#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.

This commit is contained in:
WarrentyExpired 2026-08-06 11:06:05 -04:00
parent b51c58f514
commit 3045c83799
3512 changed files with 627673 additions and 0 deletions

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using System;
using Server;
using Server.Mobiles;
using Server.Items;
namespace Server.Engines.Quests.Haven
{
public enum CannonDirection
{
North,
East,
South,
West
}
public class Cannon : BaseAddon
{
private CannonDirection m_CannonDirection;
private MilitiaCanoneer m_Canoneer;
[CommandProperty( AccessLevel.GameMaster )]
public CannonDirection CannonDirection { get { return m_CannonDirection; } }
[CommandProperty( AccessLevel.GameMaster )]
public MilitiaCanoneer Canoneer { get { return m_Canoneer; } set { m_Canoneer = value; } }
[Constructable]
public Cannon( CannonDirection direction )
{
m_CannonDirection = direction;
switch ( direction )
{
case CannonDirection.North:
{
AddComponent( new CannonComponent( 0xE8D ), 0, 0, 0 );
AddComponent( new CannonComponent( 0xE8C ), 0, 1, 0 );
AddComponent( new CannonComponent( 0xE8B ), 0, 2, 0 );
break;
}
case CannonDirection.East:
{
AddComponent( new CannonComponent( 0xE96 ), 0, 0, 0 );
AddComponent( new CannonComponent( 0xE95 ), -1, 0, 0 );
AddComponent( new CannonComponent( 0xE94 ), -2, 0, 0 );
break;
}
case CannonDirection.South:
{
AddComponent( new CannonComponent( 0xE91 ), 0, 0, 0 );
AddComponent( new CannonComponent( 0xE92 ), 0, -1, 0 );
AddComponent( new CannonComponent( 0xE93 ), 0, -2, 0 );
break;
}
default:
{
AddComponent( new CannonComponent( 0xE8E ), 0, 0, 0 );
AddComponent( new CannonComponent( 0xE8F ), 1, 0, 0 );
AddComponent( new CannonComponent( 0xE90 ), 2, 0, 0 );
break;
}
}
}
public Cannon( Serial serial ) : base( serial )
{
}
public void DoFireEffect( IPoint3D target )
{
Point3D from;
switch ( m_CannonDirection )
{
case CannonDirection.North: from = new Point3D( X, Y - 1, Z ); break;
case CannonDirection.East: from = new Point3D( X + 1, Y, Z ); break;
case CannonDirection.South: from = new Point3D( X, Y + 1, Z ); break;
default: from = new Point3D( X - 1, Y, Z ); break;
}
Effects.SendLocationEffect( from, Map, 0x36B0, 16, 1 );
Effects.PlaySound( from, Map, 0x11D );
Effects.SendLocationEffect( target, Map, 0x36B0, 16, 1 );
Effects.PlaySound( target, Map, 0x11D );
}
public void Fire( Mobile from, Mobile target )
{
DoFireEffect( target );
target.Damage( 9999, from );
}
public override bool HandlesOnMovement { get { return m_Canoneer != null && !m_Canoneer.Deleted && m_Canoneer.Active; } }
public override void OnMovement( Mobile m, Point3D oldLocation )
{
if ( m_Canoneer == null || m_Canoneer.Deleted || !m_Canoneer.Active )
return;
bool canFire;
switch ( m_CannonDirection )
{
case CannonDirection.North:
canFire = m.X >= X - 7 && m.X <= X + 7 && m.Y == Y - 7 && oldLocation.Y < Y - 7;
break;
case CannonDirection.East:
canFire = m.Y >= Y - 7 && m.Y <= Y + 7 && m.X == X + 7 && oldLocation.X > X + 7;
break;
case CannonDirection.South:
canFire = m.X >= X - 7 && m.X <= X + 7 && m.Y == Y + 7 && oldLocation.Y > Y + 7;
break;
default:
canFire = m.Y >= Y - 7 && m.Y <= Y + 7 && m.X == X - 7 && oldLocation.X < X - 7;
break;
}
if ( canFire && m_Canoneer.WillFire( this, m ) )
Fire( m_Canoneer, m );
}
public override void Serialize( GenericWriter writer )
{
if ( m_Canoneer != null && m_Canoneer.Deleted )
m_Canoneer = null;
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.WriteEncodedInt( (int) m_CannonDirection );
writer.Write( (Mobile) m_Canoneer );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_CannonDirection = (CannonDirection) reader.ReadEncodedInt();
m_Canoneer = (MilitiaCanoneer) reader.ReadMobile();
}
}
public class CannonComponent : AddonComponent
{
[CommandProperty( AccessLevel.GameMaster )]
public MilitiaCanoneer Canoneer
{
get { return Addon is Cannon ? ((Cannon)Addon).Canoneer : null; }
set { if ( Addon is Cannon ) ((Cannon)Addon).Canoneer = value; }
}
public CannonComponent( int itemID ) : base( itemID )
{
}
public CannonComponent( Serial serial ) : base( serial )
{
}
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();
}
}
}

