C# 클래스 Server.Multis.BaseHouse

상속: Server.Items.BaseMulti
파일 보기 프로젝트 열기: Grimoric/RunUO.T2A 1 사용 예제들

Private Properties

프로퍼티 타입 설명
FixLockdowns_Sandbox void
SetLockdown void
SetLockdown void
SetSecure void
SetSecure void

공개 메소드들

메소드 설명
AddCoOwner ( Server.Mobile from, Server.Mobile targ ) : void
AddDoor ( BaseDoor door, int xoff, int yoff, int zoff ) : void
AddEastDoor ( bool wood, int x, int y, int z ) : BaseDoor
AddEastDoor ( int x, int y, int z ) : BaseDoor
AddFriend ( Server.Mobile from, Server.Mobile targ ) : void
AddSecure ( Server.Mobile m, Item item ) : void
AddSouthDoor ( bool wood, int x, int y, int z ) : BaseDoor
AddSouthDoor ( bool wood, int x, int y, int z, uint k ) : BaseDoor
AddSouthDoor ( int x, int y, int z ) : BaseDoor
AddSouthDoor ( int x, int y, int z, uint k ) : BaseDoor
AddSouthDoors ( bool wood, int x, int y, int z, bool inv ) : Server.Items.BaseDoor[]
AddSouthDoors ( bool wood, int x, int y, int z, uint k ) : Server.Items.BaseDoor[]
AddSouthDoors ( int x, int y, int z, uint k ) : Server.Items.BaseDoor[]
AddStrongBox ( Server.Mobile from ) : void
AddTrashBarrel ( Server.Mobile from ) : void
Ban ( Server.Mobile from, Server.Mobile targ ) : void
BaseHouse ( Server.Serial serial ) : System
BaseHouse ( int multiID, Server.Mobile owner, int MaxLockDown, int MaxSecure ) : System
BeginConfirmTransfer ( Server.Mobile from, Server.Mobile to ) : void
ChangeLocks ( Server.Mobile m ) : void
ChangeSignType ( int itemID ) : void
CheckAccessibility ( Item item, Server.Mobile from ) : bool
CheckAccessible ( Server.Mobile m, Item item ) : bool
CheckDecay ( ) : bool
CheckLockedDown ( Item item ) : bool
CheckLockedDownOrSecured ( Item item ) : bool
CheckSecured ( Item item ) : bool
CheckTransferPosition ( Server.Mobile from, Server.Mobile to ) : bool
Configure ( ) : void
CreateKeys ( Server.Mobile m ) : uint
Decay_OnTick ( ) : void
Decay_Sandbox ( ) : void
Deserialize ( Server.GenericReader reader ) : void
FindGuildstone ( ) : Guildstone
FindHouseAt ( Item item ) : BaseHouse
FindHouseAt ( Server.Mobile m ) : BaseHouse
FindHouseAt ( Server.Point3D loc, Server.Map map, int height ) : BaseHouse
GetDeed ( ) : HouseDeed
GetHouseEntities ( ) : List
GetHouses ( Server.Mobile m ) : List
GetItems ( ) : List
GetLockdowns ( ) : int
GetMobiles ( ) : List
GetOldDecayLevel ( ) : DecayLevel
GetSecures ( ) : int
HandleDeletion ( Server.Mobile mob ) : void
HasAccountHouse ( Server.Mobile m ) : bool
HasHouse ( Server.Mobile m ) : bool
InRange ( IPoint2D from, int range ) : bool
IsBanned ( Mobile m ) : bool
IsCoOwner ( Mobile m ) : bool
IsFriend ( Mobile m ) : bool
IsGuildMember ( Mobile m ) : bool
IsInside ( Item item ) : bool
IsInside ( Mobile m ) : bool
IsInside ( Point3D p, int height ) : bool
IsLockedDown ( Item item ) : bool
IsOwner ( Mobile m ) : bool
IsSecure ( Item item ) : bool
IsThereVendor ( Point3D location, Map map, bool &vendor ) : void
Kick ( Mobile from, Mobile targ ) : void
KillVendors ( ) : void
LockDown ( Mobile m, Item item ) : bool
LockDown ( Mobile m, Item item, bool checkIsInside ) : bool
MakeDoor ( bool wood, DoorFacing facing ) : BaseDoor
OnAfterDelete ( ) : void
OnDelete ( ) : void
OnLocationChange ( Point3D oldLocation ) : void
OnMapChange ( ) : void
RefreshDecay ( ) : bool
Release ( Mobile m, Item item ) : void
RemoveBan ( Mobile from, Mobile targ ) : void
RemoveCoOwner ( Mobile from, Mobile targ ) : void
RemoveFriend ( Mobile from, Mobile targ ) : void
RemoveKeys ( Mobile m ) : void
RemoveLocks ( ) : void
Secure ( Mobile m, Item item ) : bool
Secure ( Mobile m, Item item, bool checkIsInside ) : bool
Serialize ( GenericWriter writer ) : void
SetSign ( int xoff, int yoff, int zoff ) : void
UpdateRegion ( ) : void

