예제 #1
0
        public CharacterStatueDeed(CharacterStatue statue) : base(0x14F0)
        {
            m_Statue = statue;

            if (statue != null)
            {
                m_Type         = statue.StatueType;
                m_IsRewardItem = statue.IsRewardItem;
            }

            LootType = LootType.Blessed;
            Weight   = 1.0;
        }
예제 #2
0
        public void Restore(CharacterStatue from)
        {
            m_Material = from.Material;
            m_Pose     = from.Pose;

            Direction = from.Direction;

            CloneBody(from);
            CloneClothes(from);

            InvalidateHues();
            InvalidatePose();
        }
예제 #3
0
        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadEncodedInt();

            if (version >= 1)
            {
                m_Type = (StatueType)reader.ReadInt();
            }

            m_Statue       = reader.ReadMobile() as CharacterStatue;
            m_IsRewardItem = reader.ReadBool();
        }
예제 #4
0
        protected override void OnTarget(Mobile from, object targeted)
        {
            IPoint3D p   = targeted as IPoint3D;
            Map      map = from.Map;

            if (p == null || map == null || m_Maker == null || m_Maker.Deleted)
            {
                return;
            }

            if (m_Maker.IsChildOf(from.Backpack))
            {
                SpellHelper.GetSurfaceTop(ref p);
                BaseHouse house = null;
                Point3D   loc   = new Point3D(p);

                if (targeted is Item && !((Item)targeted).IsLockedDown && !((Item)targeted).IsSecure && !(targeted is AddonComponent))
                {
                    from.SendLocalizedMessage(1076191); // Statues can only be placed in houses.
                    return;
                }
                else if (from.IsBodyMod)
                {
                    from.SendLocalizedMessage(1073648); // You may only proceed while in your original state...
                    return;
                }

                AddonFitResult result = CouldFit(loc, map, from, ref house);

                if (result == AddonFitResult.Valid)
                {
                    CharacterStatue       statue = new CharacterStatue(from, m_Type);
                    CharacterStatuePlinth plinth = new CharacterStatuePlinth(statue);

                    house.Addons.Add(plinth);

                    if (m_Maker is IRewardItem)
                    {
                        statue.IsRewardItem = ((IRewardItem)m_Maker).IsRewardItem;
                    }

                    statue.Plinth = plinth;
                    plinth.MoveToWorld(loc, map);
                    statue.InvalidatePose();

                    /*
                     * TODO: Previously the maker wasn't deleted until after statue
                     * customization, leading to redeeding issues. Exact OSI behavior
                     * needs looking into.
                     */
                    m_Maker.Delete();
                    statue.Sculpt(from);

                    from.CloseGump(typeof(CharacterStatueGump));
                    from.SendGump(new CharacterStatueGump(m_Maker, statue, from));
                }
                else if (result == AddonFitResult.Blocked)
                {
                    from.SendLocalizedMessage(500269); // You cannot build that there.
                }
                else if (result == AddonFitResult.NotInHouse)
                {
                    from.SendLocalizedMessage(1076192); // Statues can only be placed in houses where you are the owner or co-owner.
                }
                else if (result == AddonFitResult.DoorTooClose)
                {
                    from.SendLocalizedMessage(500271); // You cannot build near the door.
                }
            }
            else
            {
                from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
            }
        }
예제 #5
0
 public DemolishEntry(CharacterStatue statue) : base(6275, 2)
 {
     m_Statue = statue;
 }