public static void LoadWiredItem(Item item, Room room, IQueryAdapter dbClient) { IWired handler = null; switch (item.GetBaseItem().InteractionType) { #region Trigger case InteractionType.triggertimer: handler = new Timer(item, room.GetWiredHandler(), 2, room.GetGameManager()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerroomenter: handler = new EntersRoom(item, room.GetWiredHandler(), room.GetRoomUserManager(), false, string.Empty); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggercollision: handler = new Collision(item, room.GetWiredHandler(), room.GetRoomUserManager()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggergameend: HandleItemLoad(new GameEnds(item, room.GetWiredHandler(), room.GetGameManager()), item); break; case InteractionType.triggergamestart: HandleItemLoad(new GameStarts(item, room.GetWiredHandler(), room.GetGameManager()), item); break; case InteractionType.triggerrepeater: handler = new Repeater(room.GetWiredHandler(), item, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerrepeaterlong: handler = new Repeaterlong(room.GetWiredHandler(), item, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggeronusersay: handler = new UserSays(item, room.GetWiredHandler(), false, string.Empty, room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggercommand: handler = new UserCommand(item, room.GetWiredHandler(), room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_trg_bot_reached_avtr: handler = new BotReadchedAvatar(item, room.GetWiredHandler(), ""); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggercollisionuser: handler = new UserCollision(item, room.GetWiredHandler(), room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerscoreachieved: handler = new ScoreAchieved(item, room.GetWiredHandler(), 0, room.GetGameManager()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerstatechanged: handler = new SateChanged(room.GetWiredHandler(), item, new List <Item>(), 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerwalkonfurni: handler = new WalksOnFurni(item, room.GetWiredHandler(), new List <Item>(), 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerwalkofffurni: handler = new WalksOffFurni(item, room.GetWiredHandler(), new List <Item>(), 0); handler.LoadFromDatabase(dbClient, room); break; #endregion #region Action case InteractionType.actiongivescore: handler = new GiveScore(0, 0, room.GetGameManager(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_give_score_tm: handler = new GiveScoreTeam(0, 0, 0, room.GetGameManager(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionposreset: handler = new PositionReset(new List <Item>(), 0, room.GetRoomItemHandler(), room.GetWiredHandler(), item.Id, 0, 0, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionmoverotate: handler = new MoveRotate(MovementState.none, RotationState.none, new List <Item>(), 0, room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionresettimer: handler = new TimerReset(room, room.GetWiredHandler(), 1, item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.highscore: handler = new HighScore(item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.highscorepoints: handler = new HighScorePoints(item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionshowmessage: handler = new ShowMessage(string.Empty, room.GetWiredHandler(), item.Id, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actiongivereward: //handlergr = (IWiredTrigger) new GiveReward(string.Empty, room.GetWiredHandler(), item.Id); //handlergr.LoadFromDatabase(dbClient, room); //WiredLoader.HandleItemLoad(handlergr, item); break; case InteractionType.superwired: handler = new SuperWired(string.Empty, 0, false, false, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionteleportto: handler = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), new List <Item>(), 0, item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_endgame_team: handler = new TeamGameOver(1, item.Id, room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actiontogglestate: handler = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), new List <Item>(), 0, item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_call_stacks: handler = new ExecutePile(new List <Item>(), 0, room.GetWiredHandler(), item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionkickuser: handler = new KickUser(string.Empty, room.GetWiredHandler(), item.Id, room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionflee: handler = new Escape(new List <Item>(), room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionchase: handler = new Chase(new List <Item>(), room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.collisionteam: handler = new CollisionTeam(1, room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.collisioncase: handler = new CollisionCase(new List <Item>(), room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionmovetodir: handler = new MoveToDir(new