비공개 메소드들

메소드 설명
FixLockdowns_Sandbox ( ) : void
SetLockdown ( Item i, bool locked ) : void
SetLockdown ( Item i, bool locked, bool checkContains ) : void
SetSecure ( Item i, bool locked ) : void
SetSecure ( Item i, bool locked, bool checkContains ) : void

메소드 상세

AddCoOwner() 공개 메소드

public AddCoOwner ( Server.Mobile from, Server.Mobile targ ) : void
from Server.Mobile
targ Server.Mobile
리턴 void

AddDoor() 공개 메소드

public AddDoor ( BaseDoor door, int xoff, int yoff, int zoff ) : void
door Server.Items.BaseDoor
xoff int
yoff int
zoff int
리턴 void

AddEastDoor() 공개 메소드

public AddEastDoor ( bool wood, int x, int y, int z ) : BaseDoor
wood bool
x int
y int
z int
리턴 Server.Items.BaseDoor

AddEastDoor() 공개 메소드

public AddEastDoor ( int x, int y, int z ) : BaseDoor
x int
y int
z int
리턴 Server.Items.BaseDoor

AddFriend() 공개 메소드

public AddFriend ( Server.Mobile from, Server.Mobile targ ) : void
from Server.Mobile
targ Server.Mobile
리턴 void

AddSecure() 공개 메소드

public AddSecure ( Server.Mobile m, Item item ) : void
m Server.Mobile
item Item
리턴 void

AddSouthDoor() 공개 메소드

public AddSouthDoor ( bool wood, int x, int y, int z ) : BaseDoor
wood bool
x int
y int
z int
리턴 Server.Items.BaseDoor

AddSouthDoor() 공개 메소드

public AddSouthDoor ( bool wood, int x, int y, int z, uint k ) : BaseDoor
wood bool
x int
y int
z int
k uint
리턴 Server.Items.BaseDoor

AddSouthDoor() 공개 메소드

public AddSouthDoor ( int x, int y, int z ) : BaseDoor
x int
y int
z int
리턴 Server.Items.BaseDoor

AddSouthDoor() 공개 메소드

public AddSouthDoor ( int x, int y, int z, uint k ) : BaseDoor
x int
y int
z int
k uint
리턴 Server.Items.BaseDoor

AddSouthDoors() 공개 메소드

public AddSouthDoors ( bool wood, int x, int y, int z, bool inv ) : Server.Items.BaseDoor[]
wood bool
x int
y int
z int
inv bool
리턴 Server.Items.BaseDoor[]

AddSouthDoors() 공개 메소드

public AddSouthDoors ( bool wood, int x, int y, int z, uint k ) : Server.Items.BaseDoor[]
wood bool
x int
y int
z int
k uint
리턴 Server.Items.BaseDoor[]

AddSouthDoors() 공개 메소드

public AddSouthDoors ( int x, int y, int z, uint k ) : Server.Items.BaseDoor[]
x int
y int
z int
k uint
리턴 Server.Items.BaseDoor[]

AddStrongBox() 공개 메소드

public AddStrongBox ( Server.Mobile from ) : void
from Server.Mobile
리턴 void

AddTrashBarrel() 공개 메소드

public AddTrashBarrel ( Server.Mobile from ) : void
from Server.Mobile
리턴 void

Ban() 공개 메소드

public Ban ( Server.Mobile from, Server.Mobile targ ) : void
from Server.Mobile
targ Server.Mobile
리턴 void

