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