RunUO/Scripts/Engines/Quests/Collector/Items/Obsidian.cs

264 lines
No EOL
7.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Network;
using Server.Targeting;
using Server.ContextMenus;
namespace Server.Engines.Quests.Collector
{
public class Obsidian : Item
{
private static readonly string[] m_Names = new string[]
{
null,
"an aggressive cavalier",
"a beguiling rogue",
"a benevolent physician",
"a brilliant artisan",
"a capricious adventurer",
"a clever beggar",
"a convincing charlatan",
"a creative inventor",
"a creative tinker",
"a cunning knave",
"a dauntless explorer",
"a despicable ruffian",
"an earnest malcontent",
"an exultant animal tamer",
"a famed adventurer",
"a fanatical crusader",
"a fastidious clerk",
"a fearless hunter",
"a festive harlequin",
"a fidgety assassin",
"a fierce soldier",
"a fierce warrior",
"a frugal magnate",
"a glib pundit",
"a gnomic shaman",
"a graceful noblewoman",
"a idiotic madman",
"a imaginative designer",
"an inept conjurer",
"an innovative architect",
"an inventive blacksmith",
"a judicious mayor",
"a masterful chef",
"a masterful woodworker",
"a melancholy clown",
"a melodic bard",
"a merciful guard",
"a mirthful jester",
"a nervous surgeon",
"a peaceful scholar",
"a prolific gardener",
"a quixotic knight",
"a regal aristocrat",
"a resourceful smith",
"a reticent alchemist",
"a sanctified priest",
"a scheming patrician",
"a shrewd mage",
"a singing minstrel",
"a skilled tailor",
"a squeamish assassin",
"a stoic swordsman",
"a studious scribe",
"a thought provoking writer",
"a treacherous scoundrel",
"a troubled poet",
"an unflappable wizard",
"a valiant warrior",
"a wayward fool"
};
public static string RandomName( Mobile from )
{
int index = Utility.Random( m_Names.Length );
if ( m_Names[index] == null )
return from.Name;
else
return m_Names[index];
}
private const int m_Partial = 2;
private const int m_Completed = 10;
private int m_Quantity;
private string m_StatueName;
[CommandProperty( AccessLevel.GameMaster )]
public int Quantity
{
get { return m_Quantity; }
set
{
if ( value <= 1 )
m_Quantity = 1;
else if ( value >= m_Completed )
m_Quantity = m_Completed;
else
m_Quantity = value;
if ( m_Quantity < m_Partial )
ItemID = 0x1EA7;
else if ( m_Quantity < m_Completed )
ItemID = 0x1F13;
else
ItemID = 0x12CB;
InvalidateProperties();
}
}
[CommandProperty( AccessLevel.GameMaster )]
public string StatueName
{
get { return m_StatueName; }
set { m_StatueName = value; InvalidateProperties(); }
}
public override bool ForceShowProperties { get { return ObjectPropertyList.Enabled; } }
[Constructable]
public Obsidian() : base( 0x1EA7 )
{
Hue = 0x497;
m_Quantity = 1;
m_StatueName = "";
}
public override void AddNameProperty( ObjectPropertyList list )
{
if ( m_Quantity < m_Partial )
list.Add( 1055137 ); // a section of an obsidian statue
else if ( m_Quantity < m_Completed )
list.Add( 1055138 ); // a partially reconstructed obsidian statue
else
list.Add( 1055139, m_StatueName ); // an obsidian statue of ~1_STATUE_NAME~
}
public override void OnSingleClick( Mobile from )
{
if ( m_Quantity < m_Partial )
LabelTo( from, 1055137 ); // a section of an obsidian statue
else if ( m_Quantity < m_Completed )
LabelTo( from, 1055138 ); // a partially reconstructed obsidian statue
else
LabelTo( from, 1055139, m_StatueName ); // an obsidian statue of ~1_STATUE_NAME~
}
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
{
base.GetContextMenuEntries( from, list );
if ( from.Alive && m_Quantity >= m_Partial && m_Quantity < m_Completed && IsChildOf( from.Backpack ) )
list.Add( new DisassembleEntry( this ) );
}
private class DisassembleEntry : ContextMenuEntry
{
private Obsidian m_Obsidian;
public DisassembleEntry( Obsidian obsidian ) : base( 6142 )
{
m_Obsidian = obsidian;
}
public override void OnClick()
{
Mobile from = Owner.From;
if ( !m_Obsidian.Deleted && m_Obsidian.Quantity >= Obsidian.m_Partial && m_Obsidian.Quantity < Obsidian.m_Completed && m_Obsidian.IsChildOf( from.Backpack ) && from.CheckAlive() )
{
for ( int i = 0; i < m_Obsidian.Quantity - 1; i++ )
from.AddToBackpack( new Obsidian() );
m_Obsidian.Quantity = 1;
}
}
}
public override void OnDoubleClick( Mobile from )
{
if ( m_Quantity < m_Completed )
{
if ( !IsChildOf( from.Backpack ) )
from.Send( new MessageLocalized( Serial, ItemID, MessageType.Regular, 0x2C, 3, 500309, "", "" ) ); // Nothing Happens.
else
from.Target = new InternalTarget( this );
}
}
private class InternalTarget : Target
{
private Obsidian m_Obsidian;
public InternalTarget( Obsidian obsidian ) : base( -1, false, TargetFlags.None )
{
m_Obsidian = obsidian;
}
protected override void OnTarget( Mobile from, object targeted )
{
Item targ = targeted as Item;
if ( m_Obsidian.Deleted || m_Obsidian.Quantity >= Obsidian.m_Completed || targ == null )
return;
if ( m_Obsidian.IsChildOf( from.Backpack ) && targ.IsChildOf( from.Backpack ) && targ is Obsidian && targ != m_Obsidian )
{
Obsidian targObsidian = (Obsidian)targ;
if ( targObsidian.Quantity < Obsidian.m_Completed )
{
if ( targObsidian.Quantity + m_Obsidian.Quantity <= Obsidian.m_Completed )
{
targObsidian.Quantity += m_Obsidian.Quantity;
m_Obsidian.Delete();
}
else
{
int delta = Obsidian.m_Completed - targObsidian.Quantity;
targObsidian.Quantity += delta;
m_Obsidian.Quantity -= delta;
}
if ( targObsidian.Quantity >= Obsidian.m_Completed )
targObsidian.StatueName = Obsidian.RandomName( from );
from.Send( new AsciiMessage( targObsidian.Serial, targObsidian.ItemID, MessageType.Regular, 0x59, 3, m_Obsidian.Name, "Something Happened." ) );
return;
}
}
from.Send( new MessageLocalized( m_Obsidian.Serial, m_Obsidian.ItemID, MessageType.Regular, 0x2C, 3, 500309, m_Obsidian.Name, "" ) ); // Nothing Happens.
}
}
public Obsidian( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.WriteEncodedInt( m_Quantity );
writer.Write( (string) m_StatueName );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_Quantity = reader.ReadEncodedInt();
m_StatueName = Utility.Intern( reader.ReadString() );
}
}
}