BaseHouse() 공개 메소드

public BaseHouse ( Server.Serial serial ) : System
serial Server.Serial
리턴 System

BaseHouse() 공개 메소드

public BaseHouse ( int multiID, Server.Mobile owner, int MaxLockDown, int MaxSecure ) : System
multiID int
owner Server.Mobile
MaxLockDown int
MaxSecure int
리턴 System

BeginConfirmTransfer() 공개 메소드

public BeginConfirmTransfer ( Server.Mobile from, Server.Mobile to ) : void
from Server.Mobile
to Server.Mobile
리턴 void

ChangeLocks() 공개 메소드

public ChangeLocks ( Server.Mobile m ) : void
m Server.Mobile
리턴 void

ChangeSignType() 공개 메소드

public ChangeSignType ( int itemID ) : void
itemID int
리턴 void

CheckAccessibility() 공개 메소드

public CheckAccessibility ( Item item, Server.Mobile from ) : bool
item Item
from Server.Mobile
리턴 bool

CheckAccessible() 공개 정적인 메소드

public static CheckAccessible ( Server.Mobile m, Item item ) : bool
m Server.Mobile
item Item
리턴 bool

CheckDecay() 공개 메소드

public CheckDecay ( ) : bool
리턴 bool

CheckLockedDown() 공개 정적인 메소드

public static CheckLockedDown ( Item item ) : bool
item Item
리턴 bool

CheckLockedDownOrSecured() 공개 정적인 메소드

public static CheckLockedDownOrSecured ( Item item ) : bool
item Item
리턴 bool

CheckSecured() 공개 정적인 메소드

public static CheckSecured ( Item item ) : bool
item Item
리턴 bool

CheckTransferPosition() 공개 메소드

public CheckTransferPosition ( Server.Mobile from, Server.Mobile to ) : bool
from Server.Mobile
to Server.Mobile
리턴 bool

Configure() 공개 정적인 메소드

public static Configure ( ) : void
리턴 void

CreateKeys() 공개 메소드

public CreateKeys ( Server.Mobile m ) : uint
m Server.Mobile
리턴 uint

Decay_OnTick() 공개 정적인 메소드

public static Decay_OnTick ( ) : void
리턴 void

Decay_Sandbox() 공개 메소드

public Decay_Sandbox ( ) : void
리턴 void

Deserialize() 공개 메소드

public Deserialize ( Server.GenericReader reader ) : void
reader Server.GenericReader
리턴 void

FindGuildstone() 공개 메소드

public FindGuildstone ( ) : Guildstone
리턴 Server.Items.Guildstone

FindHouseAt() 공개 정적인 메소드

public static FindHouseAt ( Item item ) : BaseHouse
item Item
리턴 BaseHouse

FindHouseAt() 공개 정적인 메소드

public static FindHouseAt ( Server.Mobile m ) : BaseHouse
m Server.Mobile
리턴 BaseHouse

FindHouseAt() 공개 정적인 메소드

public static FindHouseAt ( Server.Point3D loc, Server.Map map, int height ) : BaseHouse
loc Server.Point3D
map Server.Map
height int
리턴 BaseHouse

GetDeed() 공개 메소드

public GetDeed ( ) : HouseDeed
리턴 Server.Multis.Deeds.HouseDeed

GetHouseEntities() 공개 메소드

public GetHouseEntities ( ) : List
리턴 List

GetHouses() 공개 정적인 메소드

public static GetHouses ( Server.Mobile m ) : List
m Server.Mobile
리턴 List

GetItems() 공개 메소드

public GetItems ( ) : List
리턴 List

GetLockdowns() 공개 메소드

public GetLockdowns ( ) : int
리턴 int

GetMobiles() 공개 메소드

public GetMobiles ( ) : List
리턴 List

GetOldDecayLevel() 공개 메소드

public GetOldDecayLevel ( ) : DecayLevel
리턴 DecayLevel

GetSecures() 공개 메소드

public GetSecures ( ) : int
리턴 int

HandleDeletion() 공개 정적인 메소드

public static HandleDeletion ( Server.Mobile mob ) : void
mob Server.Mobile
리턴 void

