using System; using System.Collections.Generic; using Server.Commands; using Server.Network; using Server.Targeting; namespace Server.Items { public abstract class BaseDoor : Item, ILockable, ITelekinesisable { private bool m_Open, m_Locked; private int m_OpenedID, m_OpenedSound; private int m_ClosedID, m_ClosedSound; private Point3D m_Offset; private BaseDoor m_Link; private uint m_KeyValue; private Timer m_Timer; private static Point3D[] m_Offsets = new Point3D[] { new Point3D(-1, 1, 0 ), new Point3D( 1, 1, 0 ), new Point3D(-1, 0, 0 ), new Point3D( 1,-1, 0 ), new Point3D( 1, 1, 0 ), new Point3D( 1,-1, 0 ), new Point3D( 0, 0, 0 ), new Point3D( 0,-1, 0 ), new Point3D( 0, 0, 0 ), new Point3D( 0, 0, 0 ), new Point3D( 0, 0, 0 ), new Point3D( 0, 0, 0 ) }; // Called by RunUO public static void Initialize() { EventSink.OpenDoorMacroUsed += new OpenDoorMacroEventHandler( EventSink_OpenDoorMacroUsed ); CommandSystem.Register( "Link", AccessLevel.GameMaster, new CommandEventHandler( Link_OnCommand ) ); CommandSystem.Register( "ChainLink", AccessLevel.GameMaster, new CommandEventHandler( ChainLink_OnCommand ) ); } [Usage( "Link" )] [Description( "Links two targeted doors together." )] private static void Link_OnCommand( CommandEventArgs e ) { e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( Link_OnFirstTarget ) ); e.Mobile.SendMessage( "Target the first door to link." ); } private static void Link_OnFirstTarget( Mobile from, object targeted ) { BaseDoor door = targeted as BaseDoor; if ( door == null ) { from.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( Link_OnFirstTarget ) ); from.SendMessage( "That is not a door. Try again." ); } else { from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( Link_OnSecondTarget ), door ); from.SendMessage( "Target the second door to link." ); } } private static void Link_OnSecondTarget( Mobile from, object targeted, object state ) { BaseDoor first = (BaseDoor)state; BaseDoor second = targeted as BaseDoor; if ( second == null ) { from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( Link_OnSecondTarget ), first ); from.SendMessage( "That is not a door. Try again." ); } else { first.Link = second; second.Link = first; from.SendMessage( "The doors have been linked." ); } } [Usage( "ChainLink" )] [Description( "Chain-links two or more targeted doors together." )] private static void ChainLink_OnCommand( CommandEventArgs e ) { e.Mobile.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), new List() ); e.Mobile.SendMessage( "Target the first of a sequence of doors to link." ); } private static void ChainLink_OnTarget( Mobile from, object targeted, object state ) { BaseDoor door = targeted as BaseDoor; if ( door == null ) { from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state ); from.SendMessage( "That is not a door. Try again." ); } else { List list = (List)state; if ( list.Count > 0 && list[0] == door ) { if ( list.Count >= 2 ) { for ( int i = 0; i < list.Count; ++i ) list[i].Link = list[(i + 1) % list.Count]; from.SendMessage( "The chain of doors have been linked." ); } else { from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state ); from.SendMessage( "You have not yet targeted two unique doors. Target the second door to link." ); } } else if ( list.Contains( door ) ) { from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state ); from.SendMessage( "You have already targeted that door. Target another door, or retarget the first door to complete the chain." ); } else { list.Add( door ); from.BeginTarget( -1, false, TargetFlags.None, new TargetStateCallback( ChainLink_OnTarget ), state ); if ( list.Count == 1 ) from.SendMessage( "Target the second door to link." ); else from.SendMessage( "Target another door to link. To complete