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using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Engines.Quests;
namespace Server.Engines.Quests.Haven
{
public class DaemonBloodChest : MetalChest
{
[Constructable]
public DaemonBloodChest()
{
Movable = false;
}
public DaemonBloodChest( Serial serial ) : base( serial )
{
}
public override void OnDoubleClick( Mobile from )
{
PlayerMobile player = from as PlayerMobile;
if ( player != null && player.InRange( GetWorldLocation(), 2 ) )
{
QuestSystem qs = player.Quest;
if ( qs is UzeraanTurmoilQuest )
{
QuestObjective obj = qs.FindObjective( typeof( GetDaemonBloodObjective ) );
if ( (obj != null && !obj.Completed) || UzeraanTurmoilQuest.HasLostDaemonBlood( player ) )
{
Item vial = new QuestDaemonBlood();
if ( player.PlaceInBackpack( vial ) )
{
player.SendLocalizedMessage( 1049331, "", 0x22 ); // You take a vial of blood from the chest and put it in your pack.
if ( obj != null && !obj.Completed )
obj.Complete();
}
else
{
player.SendLocalizedMessage( 1049338, "", 0x22 ); // You find a vial of blood, but can't pick it up because your pack is too full. Come back when you have more room in your pack.
vial.Delete();
}
return;
}
}
}
base.OnDoubleClick( from );
}
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();
}
}
}

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using System;
using Server;
using Server.Mobiles;
using Server.Engines.Quests;
namespace Server.Engines.Quests.Haven
{
public class QuestDaemonBlood : QuestItem
{
[Constructable]
public QuestDaemonBlood() : base( 0xF7D )
{
Weight = 1.0;
}
public QuestDaemonBlood( Serial serial ) : base( serial )
{
}
public override bool CanDrop( PlayerMobile player )
{
UzeraanTurmoilQuest qs = player.Quest as UzeraanTurmoilQuest;
if ( qs == null )
return true;
/*return !qs.IsObjectiveInProgress( typeof( ReturnDaemonBloodObjective ) );*/
return false;
}
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();
}
}
}

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using System;
using Server;
using Server.Mobiles;
using Server.Engines.Quests;
namespace Server.Engines.Quests.Haven
{
public class QuestDaemonBone : QuestItem
{
[Constructable]
public QuestDaemonBone() : base( 0xF80 )
{
Weight = 1.0;
}
public QuestDaemonBone( Serial serial ) : base( serial )
{
}
public override bool CanDrop( PlayerMobile player )
{
UzeraanTurmoilQuest qs = player.Quest as UzeraanTurmoilQuest;
if ( qs == null )
return true;
//return !qs.IsObjectiveInProgress( typeof( ReturnDaemonBoneObjective ) );
return false;
}
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();
}
}
}