HasAccountHouse() 공개 정적인 메소드

public static HasAccountHouse ( Server.Mobile m ) : bool
m Server.Mobile
리턴 bool

HasHouse() 공개 정적인 메소드

public static HasHouse ( Server.Mobile m ) : bool
m Server.Mobile
리턴 bool

InRange() 공개 메소드

public InRange ( IPoint2D from, int range ) : bool
from IPoint2D
range int
리턴 bool

IsBanned() 공개 메소드

public IsBanned ( Mobile m ) : bool
m Mobile
리턴 bool

IsCoOwner() 공개 메소드

public IsCoOwner ( Mobile m ) : bool
m Mobile
리턴 bool

IsFriend() 공개 메소드

public IsFriend ( Mobile m ) : bool
m Mobile
리턴 bool

IsGuildMember() 공개 메소드

public IsGuildMember ( Mobile m ) : bool
m Mobile
리턴 bool

IsInside() 공개 메소드

public IsInside ( Item item ) : bool
item Item
리턴 bool

IsInside() 공개 메소드

public IsInside ( Mobile m ) : bool
m Mobile
리턴 bool

IsInside() 공개 메소드

public IsInside ( Point3D p, int height ) : bool
p Point3D
height int
리턴 bool

IsLockedDown() 공개 메소드

public IsLockedDown ( Item item ) : bool
item Item
리턴 bool

IsOwner() 공개 메소드

public IsOwner ( Mobile m ) : bool
m Mobile
리턴 bool

IsSecure() 공개 메소드

public IsSecure ( Item item ) : bool
item Item
리턴 bool

IsThereVendor() 공개 정적인 메소드

public static IsThereVendor ( Point3D location, Map map, bool &vendor ) : void
location Point3D
map Map
vendor bool
리턴 void

Kick() 공개 메소드

public Kick ( Mobile from, Mobile targ ) : void
from Mobile
targ Mobile
리턴 void

KillVendors() 공개 메소드

public KillVendors ( ) : void
리턴 void

LockDown() 공개 메소드

public LockDown ( Mobile m, Item item ) : bool
m Mobile
item Item
리턴 bool

LockDown() 공개 메소드

public LockDown ( Mobile m, Item item, bool checkIsInside ) : bool
m Mobile
item Item
checkIsInside bool
리턴 bool

MakeDoor() 공개 메소드

public MakeDoor ( bool wood, DoorFacing facing ) : BaseDoor
wood bool
facing DoorFacing
리턴 BaseDoor

OnAfterDelete() 공개 메소드

public OnAfterDelete ( ) : void
리턴 void

OnDelete() 공개 메소드

public OnDelete ( ) : void
리턴 void

OnLocationChange() 공개 메소드

public OnLocationChange ( Point3D oldLocation ) : void
oldLocation Point3D
리턴 void

OnMapChange() 공개 메소드

public OnMapChange ( ) : void
리턴 void

RefreshDecay() 공개 메소드

public RefreshDecay ( ) : bool
리턴 bool

Release() 공개 메소드

public Release ( Mobile m, Item item ) : void
m Mobile
item Item
리턴 void

RemoveBan() 공개 메소드

public RemoveBan ( Mobile from, Mobile targ ) : void
from Mobile
targ Mobile
리턴 void

RemoveCoOwner() 공개 메소드

public RemoveCoOwner ( Mobile from, Mobile targ ) : void
from Mobile
targ Mobile
리턴 void

RemoveFriend() 공개 메소드

public RemoveFriend ( Mobile from, Mobile targ ) : void
from Mobile
targ Mobile
리턴 void

RemoveKeys() 공개 메소드

public RemoveKeys ( Mobile m ) : void
m Mobile
리턴 void

RemoveLocks() 공개 메소드

public RemoveLocks ( ) : void
리턴 void

Secure() 공개 메소드

public Secure ( Mobile m, Item item ) : bool
m Mobile
item Item
리턴 bool

Secure() 공개 메소드

public Secure ( Mobile m, Item item, bool checkIsInside ) : bool
m Mobile
item Item
checkIsInside bool
리턴 bool

Serialize() 공개 메소드

public Serialize ( GenericWriter writer ) : void
writer GenericWriter
리턴 void

SetSign() 공개 메소드

public SetSign ( int xoff, int yoff, int zoff ) : void
xoff int
yoff int
zoff int
리턴 void

UpdateRegion() 공개 메소드

public UpdateRegion ( ) : void
리턴 void