List <Item>(), room, room.GetWiredHandler(), item.Id, MovementDirection.up, WhenMovementBlock.none); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_clothes: handler = new BotClothes("", "", room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_teleport: handler = new BotTeleport("", new List <Item>(), room.GetGameMap(), room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_follow_avatar: handler = new BotFollowAvatar("", false, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_give_handitem: handler = new BotGiveHanditem("", room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_move: handler = new BotMove("", new List <Item>(), room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_user_move: handler = new UserMove(new List <Item>(), 0, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_talk_to_avatar: handler = new BotTalkToAvatar("", "", false, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_talk: handler = new BotTalk("", "", false, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_leave_team: handler = new TeamLeave(item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_join_team: handler = new TeamJoin(1, item.Id); handler.LoadFromDatabase(dbClient, room); break; #endregion #region Condition case InteractionType.superwiredcondition: handler = (IWiredCondition) new SuperWiredCondition(item, string.Empty, false); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionfurnishaveusers: handler = (IWiredCondition) new FurniHasUser(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionfurnishavenousers: handler = (IWiredCondition) new FurniHasNoUser(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionstatepos: handler = (IWiredCondition) new FurniStatePosMatch(item, new List <Item>(), 0, 0, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_stuff_is: handler = (IWiredCondition) new FurniStuffIs(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_not_stuff_is: handler = (IWiredCondition) new FurniNotStuffIs(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionstateposNegative: handler = (IWiredCondition) new FurniStatePosMatchNegative(item, new List <Item>(), 0, 0, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditiontimelessthan: handler = (IWiredCondition) new LessThanTimer(0, room, item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditiontimemorethan: handler = (IWiredCondition) new MoreThanTimer(0, room, item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditiontriggeronfurni: handler = (IWiredCondition) new TriggerUserIsOnFurni(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditiontriggeronfurniNegative: handler = (IWiredCondition) new TriggerUserIsOnFurniNegative(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionhasfurnionfurni: handler = (IWiredCondition) new HasFurniOnFurni(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionhasfurnionfurniNegative: handler = (IWiredCondition) new HasFurniOnFurniNegative(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionactoringroup: handler = (IWiredCondition) new HasUserInGroup(item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionnotingroup: handler = (IWiredCondition) new HasUserNotInGroup(item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_actor_in_team: handler = (IWiredCondition) new ActorInTeam(item.Id, 1); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_not_in_team: handler = (IWiredCondition) new ActorNotInTeam(item.Id, 1); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_not_user_count: handler = (IWiredCondition) new RoomUserNotCount(item, 1, 1); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_user_count_in: handler = (IWiredCondition) new RoomUserCount(item, 1, 1); handler.LoadFromDatabase(dbClient, room); break; #endregion } if (handler != null) { HandleItemLoad(handler, item); } }
internal static void HandleSave(GameClient Session, uint itemID, Room room, ClientMessage clientMessage) { RoomItem item = room.GetRoomItemHandler().GetItem(itemID); if (item == null) { return; } if (item.wiredHandler != null) { item.wiredHandler.Dispose(); item.wiredHandler = null; } //Logging.WriteLine("handle wired!"); InteractionType type = item.GetBaseItem().InteractionType; switch (type) { case InteractionType.triggeronusersay: { int junk = clientMessage.ReadInt32(); bool isOnlyOwner = (clientMessage.ReadInt32() == 1); string message = clientMessage.ReadString(); //Logging.WriteLine("Handle 'onusersay' itemid(" + item.Id + ") junk(" + junk + ") wired: isOnlyOwner(" + isOnlyOwner + ") message = " + message); IWiredTrigger handler = new UserSays(item, room.GetWiredHandler(), isOnlyOwner, message, room); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerwalkonfurni: { int junk = clientMessage.ReadInt32(); string message = clientMessage.ReadString(); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.ReadInt32(); IWiredTrigger handler = new