the chain, retarget the first door." ); } } } private static void EventSink_OpenDoorMacroUsed( OpenDoorMacroEventArgs args ) { Mobile m = args.Mobile; if ( m.Map != null ) { int x = m.X, y = m.Y; switch ( m.Direction & Direction.Mask ) { case Direction.North: --y; break; case Direction.Right: ++x; --y; break; case Direction.East: ++x; break; case Direction.Down: ++x; ++y; break; case Direction.South: ++y; break; case Direction.Left: --x; ++y; break; case Direction.West: --x; break; case Direction.Up: --x; --y; break; } Sector sector = m.Map.GetSector( x, y ); foreach ( Item item in sector.Items ) { if ( item.Location.X == x && item.Location.Y == y && (item.Z + item.ItemData.Height) > m.Z && (m.Z + 16) > item.Z && item is BaseDoor && m.CanSee( item ) && m.InLOS( item ) ) { if ( m.CheckAlive() ) { m.SendLocalizedMessage( 500024 ); // Opening door... item.OnDoubleClick( m ); } break; } } } } public static Point3D GetOffset( DoorFacing facing ) { return m_Offsets[(int)facing]; } private class InternalTimer : Timer { private BaseDoor m_Door; public InternalTimer( BaseDoor door ) : base( TimeSpan.FromSeconds( 20.0 ), TimeSpan.FromSeconds( 10.0 ) ) { Priority = TimerPriority.OneSecond; m_Door = door; } protected override void OnTick() { if ( m_Door.Open && m_Door.IsFreeToClose() ) m_Door.Open = false; } } [CommandProperty( AccessLevel.GameMaster )] public bool Locked { get { return m_Locked; } set { m_Locked = value; } } [CommandProperty( AccessLevel.GameMaster )] public uint KeyValue { get { return m_KeyValue; } set { m_KeyValue = value; } } [CommandProperty( AccessLevel.GameMaster )] public bool Open { get { return m_Open; } set { if ( m_Open != value ) { m_Open = value; ItemID = m_Open ? m_OpenedID : m_ClosedID; if ( m_Open ) Location = new Point3D( X + m_Offset.X, Y + m_Offset.Y, Z + m_Offset.Z ); else Location = new Point3D( X - m_Offset.X, Y - m_Offset.Y, Z - m_Offset.Z ); Effects.PlaySound( this, Map, m_Open ? m_OpenedSound : m_ClosedSound ); if ( m_Open ) m_Timer.Start(); else m_Timer.Stop(); } } } public bool CanClose() { if ( !m_Open ) return true; Map map = Map; if ( map == null ) return false; Point3D p = new Point3D( X - m_Offset.X, Y - m_Offset.Y, Z - m_Offset.Z ); return CheckFit( map, p, 16 ); } private bool CheckFit( Map map, Point3D p, int height ) { if ( map == Map.Internal ) return false; int x = p.X; int y = p.Y; int z = p.Z; Sector sector = map.GetSector( x, y ); List items = sector.Items; List mobs = sector.Mobiles; for ( int i = 0; i < items.Count; ++i ) { Item item = items[i]; if ( !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue && item.AtWorldPoint( x, y ) && !(item is BaseDoor) ) { ItemData id = item.ItemData; bool surface = id.Surface; bool impassable = id.Impassable; if ( (surface || impassable) && (item.Z + id.CalcHeight) > z && (z + height) > item.Z ) return false; } } for ( int i = 0; i < mobs.Count; ++i ) { Mobile m = mobs[i]; if ( m.Location.X == x && m.Location.Y == y ) { if ( m.Hidden && m.AccessLevel > AccessLevel.Player ) continue; if ( !m.Alive ) continue; if ( (m.Z + 16) > z && (z + height) > m.Z ) return false; } } return true; } [CommandProperty( AccessLevel.GameMaster )] public int OpenedID { get { return m_OpenedID; } set { m_OpenedID = value; } } [CommandProperty( AccessLevel.GameMaster )] public int ClosedID { get { return m_ClosedID; } set { m_ClosedID = value; } } [CommandProperty( AccessLevel.GameMaster )] public int OpenedSound { get { return m_OpenedSound; } set { m_OpenedSound = value; } } [CommandProperty( AccessLevel.GameMaster )] public int ClosedSound { get { return m_ClosedSound; } set { m_ClosedSound = value; } } [CommandProperty( AccessLevel.GameMaster )] public Point3D Offset { get { return m_Offset; } set { m_Offset = value; } } [CommandProperty( AccessLevel.GameMaster )] public BaseDoor Link { get { if ( m_Link != null && m_Link.Deleted ) m_Link = null; return m_Link; } set { m_Link = value; } } public virtual bool UseChainedFunctionality{ get{ return false; } } public List GetChain() { List list = new List(); BaseDoor c = this; do { list.Add( c ); c = c.Link; } while ( c != null && !list.Contains( c ) ); return list; } public bool IsFreeToClose() { if ( !UseChainedFunctionality ) return CanClose(); List list = GetChain(); bool freeToClose = true; for ( int i = 0; freeToClose && i < list.Count; ++i ) freeToClose = list[i].CanClose(); return freeToClose; } public void OnTelekinesis( Mobile from ) { Effects.SendLocationParticles( EffectItem.Create( Location, Map, EffectItem.DefaultDuration ), 0x376A, 9, 32, 5022 ); Effects.PlaySound( Location, Map, 0x1F5 ); Use( from ); } public virtual bool IsInside( Mobile from ) { return false; } public virtual bool UseLocks() { return true; } public virtual void Use( Mobile from ) { if ( m_Locked && !m_Open && UseLocks() ) { if ( from.AccessLevel >= AccessLevel.GameMaster ) { from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 502502 ); // That is locked, but you open it with your godly powers. //from.Send( new MessageLocalized( Serial, ItemID, MessageType.Regular, 0x3B2, 3, 502502, "", "" ) ); // That is locked, but you open it with your godly powers. } else if ( Key.ContainsKey( from.Backpack, this.KeyValue ) ) { from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 501282 ); // You quickly unlock, open, and relock the door } else if ( IsInside( from ) ) { from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 501280 ); // That is locked, but is usable from the inside. } else { if ( Hue == 0x44E && Map == Map.Malas ) // doom door into healer room in doom this.SendLocalizedMessageTo( from, 1060014 ); // Only the dead may pass. else from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 502503 ); // That is locked. return; } } if ( m_Open && !IsFreeToClose() ) return; if ( m_Open ) OnClosed( from ); else OnOpened( from ); if ( UseChainedFunctionality ) { bool open = !m_Open; List list = GetChain(); for ( int i = 0; i < list.Count; ++i ) list[i].Open = open; } else { Open = !m_Open; BaseDoor link = this.Link; if ( m_Open && link != null && !link.Open ) link.Open = true; } } public virtual void OnOpened( Mobile from ) { } public virtual void OnClosed( Mobile from ) { } public override void OnDoubleClick( Mobile from ) { if ( from.AccessLevel == AccessLevel.Player && (/*!from.InLOS( this ) || */!from.InRange( GetWorldLocation(), 2 )) ) from.LocalOverheadMessage( MessageType.Regular, 0x3B2, 1019045 ); // I can't reach that. else Use( from ); } public BaseDoor( int closedID, int openedID, int openedSound, int closedSound, Point3D offset ) : base( closedID ) { m_OpenedID = openedID; m_ClosedID = closedID; m_OpenedSound = openedSound; m_ClosedSound = closedSound; m_Offset = offset; m_Timer = new InternalTimer( this ); Movable = false; } public BaseDoor( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version writer.Write( m_KeyValue ); writer.Write( m_Open ); writer.Write( m_Locked ); writer.Write( m_OpenedID ); writer.Write( m_ClosedID ); writer.Write( m_OpenedSound ); writer.Write( m_ClosedSound ); writer.Write( m_Offset ); writer.Write( m_Link ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 0: { m_KeyValue = reader.ReadUInt(); m_Open = reader.ReadBool(); m_Locked = reader.ReadBool(); m_OpenedID = reader.ReadInt(); m_ClosedID = reader.ReadInt(); m_OpenedSound = reader.ReadInt(); m_ClosedSound = reader.ReadInt(); m_Offset = reader.ReadPoint3D(); m_Link = reader.ReadItem() as BaseDoor; m_Timer = new InternalTimer( this ); if ( m_Open ) m_Timer.Start(); break; } } } } }