RunUO/Scripts/Items/Construction/Doors/BaseDoor.cs

589 lines
No EOL
14 KiB
C#

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<BaseDoor>() );
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<BaseDoor> list = (List<BaseDoor>)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<Item> items = sector.Items;
List<Mobile> 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<BaseDoor> GetChain()
{
List<BaseDoor> list = new List<BaseDoor>();
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<BaseDoor> 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<BaseDoor> 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;
}
}
}
}
}