WalksOnFurni(item, room.GetWiredHandler(), items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerwalkofffurni: { int junk = clientMessage.ReadInt32(); string message = clientMessage.ReadString(); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.ReadInt32(); IWiredTrigger handler = new WalksOnFurni(item, room.GetWiredHandler(), items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionshowmessage: { int junk = clientMessage.ReadInt32(); string message = clientMessage.ReadString(); IWiredTrigger action = new ShowMessage(message, room.GetWiredHandler(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionteleportto: { int junk = clientMessage.ReadInt32(); string junk2 = clientMessage.ReadString(); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.ReadInt32(); IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actiontogglestate: { int junk = clientMessage.ReadInt32(); string message = clientMessage.ReadString(); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.ReadInt32(); //Logging.WriteLine("Save action toogle wired with " + items.Count + " item(s) and " + delay + " second(s) of delay!"); IWiredTrigger action = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), items, delay, item); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionmoverotate: { int junk = clientMessage.ReadInt32(); MovementState movement = (MovementState)clientMessage.ReadInt32(); RotationState rotation = (RotationState)clientMessage.ReadInt32(); bool junk3 = clientMessage.ReadBoolean(); bool junk2 = clientMessage.ReadBoolean(); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.ReadInt32(); IWiredTrigger handler = new MoveRotate(movement, rotation, items, delay, room, room.GetWiredHandler(), itemID); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionposreset: { int junk = clientMessage.ReadInt32(); bool junk3 = clientMessage.ReadBoolean(); bool junk2 = clientMessage.ReadBoolean(); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.ReadInt32(); IWiredTrigger action = new PositionReset(items, delay, room.GetRoomItemHandler(), room.GetWiredHandler(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionresettimer: { int junk = clientMessage.ReadInt32(); bool junk3 = clientMessage.ReadBoolean(); bool junk2 = clientMessage.ReadBoolean(); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.ReadInt32(); IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), items, delay, itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actiongivescore: { int junk = clientMessage.ReadInt32(); int points = clientMessage.ReadInt32(); int games = clientMessage.ReadInt32(); IWiredTrigger action = new GiveScore(games, points, room.GetGameManager(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggergameend: { IWiredTrigger handler = new GameEnds(item, room.GetWiredHandler(), room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggergamestart: { IWiredTrigger handler = new GameStarts(item, room.GetWiredHandler(), room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerrepeater: { int junk = clientMessage.ReadInt32(); int cycleTimes = clientMessage.ReadInt32(); IWiredTrigger handler = new Repeater(room.GetWiredHandler(), item, cycleTimes); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerroomenter: { int junk = clientMessage.ReadInt32(); string users = clientMessage.ReadString(); IWiredTrigger handler = new EntersRoom(item, room.GetWiredHandler(), room.GetRoomUserManager(), !string.IsNullOrEmpty(users), users); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerscoreachieved: { int junk = clientMessage.ReadInt32(); int score = clientMessage.ReadInt32(); IWiredTrigger handler = new ScoreAchieved(item, room.GetWiredHandler(), score, room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggertimer: { int junk = clientMessage.ReadInt32(); int cycles = clientMessage.ReadInt32(); IWiredTrigger handler = new Timer(item, room.GetWiredHandler(), cycles, room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerstatechanged: { int junk = clientMessage.ReadInt32(); bool junk3 = clientMessage.ReadBoolean(); bool junk2 = clientMessage.ReadBoolean(); int furniAmount; List <RoomItem> items = GetItems(clientMessage, room, out furniAmount); int delay = clientMessage.ReadInt32(); IWiredTrigger handler = new SateChanged(room.GetWiredHandler(), item, items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } } Session.SendMessage(new ServerMessage(Outgoing.SaveWired)); /*switch (type) * { * case InteractionType.actiongivescore: * { * clientMessage.AdvancePointer(1); * int points = clientMessage.PopWiredInt32(); * int games = clientMessage.PopWiredInt32(); * * IWiredTrigger action = new GiveScore(games, points, room.GetGameManager(), itemID); * HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.actionmoverotate: * { * clientMessage.AdvancePointer(1); * MovementState movement = (MovementState)clientMessage.PopWiredInt32(); * RotationState rotation = (RotationState)clientMessage.PopWiredInt32(); * * clientMessage.AdvancePointer(2); * int