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); 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, itemID); 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.Id); action.LoadFromDatabase(dbClient, room); 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; } } }