using System; using System.Collections.Generic; using Server; using Server.Gumps; using Server.Items; using Server.Mobiles; using Server.Network; using Server.Targeting; namespace Server.Items { public class EverlastingBandage : Item, IDyable { public static int Range = ( Core.AOS ? 2 : 1 ); public override double DefaultWeight { get { return 0.1; } } [Constructable] public EverlastingBandage() : this( 1 ) { } [Constructable] public EverlastingBandage( int amount ) : base( 0xE21 ) { Name = "Everlasting Bandage"; Stackable = true; Amount = amount; LootType = LootType.Blessed; Hue = 1152; } public EverlastingBandage(Serial serial) : base(serial) { } public virtual bool Dye( Mobile from, DyeTub sender ) { if ( Deleted ) return false; Hue = sender.DyedHue; return true; } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } public override void OnDoubleClick( Mobile from ) { if ( from.InRange( GetWorldLocation(), Range ) ) { from.RevealingAction(); from.SendLocalizedMessage( 500948 ); // Who will you use the bandages on? from.Target = new InternalTarget( this ); } else { from.SendLocalizedMessage( 500295 ); // You are too far away to do that. } } private class InternalTarget : Target { private EverlastingBandage m_EverlastingBandage; public InternalTarget( EverlastingBandage bandage ) : base( EverlastingBandage.Range, false, TargetFlags.Beneficial ) { m_EverlastingBandage = bandage; } protected override void OnTarget( Mobile from, object targeted ) { if ( m_EverlastingBandage.Deleted ) return; //* Here if ( targeted is Mobile ) { if ( from.InRange( m_EverlastingBandage.GetWorldLocation(), EverlastingBandage.Range ) ) { if ( BandageContext1.BeginHeal( from, (Mobile)targeted, m_EverlastingBandage is EnhancedBandage ) != null ) { //m_Bandage.Consume(); } } else { from.SendLocalizedMessage( 500295 ); // You are too far away to do that. } } else if ( targeted is PlagueBeastInnard ) { if ( ((PlagueBeastInnard) targeted).OnBandage( from ) ) m_EverlastingBandage.Consume(); } else { from.SendLocalizedMessage( 500970 ); // Bandages can not be used on that. } } protected override void OnNonlocalTarget( Mobile from, object targeted ) { if ( targeted is PlagueBeastInnard ) { //if ( ((PlagueBeastInnard) targeted).OnBandage( from ) ) // m_Bandage.Consume(); } else base.OnNonlocalTarget( from, targeted ); } } } public class BandageContext1 { private Mobile m_Healer; private Mobile m_Patient; private int m_Slips; private Timer m_Timer; public Mobile Healer{ get{ return m_Healer; } } public Mobile Patient{ get{ return m_Patient; } } public int Slips{ get{ return m_Slips; } set{ m_Slips = value; } } public Timer Timer{ get{ return m_Timer; } } #region Heritage Items private bool m_Enhanced; public bool Enhanced{ get{ return m_Enhanced; } } #endregion public void Slip() { m_Healer.SendLocalizedMessage( 500961 ); // Your fingers slip! ++m_Slips; } public BandageContext1( Mobile healer, Mobile patient, TimeSpan delay, bool enhanced ) { m_Healer = healer; m_Patient = patient; m_Timer = new InternalTimer1( this, delay ); m_Timer.Start(); m_Enhanced = enhanced; } public void StopHeal() { m_Table.Remove( m_Healer ); if ( m_Timer != null ) m_Timer.Stop(); m_Timer = null; } private static Dictionary m_Table = new Dictionary(); public static BandageContext1 GetContext( Mobile healer ) { BandageContext1 bc = null; m_Table.TryGetValue( healer, out bc ); return bc; } public static SkillName GetPrimarySkill( Mobile m ) { if ( !m.Player && (m.Body.IsMonster || m.Body.IsAnimal) ) return SkillName.Veterinary; else return SkillName.Healing; } public static SkillName GetSecondarySkill( Mobile m ) { if ( !m.Player && (m.Body.IsMonster || m.Body.IsAnimal) ) return SkillName.AnimalLore; else return SkillName.Anatomy; } public void EndHeal() { StopHeal(); int healerNumber = -1, patientNumber = -1; bool playSound = true; bool checkSkills = false; SkillName primarySkill = GetPrimarySkill( m_Patient ); SkillName secondarySkill = GetSecondarySkill( m_Patient ); BaseCreature