furniCount; * List<RoomItem> items = GetItems(clientMessage, room, out furniCount); * int delay = clientMessage.PopWiredInt32(); * * IWiredTrigger action = new MoveRotate(movement, rotation, items, delay, room, room.GetWiredHandler(), itemID); * HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.actionposreset: * { * * clientMessage.AdvancePointer(3); * int furniCount; * List<RoomItem> items = GetItems(clientMessage, room, out furniCount); * int delay = clientMessage.PopWiredInt32(); * * IWiredTrigger action = new PositionReset(items, delay, room.GetRoomItemHandler(), room.GetWiredHandler(), itemID); * HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.actionresettimer: * { * * clientMessage.AdvancePointer(3); * int furniCount; * List<RoomItem> items = GetItems(clientMessage, room, out furniCount); * int delay = clientMessage.PopWiredInt32(); * * IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), items, delay, itemID); * HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.actionshowmessage: * { * clientMessage.AdvancePointer(1); * string message = clientMessage.PopFixedString(); * * IWiredTrigger action = new ShowMessage(message, room.GetWiredHandler(), itemID); * HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); * break; * } * * case InteractionType.actionteleportto: * { * clientMessage.AdvancePointer(3); * int furniCount; * List<RoomItem> items = GetItems(clientMessage, room, out furniCount); * int delay = clientMessage.PopWiredInt32(); * * IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID); * HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.actiontogglestate: * { * clientMessage.AdvancePointer(3); * int furniCount; * List<RoomItem> items = GetItems(clientMessage, room, out furniCount); * int delay = clientMessage.PopWiredInt32(); * * IWiredTrigger action = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID); * HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); * * break; * } * * * case InteractionType.conditionfurnishaveusers: * { * clientMessage.AdvancePointer(1); * bool a = clientMessage.PopWiredBoolean(); * bool b = clientMessage.PopWiredBoolean(); * bool c = clientMessage.PopWiredBoolean(); * clientMessage.AdvancePointer(2); * * int furniCount; * List<RoomItem> items = GetItems(clientMessage, room, out furniCount); * * * if (a) * { * int a1 = 2; * } * * break; * } * * case InteractionType.conditionstatepos: * { * * break; * } * * case InteractionType.conditiontimelessthan: * { * * break; * } * * case InteractionType.conditiontimemorethan: * { * * break; * } * * case InteractionType.conditiontriggeronfurni: * { * * break; * } * * case InteractionType.specialrandom: * { * * break; * } * * case InteractionType.specialunseen: * { * * break; * } * * case InteractionType.triggergameend: * { * IWiredTrigger handler = new GameEnds(item, room.GetWiredHandler(), room.GetGameManager()); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * break; * } * * case InteractionType.triggergamestart: * { * IWiredTrigger handler = new GameStarts(item, room.GetWiredHandler(), room.GetGameManager()); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * break; * } * * case InteractionType.triggeronusersay: * { * clientMessage.AdvancePointer(1); * bool isOnlyOwner = clientMessage.PopWiredBoolean(); * clientMessage.AdvancePointer(0); * string message = clientMessage.PopFixedString(); * string stuff = clientMessage.ToString(); * * IWiredTrigger handler = new UserSays(item, room.GetWiredHandler(), isOnlyOwner, message, room); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.triggerrepeater: * { * clientMessage.AdvancePointer(1); * int cycleTimes = clientMessage.PopWiredInt32(); * * IWiredTrigger handler = new Repeater(room.GetWiredHandler(), item, cycleTimes); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.triggerroomenter: * { * clientMessage.AdvancePointer(1); * string users = clientMessage.PopFixedString(); * * IWiredTrigger handler = new EntersRoom(item, room.GetWiredHandler(), room.GetRoomUserManager(), !string.IsNullOrEmpty(users), users); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * break; * } * * case InteractionType.triggerscoreachieved: * { * clientMessage.AdvancePointer(1); * int score = clientMessage.PopWiredInt32(); * * IWiredTrigger handler = new ScoreAchieved(item, room.GetWiredHandler(), score, room.GetGameManager()); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.triggertimer: * { * clientMessage.AdvancePointer(1); * int cycles = clientMessage.PopWiredInt32(); * * IWiredTrigger handler = new Timer(item, room.GetWiredHandler(), cycles, room.GetGameManager()); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.triggerstatechanged: * { * clientMessage.AdvancePointer(3); * * int furniAmount; * List<RoomItem> items = GetItems(clientMessage, room, out furniAmount); * int delay = clientMessage.PopWiredInt32(); * * IWiredTrigger handler = new