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using System;
using Server;
using Server.Mobiles;
using Server.Engines.Quests;
namespace Server.Engines.Quests.Haven
{
public class QuestFertileDirt : QuestItem
{
[Constructable]
public QuestFertileDirt() : base( 0xF81 )
{
Weight = 1.0;
}
public QuestFertileDirt( Serial serial ) : base( serial )
{
}
public override bool CanDrop( PlayerMobile player )
{
UzeraanTurmoilQuest qs = player.Quest as UzeraanTurmoilQuest;
if ( qs == null )
return true;
//return !qs.IsObjectiveInProgress( typeof( ReturnFertileDirtObjective ) );
return false;
}
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();
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using Server.Engines.Quests;
namespace Server.Engines.Quests.Haven
{
public class SchmendrickApprenticeCorpse : Corpse
{
private static Mobile GetOwner()
{
Mobile apprentice = new Mobile();
apprentice.Hue = Utility.RandomSkinHue();
apprentice.Female = false;
apprentice.Body = 0x190;
apprentice.Name = NameList.RandomName( "male" );
apprentice.Delete();
return apprentice;
}
private static List<Item> GetEquipment()
{
List<Item> list = new List<Item>();
list.Add( new Robe( QuestSystem.RandomBrightHue() ) );
list.Add( new WizardsHat( Utility.RandomNeutralHue() ) );
list.Add( new Shoes( Utility.RandomNeutralHue() ) );
/*
int hairHue = Utility.RandomHairHue();
switch ( Utility.Random( 8 ) )
{
case 0: list.Add( new Afro( hairHue ) ); break;
case 1: list.Add( new KrisnaHair( hairHue ) ); break;
case 2: list.Add( new PageboyHair( hairHue ) ); break;
case 3: list.Add( new PonyTail( hairHue ) ); break;
case 4: list.Add( new ReceedingHair( hairHue ) ); break;
case 5: list.Add( new TwoPigTails( hairHue ) ); break;
case 6: list.Add( new ShortHair( hairHue ) ); break;
case 7: list.Add( new LongHair( hairHue ) ); break;
}
switch ( Utility.Random( 5 ) )
{
case 0: list.Add( new LongBeard( hairHue ) ); break;
case 1: list.Add( new MediumLongBeard( hairHue ) ); break;
case 2: list.Add( new Vandyke( hairHue ) ); break;
case 3: list.Add( new Mustache( hairHue ) ); break;
case 4: list.Add( new Goatee( hairHue ) ); break;
}
* */
list.Add( new Spellbook() );
return list;
}
private static int m_HairHue;
private static HairInfo GetHair()
{
m_HairHue = Race.Human.RandomHairHue();
return new HairInfo( Race.Human.RandomHair( false ), m_HairHue );
}
private static FacialHairInfo GetFacialHair()
{
m_HairHue = Race.Human.RandomHairHue();
return new FacialHairInfo( Race.Human.RandomFacialHair( false ), m_HairHue );
}
private Lantern m_Lantern;
[Constructable]
public SchmendrickApprenticeCorpse() : base( GetOwner(), GetHair(), GetFacialHair(), GetEquipment() )
{
Direction = Direction.West;
foreach ( Item item in EquipItems )
{
DropItem( item );
}
m_Lantern = new Lantern();
m_Lantern.Movable = false;
m_Lantern.Protected = true;
m_Lantern.Ignite();
}
public SchmendrickApprenticeCorpse( Serial serial ) : base( serial )
{
}
public override void AddNameProperty( ObjectPropertyList list )
{
if ( ItemID == 0x2006 ) // Corpse form
{
list.Add( "a human corpse" );
list.Add( 1049144, this.Name ); // the remains of ~1_NAME~ the apprentice
}
else
{
list.Add( 1049145 ); // the remains of a wizard's apprentice
}
}
public override void OnSingleClick( Mobile from )
{
int hue = Notoriety.GetHue( Server.Misc.NotorietyHandlers.CorpseNotoriety( from, this ) );
if ( ItemID == 0x2006 ) // Corpse form
from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, 1049144, "", Name ) ); // the remains of ~1_NAME~ the apprentice
else
from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, 1049145, "", "" ) ); // the remains of a wizard's apprentice
}
public override void Open( Mobile from, bool checkSelfLoot )
{
if ( !from.InRange( this.GetWorldLocation(), 2 ) )
return;
PlayerMobile player = from as PlayerMobile;
if ( player != null )
{
QuestSystem qs = player.Quest;
if ( qs is UzeraanTurmoilQuest )
{
QuestObjective obj = qs.FindObjective( typeof( FindApprenticeObjective ) );
if ( obj != null && !obj.Completed )
{
Item scroll = new SchmendrickScrollOfPower();
if ( player.PlaceInBackpack( scroll ) )
{
player.SendLocalizedMessage( 1049147, "", 0x22 ); // You find the scroll and put it in your pack.
obj.Complete();
}
else
{
player.SendLocalizedMessage( 1049146, "", 0x22 ); // You find the scroll, but can't pick it up because your pack is too full. Come back when you have more room in your pack.
scroll.Delete();
}
return;
}
}
}
from.SendLocalizedMessage( 1049143, "", 0x22 ); // This is the corpse of a wizard's apprentice. You can't bring yourself to search it without a good reason.
}
public override void OnLocationChange( Point3D oldLoc )
{
if ( m_Lantern != null && !m_Lantern.Deleted )
m_Lantern.Location = new Point3D( this.X, this.Y + 1, this.Z );
}
public override void OnMapChange()
{
if ( m_Lantern != null && !m_Lantern.Deleted )
m_Lantern.Map = this.Map;
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
if ( m_Lantern != null && !m_Lantern.Deleted )
m_Lantern.Delete();
}
public override void Serialize( GenericWriter writer )
{
if ( m_Lantern != null && m_Lantern.Deleted )
m_Lantern = null;
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( m_Lantern );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_Lantern = (Lantern)reader.ReadItem();
}
}
}