petPatient = m_Patient as BaseCreature; if ( !m_Healer.Alive ) { healerNumber = 500962; // You were unable to finish your work before you died. patientNumber = -1; playSound = false; } else if ( !m_Healer.InRange( m_Patient, EverlastingBandage.Range ) ) { healerNumber = 500963; // You did not stay close enough to heal your target. patientNumber = -1; playSound = false; } else if ( !m_Patient.Alive || (petPatient != null && petPatient.IsDeadPet) ) { double healing = m_Healer.Skills[primarySkill].Value; double anatomy = m_Healer.Skills[secondarySkill].Value; double chance = ((healing - 68.0) / 50.0) - (m_Slips * 0.02); if (( (checkSkills = (healing >= 80.0 && anatomy >= 80.0)) && chance > Utility.RandomDouble() ) || ( Core.SE && petPatient is Factions.FactionWarHorse && petPatient.ControlMaster == m_Healer) ) //TODO: Dbl check doesn't check for faction of the horse here? { if ( m_Patient.Map == null || !m_Patient.Map.CanFit( m_Patient.Location, 16, false, false ) ) { healerNumber = 501042; // Target can not be resurrected at that location. patientNumber = 502391; // Thou can not be resurrected there! } else if ( m_Patient.Region != null && m_Patient.Region.IsPartOf( "Khaldun" ) ) { healerNumber = 1010395; // The veil of death in this area is too strong and resists thy efforts to restore life. patientNumber = -1; } else { healerNumber = 500965; // You are able to resurrect your patient. patientNumber = -1; m_Patient.PlaySound( 0x214 ); m_Patient.FixedEffect( 0x376A, 10, 16 ); if ( petPatient != null && petPatient.IsDeadPet ) { Mobile master = petPatient.ControlMaster; if( master != null && m_Healer == master ) { petPatient.ResurrectPet(); for ( int i = 0; i < petPatient.Skills.Length; ++i ) { petPatient.Skills[i].Base -= 0.1; } } else if ( master != null && master.InRange( petPatient, 3 ) ) { healerNumber = 503255; // You are able to resurrect the creature. master.CloseGump( typeof( PetResurrectGump ) ); master.SendGump( new PetResurrectGump( m_Healer, petPatient ) ); } else { bool found = false; List friends = petPatient.Friends; for ( int i = 0; friends != null && i < friends.Count; ++i ) { Mobile friend = friends[i]; if ( friend.InRange( petPatient, 3 ) ) { healerNumber = 503255; // You are able to resurrect the creature. friend.CloseGump( typeof( PetResurrectGump ) ); friend.SendGump( new PetResurrectGump( m_Healer, petPatient ) ); found = true; break; } } if ( !found ) healerNumber = 1049670; // The pet's owner must be nearby to attempt resurrection. } } else { m_Patient.CloseGump( typeof( ResurrectGump ) ); m_Patient.SendGump( new ResurrectGump( m_Patient, m_Healer ) ); } } } else { if ( petPatient != null && petPatient.IsDeadPet ) healerNumber = 503256; // You fail to resurrect the creature. else healerNumber = 500966; // You are unable to resurrect your patient. patientNumber = -1; } } else if ( m_Patient.Poisoned ) { m_Healer.SendLocalizedMessage( 500969 ); // You finish applying the bandages. double healing = m_Healer.Skills[primarySkill].Value; double anatomy = m_Healer.Skills[secondarySkill].Value; double chance = ((healing - 30.0) / 50.0) - (m_Patient.Poison.Level * 0.1) - (m_Slips * 0.02); if ( (checkSkills = (healing >= 60.0 && anatomy >= 60.0)) && chance > Utility.RandomDouble() ) { if ( m_Patient.CurePoison( m_Healer ) ) { healerNumber = (m_Healer == m_Patient) ? -1 : 1010058; // You have cured the target of all poisons. patientNumber = 1010059; // You have been cured of all poisons. } else { healerNumber = -1; patientNumber = -1; } } else { healerNumber = 1010060; // You have failed to cure your target! patientNumber = -1; } } else if ( BleedAttack.IsBleeding( m_Patient ) ) { healerNumber = 1060088; // You bind the wound and stop the bleeding patientNumber = 1060167; // The bleeding wounds have healed, you are no longer bleeding! BleedAttack.EndBleed( m_Patient, false ); } else if ( MortalStrike.IsWounded( m_Patient ) ) { healerNumber = ( m_Healer == m_Patient ? 1005000 : 1010398 ); patientNumber = -1; playSound = false; } else if ( m_Patient.Hits == m_Patient.HitsMax ) { healerNumber = 500967; // You heal what little damage your patient had. patientNumber = -1; } else { checkSkills = true; patientNumber = -1; double healing = m_Healer.Skills[primarySkill].Value; double anatomy = m_Healer.Skills[secondarySkill].Value; double chance = ((healing + 10.0) / 100.0) - (m_Slips * 0.02); #region Heritage Items healing += EnhancedBandage.HealingBonus; #endregion if ( chance > Utility.RandomDouble() ) { healerNumber = 500969; // You finish applying the bandages. double min, max; if ( Core.AOS ) { min = (anatomy / 8.0) + (healing / 5.0) + 4.0; max = (anatomy / 6.0) + (healing / 2.5) + 4.0; } else { min = (anatomy / 5.0) + (healing / 5.0) + 3.0; max = (anatomy / 5.0) + (healing / 2.0) + 10.0; } double toHeal = min + (Utility.RandomDouble() * (max - min)); if ( m_Patient.Body.IsMonster || m_Patient.Body.IsAnimal ) toHeal += m_Patient.HitsMax / 100; if ( Core.AOS ) toHeal -= toHeal * m_Slips * 0.35; // TODO: Verify algorithm else toHeal -= m_Slips * 4; if ( toHeal < 1 ) { toHeal = 1; healerNumber = 500968; // You apply the bandages, but they barely help. } m_Patient.Heal( (int) toHeal, m_Healer, false ); } else { healerNumber = 500968; // You apply the bandages, but they barely help. playSound = false; } } if ( healerNumber != -1 ) m_Healer.SendLocalizedMessage( healerNumber ); if ( patientNumber != -1 ) m_Patient.SendLocalizedMessage( patientNumber ); if ( playSound ) m_Patient.PlaySound( 0x57 ); if ( checkSkills ) { m_Healer.CheckSkill( secondarySkill, 0.0, 120.0 ); m_Healer.CheckSkill( primarySkill, 0.0, 120.0 ); } } private class InternalTimer1 : Timer { private BandageContext1 m_Context; public InternalTimer1( BandageContext1 context, TimeSpan delay ) : base( delay ) { m_Context = context; Priority = TimerPriority.FiftyMS; } protected override void OnTick() { m_Context.EndHeal(); } } public static BandageContext1 BeginHeal( Mobile healer, Mobile patient ) { return BeginHeal( healer, patient, false ); } public static BandageContext1 BeginHeal( Mobile healer, Mobile patient, bool enhanced ) { bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet ); if ( patient is Golem ) { healer.SendLocalizedMessage( 500970 ); // Bandages cannot be used on that. } else if ( patient is BaseCreature && ((BaseCreature)patient).IsAnimatedDead ) { healer.SendLocalizedMessage( 500951 ); // You cannot heal that. } else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !BleedAttack.IsBleeding( patient ) && !isDeadPet ) { healer.SendLocalizedMessage( 500955 ); // That being is not damaged! } else if ( !patient.Alive && (patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false )) ) { healer.SendLocalizedMessage( 501042 ); // Target cannot be resurrected at that location. } else if ( healer.CanBeBeneficial( patient, true, true ) ) { healer.DoBeneficial( patient ); bool onSelf = ( healer == patient ); int dex = healer.Dex; double seconds; double resDelay = ( patient.Alive ? 0.0 : 5.0 ); if ( onSelf ) { if ( Core.AOS ) seconds = 5.0 + (0.5 * ((double)(120 - dex) / 10)); // TODO: Verify algorithm else seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10)); } else { if ( Core.AOS && GetPrimarySkill( patient ) == SkillName.Veterinary ) { seconds = 2.0; } else if ( Core.AOS ) { if (dex < 204) { seconds = 3.2-(Math.Sin((double)dex/130)*2.5) + resDelay; } else { seconds = 0.7 + resDelay; } } else { if ( dex >= 100 ) seconds = 3.0 + resDelay; else if ( dex >= 40 ) seconds = 4.0 + resDelay; else seconds = 5.0 + resDelay; } } BandageContext1 context = GetContext( healer ); if ( context != null ) context.StopHeal(); seconds *= 1000; context = new BandageContext1( healer, patient, TimeSpan.FromMilliseconds( seconds ), enhanced ); m_Table[healer] = context; if ( !onSelf ) patient.SendLocalizedMessage( 1008078, false, healer.Name ); // : Attempting to heal you. healer.SendLocalizedMessage( 500956 ); // You begin applying the bandages. return context; } return null; } } }