desolate. The poison is beginning to stiffen your muscles.
case 5:
number = 1062091;
hue = 0x23F3;
break; // The poison is becoming too much for you to bear. You fear that you may die at any moment.
}
IPooledEnumerable eable = Map.Malas.GetMobilesInBounds( m_Controller.Rect );
foreach ( object obj in eable )
{
if ( obj is Mobile )
{
Mobile mobile = obj as Mobile;
if ( mobile != null && mobile.Player )
{
if ( number != 0 )
{
mobile.SendLocalizedMessage( number, null, hue );
}
}
}
}
eable.Free();
if ( level == 5 )
{
PainTimer timer = new PainTimer( m_Controller );
timer.Start();
}
}
if ( count % 5 == 0 ) // every 5 seconds we fill room with a gas
{
Gas( level );
}
}
}
public class PainTimer : Timer
{
public LampController m_Controller;
public int count = 1;
public PainTimer( LampController controller ) : base( TimeSpan.FromSeconds( 10.0 ), TimeSpan.FromSeconds( 10.0 ) )
{
m_Controller = controller;
}
protected override void OnTick()
{
count++;
IPooledEnumerable eable = Map.Malas.GetMobilesInBounds( m_Controller.Rect );
ArrayList targets = new ArrayList();
foreach ( Mobile mobile in eable )
{
targets.Add( mobile );
}
for ( int i = 0; i < targets.Count; ++i )
{
Mobile mobile = targets[ i ] as Mobile;
if ( mobile != null && !( mobile is WandererOfTheVoid ) )
{
if ( mobile.Player )
{
mobile.Say( 1062092 ); // Your body reacts violently from the pain.
mobile.Animate( 32, 5, 1, true, false, 0 );
}
mobile.Damage( Utility.Random( 15, 20 ) );
if ( count == 10 ) // at OSI at this second all mobiles is killed and room is cleared
{
mobile.Kill();
}
}
}
eable.Free();
if ( count == 10 )
{
if ( m_Controller != null )
{
m_Controller.ClearRoom(); // clear room
if ( m_Controller.m_Timer != null )
{
m_Controller.m_Timer.Stop(); // stop gas effects
}
Stop(); // stop convulsions
}
}
}
}
}
}