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using System;
using Server;
using Server.Mobiles;
using Server.Engines.Quests;
namespace Server.Engines.Quests.Haven
{
public class SchmendrickScrollOfPower : QuestItem
{
public override int LabelNumber { get { return 1049118; } } // a scroll with ancient markings
public SchmendrickScrollOfPower() : base( 0xE34 )
{
Weight = 1.0;
Hue = 0x34D;
}
public SchmendrickScrollOfPower( Serial serial ) : base( serial )
{
}
public override bool CanDrop( PlayerMobile player )
{
UzeraanTurmoilQuest qs = player.Quest as UzeraanTurmoilQuest;
if ( qs == null )
return true;
return !qs.IsObjectiveInProgress( typeof( ReturnScrollOfPowerObjective ) );
}
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();
}
}
}

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using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Engines.Quests;
namespace Server.Engines.Quests.Haven
{
public class UzeraanTurmoilHorn : HornOfRetreat
{
public override bool ValidateUse( Mobile from )
{
PlayerMobile pm = from as PlayerMobile;
return ( pm != null && pm.Quest is UzeraanTurmoilQuest );
}
[Constructable]
public UzeraanTurmoilHorn()
{
DestLoc = new Point3D( 3597, 2582, 0 );
DestMap = Map.Trammel;
}
public UzeraanTurmoilHorn( Serial serial ) : base( serial )
{
}
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();
}
}
}

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using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Engines.Quests;
namespace Server.Engines.Quests.Haven
{
public class UzeraanTurmoilTeleporter : DynamicTeleporter
{
[Constructable]
public UzeraanTurmoilTeleporter()
{
}
public override bool GetDestination( PlayerMobile player, ref Point3D loc, ref Map map )
{
QuestSystem qs = player.Quest;
if ( qs is UzeraanTurmoilQuest )
{
if ( qs.IsObjectiveInProgress( typeof( FindSchmendrickObjective ) )
|| qs.IsObjectiveInProgress( typeof( FindApprenticeObjective ) )
|| UzeraanTurmoilQuest.HasLostScrollOfPower( player ) )
{
loc = new Point3D( 5222, 1858, 0 );
map = Map.Trammel;
return true;
}
else if ( qs.IsObjectiveInProgress( typeof( FindDryadObjective ) )
|| UzeraanTurmoilQuest.HasLostFertileDirt( player ) )
{
loc = new Point3D( 3557, 2690, 2 );
map = Map.Trammel;
return true;
}
else if ( player.Profession != 5 // paladin
&& ( qs.IsObjectiveInProgress( typeof( GetDaemonBoneObjective ) )
|| UzeraanTurmoilQuest.HasLostDaemonBone( player ) ) )
{
loc = new Point3D( 3422, 2653, 48 );
map = Map.Trammel;
return true;
}
else if ( qs.IsObjectiveInProgress( typeof( CashBankCheckObjective ) ) )
{
loc = new Point3D( 3624, 2610, 0 );
map = Map.Trammel;
return true;
}
}
return false;
}
public UzeraanTurmoilTeleporter( Serial serial ) : base( serial )
{
}
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();
}
}
}