RunUO/Scripts/Items/Misc/SerpentPillar.cs

126 lines
No EOL
2.8 KiB
C#

using System;
using Server;
using Server.Multis;
namespace Server.Items
{
public class SerpentPillar : Item
{
private bool m_Active;
private string m_Word;
private Rectangle2D m_Destination;
[CommandProperty( AccessLevel.GameMaster )]
public bool Active
{
get{ return m_Active; }
set{ m_Active = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public string Word
{
get{ return m_Word; }
set{ m_Word = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public Rectangle2D Destination
{
get{ return m_Destination; }
set{ m_Destination = value; }
}
[Constructable]
public SerpentPillar() : this( null, new Rectangle2D(), false )
{
}
public SerpentPillar( string word, Rectangle2D destination ) : this( word, destination, true )
{
}
public SerpentPillar( string word, Rectangle2D destination, bool active ) : base( 0x233F )
{
Movable = false;
m_Active = active;
m_Word = word;
m_Destination = destination;
}
public override bool HandlesOnSpeech{ get{ return true; } }
public override void OnSpeech( SpeechEventArgs e )
{
Mobile from = e.Mobile;
if ( !e.Handled && from.InRange( this, 10 ) && e.Speech.ToLower() == this.Word )
{
BaseBoat boat = BaseBoat.FindBoatAt( from, from.Map );
if ( boat == null )
return;
if ( !this.Active )
{
if ( boat.TillerMan != null )
boat.TillerMan.Say( 502507 ); // Ar, Legend has it that these pillars are inactive! No man knows how it might be undone!
return;
}
Map map = from.Map;
for ( int i = 0; i < 5; i++ ) // Try 5 times
{
int x = Utility.Random( Destination.X, Destination.Width );
int y = Utility.Random( Destination.Y, Destination.Height );
int z = map.GetAverageZ( x, y );
Point3D dest = new Point3D( x, y, z );
if ( boat.CanFit( dest, map, boat.ItemID ) )
{
int xOffset = x - boat.X;
int yOffset = y - boat.Y;
int zOffset = z - boat.Z;
boat.Teleport( xOffset, yOffset, zOffset );
return;
}
}
if ( boat.TillerMan != null )
boat.TillerMan.Say( 502508 ); // Ar, I refuse to take that matey through here!
}
}
public SerpentPillar( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( 0 ); // version
writer.Write( (bool) m_Active );
writer.Write( (string) m_Word );
writer.Write( (Rectangle2D) m_Destination );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
m_Active = reader.ReadBool();
m_Word = reader.ReadString();
m_Destination = reader.ReadRect2D();
}
}
}