SateChanged(room.GetWiredHandler(), item, items, delay); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * * break; * } * * case InteractionType.triggerwalkofffurni: * { * clientMessage.AdvancePointer(3); * * int furniAmount; * List<RoomItem> items = GetItems(clientMessage, room, out furniAmount); * * int delay = clientMessage.PopWiredInt32(); * * IWiredTrigger handler = new WalksOffFurni(item, room.GetWiredHandler(), items, delay); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * break; * } * * case InteractionType.triggerwalkonfurni: * { * clientMessage.AdvancePointer(3); * int furniAmount; * List<RoomItem> items = GetItems(clientMessage, room, out furniAmount); * * int delay = clientMessage.PopWiredInt32(); * * IWiredTrigger handler = new WalksOnFurni(item, room.GetWiredHandler(), items, delay); * HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); * * break; * } * }*/ }
internal static void HandleSave(uint itemID, Room room, ClientMessage clientMessage) { RoomItem item = room.GetRoomItemHandler().GetItem(itemID); if (item == null) { return; } if (item.wiredHandler != null) { item.wiredHandler.Dispose(); item.wiredHandler = null; } InteractionType type = item.GetBaseItem().InteractionType; switch (type) { case InteractionType.actiongivescore: { clientMessage.AdvancePointer(1); int points = clientMessage.PopWiredInt32(); int games = clientMessage.PopWiredInt32(); IWiredTrigger action = new GiveScore(games, points, room.GetGameManager(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionmoverotate: { clientMessage.AdvancePointer(1); MovementState movement = (MovementState)clientMessage.PopWiredInt32(); RotationState rotation = (RotationState)clientMessage.PopWiredInt32(); clientMessage.AdvancePointer(2); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.PopWiredInt32(); IWiredTrigger action = new MoveRotate(movement, rotation, items, delay, room, room.GetWiredHandler(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionposreset: { clientMessage.AdvancePointer(3); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.PopWiredInt32(); IWiredTrigger action = new PositionReset(items, delay, room.GetRoomItemHandler(), room.GetWiredHandler(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionresettimer: { clientMessage.AdvancePointer(3); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.PopWiredInt32(); IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), items, delay, itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionshowmessage: { clientMessage.AdvancePointer(1); string message = clientMessage.PopFixedString(); IWiredTrigger action = new ShowMessage(message, room.GetWiredHandler(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionteleportto: { clientMessage.AdvancePointer(3); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.PopWiredInt32(); IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actiontogglestate: { clientMessage.AdvancePointer(3); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); int delay = clientMessage.PopWiredInt32(); IWiredTrigger action = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.conditionfurnishaveusers: { clientMessage.AdvancePointer(1); bool a = clientMessage.PopWiredBoolean(); bool b = clientMessage.PopWiredBoolean(); bool c = clientMessage.PopWiredBoolean(); clientMessage.AdvancePointer(2); int furniCount; List <RoomItem> items = GetItems(clientMessage, room, out furniCount); // WTF? //if (a) //{ // int a1 = 2; //} break; } case InteractionType.conditionstatepos: { break; } case InteractionType.conditiontimelessthan: { break; } case InteractionType.conditiontimemorethan: { break; } case InteractionType.conditiontriggeronfurni: { break; } case InteractionType.specialrandom: { break; } case InteractionType.specialunseen: { break; } case InteractionType.triggergameend: { IWiredTrigger handler = new GameEnds(item, room.GetWiredHandler(), room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggergamestart: { IWiredTrigger handler = new GameStarts(item, room.GetWiredHandler(), room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggeronusersay: { clientMessage.AdvancePointer(1); bool isOnlyOwner = clientMessage.PopWiredBoolean(); clientMessage.AdvancePointer(0); string message = clientMessage.PopFixedString(); string stuff = clientMessage.ToString(); IWiredTrigger handler = new UserSays(item, room.GetWiredHandler(), isOnlyOwner, message, room); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerrepeater: { clientMessage.AdvancePointer(1); int cycleTimes = clientMessage.PopWiredInt32(); IWiredTrigger handler = new Repeater(room.GetWiredHandler(), item, cycleTimes); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerroomenter: { clientMessage.AdvancePointer(1); string users = clientMessage.PopFixedString(); IWiredTrigger handler = new EntersRoom(item, room.GetWiredHandler(), room.GetRoomUserManager(), !string.IsNullOrEmpty(users), users); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerscoreachieved: { clientMessage.AdvancePointer(1); int score = clientMessage.PopWiredInt32(); IWiredTrigger handler = new ScoreAchieved(item, room.GetWiredHandler(), score, room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggertimer: { clientMessage.AdvancePointer(1); int cycles = clientMessage.PopWiredInt32(); IWiredTrigger handler = new Timer(item, room.GetWiredHandler(), cycles, room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerstatechanged: { clientMessage.AdvancePointer(3); int furniAmount; List <RoomItem> items = GetItems(clientMessage, room, out furniAmount); int delay = clientMessage.PopWiredInt32(); IWiredTrigger handler = new SateChanged(room.GetWiredHandler(), item, items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerwalkofffurni: { clientMessage.AdvancePointer(3); int furniAmount; List <RoomItem> items = GetItems(clientMessage, room, out furniAmount); int delay = clientMessage.PopWiredInt32(); IWiredTrigger handler = new WalksOffFurni(item, room.GetWiredHandler(), items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerwalkonfurni: { clientMessage.AdvancePointer(3); int furniAmount; List <RoomItem> items = GetItems(clientMessage, room, out furniAmount); int delay = clientMessage.PopWiredInt32(); IWiredTrigger handler = new WalksOnFurni(item, room.GetWiredHandler(), items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } } }
internal static void HandleDefaultSave(uint itemID, Room room) { RoomItem item = room.GetRoomItemHandler().GetItem(itemID); if (item == null) { return; } InteractionType type = item.GetBaseItem().InteractionType; switch (type) { case InteractionType.actiongivescore: { int points = 0; int games = 0; IWiredTrigger action = new GiveScore(games, points, room.GetGameManager(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionmoverotate: { MovementState movement = MovementState.none; RotationState rotation = RotationState.none; List <RoomItem> items = new List <RoomItem>(); int delay = 0; IWiredTrigger action = new MoveRotate(movement, rotation, items, delay, room, room.GetWiredHandler(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionposreset: { List <RoomItem> items = new List <RoomItem>(); int delay = 0; IWiredTrigger action = new PositionReset(items, delay, room.GetRoomItemHandler(), room.GetWiredHandler(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionresettimer: { List <RoomItem> items = new List <RoomItem>(); int delay = 0; IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), items, delay, itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionshowmessage: { string message = string.Empty; IWiredTrigger action = new ShowMessage(message, room.GetWiredHandler(), itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actionteleportto: { List <RoomItem> items = new List <RoomItem>(); int delay = 0; IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), items, delay, itemID); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.actiontogglestate: { List <RoomItem> items = new List <RoomItem>(); int delay = 0; IWiredTrigger action = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), items, delay, item); HandleTriggerSave(action, room.GetWiredHandler(), room, itemID); break; } case InteractionType.conditionfurnishaveusers: { break; } case InteractionType.conditionstatepos: { break; } case InteractionType.conditiontimelessthan: { break; } case InteractionType.conditiontimemorethan: { break; } case InteractionType.conditiontriggeronfurni: { break; } case InteractionType.specialrandom: { break; } case InteractionType.specialunseen: { break; } case InteractionType.triggergameend: { IWiredTrigger handler = new GameEnds(item, room.GetWiredHandler(), room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggergamestart: { IWiredTrigger handler = new GameStarts(item, room.GetWiredHandler(), room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggeronusersay: { bool isOnlyOwner = false; string message = string.Empty; IWiredTrigger handler = new UserSays(item, room.GetWiredHandler(), !isOnlyOwner, message, room); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerrepeater: { int cycleTimes = 0; IWiredTrigger handler = new Repeater(room.GetWiredHandler(), item, cycleTimes); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerroomenter: { string users = string.Empty; IWiredTrigger handler = new EntersRoom(item, room.GetWiredHandler(), room.GetRoomUserManager(), !string.IsNullOrEmpty(users), users); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerscoreachieved: { int score = 0; IWiredTrigger handler = new ScoreAchieved(item, room.GetWiredHandler(), score, room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggertimer: { int cycles = 0; IWiredTrigger handler = new Timer(item, room.GetWiredHandler(), cycles, room.GetGameManager()); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerstatechanged: { List <RoomItem> items = new List <RoomItem>(); int delay = 0; IWiredTrigger handler = new SateChanged(room.GetWiredHandler(), item, items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerwalkofffurni: { List <RoomItem> items = new List <RoomItem>(); int delay = 0; IWiredTrigger handler = new WalksOffFurni(item, room.GetWiredHandler(), items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } case InteractionType.triggerwalkonfurni: { List <RoomItem> items = new List <RoomItem>(); int delay = 0; IWiredTrigger handler = new WalksOnFurni(item, room.GetWiredHandler(), items, delay); HandleTriggerSave(handler, room.GetWiredHandler(), room, itemID); break; } } }
