#W# InnExitDoor and go locations.
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5 changed files with 170 additions and 257 deletions
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@ -134,8 +134,33 @@ namespace Server.Custom.InnRooms
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private void TeleportToRoom(Mobile m)
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{
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Point3D dest = RoomLocation;
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// Scans the void room (up to 12 tiles away from center) to find your physical exit door
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if (RoomMap != null)
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{
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IPooledEnumerable eable = RoomMap.GetItemsInRange(RoomLocation, 12);
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foreach (Item item in eable)
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{
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if (item is InnExitDoor)
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{
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dest = item.Location; // Teleports them exactly where you placed the exit!
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break;
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}
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}
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eable.Free();
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}
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// Save their exact spot in the tavern so the exit door knows where to return them
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if (m is PlayerMobile)
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{
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PlayerMobile pm = (PlayerMobile)m;
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pm.LastInnLocation = m.Location;
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pm.LastInnMap = m.Map;
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}
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m.PlaySound(0x1EA);
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m.MoveToWorld(RoomLocation, RoomMap);
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m.MoveToWorld(dest, RoomMap);
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m.SendMessage(0x3B2, "You enter the inn room.");
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}
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@ -187,6 +212,20 @@ namespace Server.Custom.InnRooms
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}
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m_House.Delete();
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// Kick anyone currently inside the room back to the tavern door
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List<Mobile> insideMobiles = m_House.GetMobiles();
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foreach (Mobile m in insideMobiles)
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{
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if (m is PlayerMobile)
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{
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PlayerMobile pm = (PlayerMobile)m;
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// Send them right back to this physical InnDoor in the town
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pm.MoveToWorld(this.Location, this.Map);
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pm.LastInnLocation = Point3D.Zero;
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pm.LastInnMap = null;
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pm.SendMessage(33, "The rent has expired and you have been evicted from the room.");
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}
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}
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}
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m_Renter = null;
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58
Scripts/Engines/InnRooms/InnExitDoor.cs
Normal file
58
Scripts/Engines/InnRooms/InnExitDoor.cs
Normal file
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@ -0,0 +1,58 @@
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using System;
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using Server;
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using Server.Mobiles;
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namespace Server.Custom.InnRooms
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{
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public class InnExitDoor : Item
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{
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[Constructable]
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public InnExitDoor() : this(0x6E5)
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{
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}
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[Constructable]
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public InnExitDoor(int itemID) : base(itemID)
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{
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Movable = false;
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Name = "Room Exit";
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}
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public InnExitDoor(Serial serial) : base(serial)
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{
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!from.InRange(GetWorldLocation(), 2))
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{
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from.LocalOverheadMessage(Server.Network.MessageType.Regular, 0x3B2, 1019045);
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return;
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}
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if (from is PlayerMobile)
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{
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PlayerMobile pm = (PlayerMobile)from;
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// Checks if they entered through the town door to get their saved location
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if (pm.LastInnMap != null && pm.LastInnMap != Map.Internal && pm.LastInnLocation != Point3D.Zero)
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{
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pm.PlaySound(0x1EA);
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pm.MoveToWorld(pm.LastInnLocation, pm.LastInnMap);
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pm.SendMessage(68, "You step out of your room and back into the inn.");
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// Clears the return location so they can't exploit it
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pm.LastInnLocation = Point3D.Zero;
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pm.LastInnMap = null;
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}
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else
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{
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from.SendMessage(33, "Your return location was lost. Please use a runebook or page a GameMaster.");
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}
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}
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}
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public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); }
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public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); }
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}
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}
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