using System; using Server; namespace Server.Items { public class TombOfKingsSecretDoor : Item { public override int LabelNumber { get { return 1020233; } } // secret door private int m_ClosedId; [CommandProperty(AccessLevel.GameMaster)] public int ClosedId { get { return m_ClosedId; } set { m_ClosedId = value; } } [Constructable] public TombOfKingsSecretDoor(int closedId) : base(closedId) { Movable = false; m_ClosedId = closedId; } public override void OnDoubleClickDead(Mobile from) { Open(from); } public override void OnDoubleClick(Mobile from) { Open(from); } public void Open(Mobile from) { if (!from.InRange(this, 1)) return; if (ItemID == ClosedId) { ItemID = 1; // no draw Timer.DelayCall(TimeSpan.FromSeconds(120.0), new TimerCallback( delegate { ItemID = m_ClosedId; })); } } public TombOfKingsSecretDoor(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); // version writer.Write((int)m_ClosedId); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); m_ClosedId = reader.ReadInt(); // make sure we don't get stuck at opened state before deserialize ItemID = m_ClosedId; } } }