internal static void LoadWiredItem(RoomItem item, Room room, IQueryAdapter dbClient) { InteractionType type = item.GetBaseItem().InteractionType; switch (type) { case InteractionType.actiongivescore: { IWiredTrigger action = new GiveScore(0, 0, room.GetGameManager(), item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionmoverotate: { IWiredTrigger action = new MoveRotate(MovementState.none, RotationState.none, new List <RoomItem>(), 0, room, room.GetWiredHandler(), item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionposreset: { IWiredTrigger action = new PositionReset(new List <RoomItem>(), 0, room.GetRoomItemHandler(), room.GetWiredHandler(), item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionresettimer: { IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), new List <RoomItem>(), 0, item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionshowmessage: { IWiredTrigger action = new ShowMessage(string.Empty, room.GetWiredHandler(), item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionteleportto: { IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), new List <RoomItem>(), 0, item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actiontogglestate: { IWiredTrigger action = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), new List <RoomItem>(), 0, item); action.LoadFromDatabase(dbClient, room); item.wiredHandler = action; HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.conditionfurnishaveusers: { IWiredCondition furniHasUsers = new FurniHasUser(item, new List <RoomItem>()); furniHasUsers.LoadFromDatabase(dbClient, room); HandleConditionLoad(furniHasUsers, item); break; } case InteractionType.conditionstatepos: { IWiredCondition furnistatepos = new FurniStatePosMatch(item, new List <RoomItem>()); furnistatepos.LoadFromDatabase(dbClient, room); HandleConditionLoad(furnistatepos, item); break; } case InteractionType.conditiontimelessthan: { IWiredCondition timeLessThan = new LessThanTimer(0, room, item); timeLessThan.LoadFromDatabase(dbClient, room); HandleConditionLoad(timeLessThan, item); break; } case InteractionType.conditiontimemorethan: { IWiredCondition timeMoreThan = new MoreThanTimer(0, room, item); timeMoreThan.LoadFromDatabase(dbClient, room); HandleConditionLoad(timeMoreThan, item); break; } case InteractionType.conditiontriggeronfurni: { IWiredCondition triggerOnFurni = new TriggerUserIsOnFurni(item, new List <RoomItem>()); triggerOnFurni.LoadFromDatabase(dbClient, room); HandleConditionLoad(triggerOnFurni, item); break; } case InteractionType.specialrandom: { break; } case InteractionType.specialunseen: { break; } case InteractionType.triggergameend: { IWiredTrigger handler = new GameEnds(item, room.GetWiredHandler(), room.GetGameManager()); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggergamestart: { IWiredTrigger handler = new GameStarts(item, room.GetWiredHandler(), room.GetGameManager()); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggeronusersay: { IWiredTrigger handler = new UserSays(item, room.GetWiredHandler(), false, string.Empty, room); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerrepeater: { IWiredTrigger handler = new Repeater(room.GetWiredHandler(), item, 0); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerroomenter: { IWiredTrigger handler = new EntersRoom(item, room.GetWiredHandler(), room.GetRoomUserManager(), false, string.Empty); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerscoreachieved: { IWiredTrigger handler = new ScoreAchieved(item, room.GetWiredHandler(), 0, room.GetGameManager()); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggertimer: { IWiredTrigger handler = new Timer(item, room.GetWiredHandler(), 0, room.GetGameManager()); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerstatechanged: { IWiredTrigger handler = new SateChanged(room.GetWiredHandler(), item, new List <RoomItem>(), 0); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerwalkofffurni: { IWiredTrigger handler = new WalksOffFurni(item, room.GetWiredHandler(), new List <RoomItem>(), 0); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerwalkonfurni: { IWiredTrigger handler = new WalksOnFurni(item, room.GetWiredHandler(), new List <RoomItem>(), 0); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } } }