internal static void HandleConditionSave(GameClient Session, uint itemID, Room room, ClientMessage clientMessage) { // // id, resolveIntParams, resolveStringParam, getStuffIds, resolveStuffSelectionType RoomItem item = room.GetRoomItemHandler().GetItem(itemID); if (item == null) return; if (item.wiredCondition != null) { item.wiredCondition.Dispose(); item.wiredCondition = null; } InteractionType type = item.GetBaseItem().InteractionType; if (type != InteractionType.conditionfurnishaveusers && type != InteractionType.conditionstatepos && type != InteractionType.conditiontimelessthan && type != InteractionType.conditiontimemorethan && type != InteractionType.conditiontriggeronfurni) return; // Parse data int[] intParams = new int[clientMessage.ReadInt32()]; for (int i = 0; i < intParams.Length; i++) intParams[i] = clientMessage.ReadInt32(); string stringParam = clientMessage.ReadString(); int furniCount; List<RoomItem> items = GetItems(clientMessage, room, out furniCount); int stuffSelectionType = clientMessage.ReadInt32(); IWiredCondition handler = null; switch (type) { case InteractionType.conditionfurnishaveusers: { handler = new FurniHasUser(item, items); break; } case InteractionType.conditionstatepos: { handler = new FurniStatePosMatch(item, items); break; } case InteractionType.conditiontimelessthan: { handler = new LessThanTimer(500, room, item); break; } case InteractionType.conditiontimemorethan: { handler = new MoreThanTimer(500, room, item); break; } case InteractionType.conditiontriggeronfurni: { handler = new TriggerUserIsOnFurni(item, items); break; } default: return; } item.wiredCondition = handler; room.GetWiredHandler().conditionHandler.AddOrIgnoreRefferance(item); using (IQueryAdapter dbClient = FirewindEnvironment.GetDatabaseManager().getQueryreactor()) { handler.SaveToDatabase(dbClient); } Session.SendMessage(new ServerMessage(Outgoing.SaveWired)); }
internal static void HandleConditionSave(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; if (type != InteractionType.conditionfurnishaveusers && type != InteractionType.conditionstatepos && type != InteractionType.conditiontimelessthan && type != InteractionType.conditiontimemorethan && type != InteractionType.conditiontriggeronfurni) return; clientMessage.AdvancePointer(1); bool a = clientMessage.ReadBoolean(); bool b = clientMessage.ReadBoolean(); bool c = clientMessage.ReadBoolean(); clientMessage.AdvancePointer(2); int furniCount; List<RoomItem> items = GetItems(clientMessage, room, out furniCount); IWiredCondition handler = null; switch (type) { case InteractionType.conditionfurnishaveusers: { handler = new FurniHasUser(item, items); break; } case InteractionType.conditionstatepos: { handler = new FurniStatePosMatch(item, items); break; } case InteractionType.conditiontimelessthan: { handler = new LessThanTimer(500, room, item); break; } case InteractionType.conditiontimemorethan: { handler = new MoreThanTimer(500, room, item); break; } case InteractionType.conditiontriggeronfurni: { handler = new TriggerUserIsOnFurni(item, items); break; } default: return; } item.wiredCondition = handler; room.GetWiredHandler().conditionHandler.AddOrIgnoreRefferance(item); using (IQueryAdapter dbClient = FirewindEnvironment.GetDatabaseManager().getQueryreactor()) { handler.SaveToDatabase(dbClient); } }
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; } } }