using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Regions;
using Server.Targeting;
using Server.Network;
using Server.Spells;
using Server.Misc;
using Server.Items;
using Server.Mobiles;
using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Factions;
using Server.Spells.Bushido;
using Server.Spells.Spellweaving;
//instance add
using Server.Engines.PartySystem;
using PARTY = Server.Engines.PartySystem.Party;
namespace Server.Mobiles
{
#region Enums
/// <summary>
/// Summary description for MobileAI.
/// </summary>
///
public enum FightMode
{
None, // Never focus on others
Aggressor, // Only attack aggressors
Strongest, // Attack the strongest
Weakest, // Attack the weakest
Closest, // Attack the closest
Evil // Only attack aggressor -or- negative karma
}
public enum OrderType
{
None, //When no order, let's roam
Come, //"(All/Name) come" Summons all or one pet to your location.
Drop, //"(Name) drop" Drops its loot to the ground (if it carries any).
Follow, //"(Name) follow" Follows targeted being.
//"(All/Name) follow me" Makes all or one pet follow you.
Friend, //"(Name) friend" Allows targeted player to confirm resurrection.
Unfriend, // Remove a friend
Guard, //"(Name) guard" Makes the specified pet guard you. Pets can only guard their owner.
//"(All/Name) guard me" Makes all or one pet guard you.
Attack, //"(All/Name) kill",
//"(All/Name) attack" All or the specified pet(s) currently under your control attack the target.
Patrol, //"(Name) patrol" Roves between two or more guarded targets.
Release, //"(Name) release" Releases pet back into the wild (removes "tame" status).
Stay, //"(All/Name) stay" All or the specified pet(s) will stop and stay in current spot.
Stop, //"(All/Name) stop Cancels any current orders to attack, guard or follow.
Transfer //"(Name) transfer" Transfers complete ownership to targeted player.
}
[Flags]
public enum FoodType
{
Meat = 0x0001,
FruitsAndVegies = 0x0002,
GrainsAndHay = 0x0004,
Fish = 0x0008,
Eggs = 0x0010,
Gold = 0x0020
}
[Flags]
public enum PackInstinct
{
None = 0x0000,
Canine = 0x0001,
Ostard = 0x0002,
Feline = 0x0004,
Arachnid = 0x0008,
Daemon = 0x0010,
Bear = 0x0020,
Equine = 0x0040,
Bull = 0x0080
}
public enum ScaleType
{
Red,
Yellow,
Black,
Green,
White,
Blue,
All
}
public enum MeatType
{
Ribs,
Bird,
LambLeg
}
public enum HideType
{
Regular,
Spined,
Horned,
Barbed
}
#endregion
public class DamageStore : IComparable
{
public Mobile m_Mobile;
public int m_Damage;
public bool m_HasRight;
public DamageStore( Mobile m, int damage )
{
m_Mobile = m;
m_Damage = damage;
}
public int CompareTo( object obj )
{
DamageStore ds = (DamageStore)obj;
return ds.m_Damage - m_Damage;
}
}
[AttributeUsage( AttributeTargets.Class )]
public class FriendlyNameAttribute : Attribute
{
//future use: Talisman 'Protection/Bonus vs. Specific Creature
private TextDefinition m_FriendlyName;
public TextDefinition FriendlyName
{
get
{
return m_FriendlyName;
}
}
public FriendlyNameAttribute( TextDefinition friendlyName )
{
m_FriendlyName = friendlyName;
}
public static TextDefinition GetFriendlyNameFor( Type t )
{
if( t.IsDefined( typeof( FriendlyNameAttribute ), false ) )
{
object[] objs = t.GetCustomAttributes( typeof( FriendlyNameAttribute ), false );
if( objs != null && objs.Length > 0 )
{
FriendlyNameAttribute friendly = objs[0] as FriendlyNameAttribute;
return friendly.FriendlyName;
}
}
return t.Name;
}
}
public class BaseCreature : Mobile, IHonorTarget
{
public const int MaxLoyalty = 100;
#region Var declarations
private BaseAI m_AI; // THE AI
private AIType m_CurrentAI; // The current AI
private AIType m_DefaultAI; // The default AI
private Mobile m_FocusMob; // Use focus mob instead of combatant, maybe we don't whan to fight
private FightMode m_FightMode; // The style the mob uses
private int m_iRangePerception; // The view area
private int m_iRangeFight; // The fight distance
private bool m_bDebugAI; // Show debug AI messages
private int m_iTeam; // Monster Team
private double m_dActiveSpeed; // Timer speed when active
private double m_dPassiveSpeed; // Timer speed when not active
private double m_dCurrentSpeed; // The current speed, lets say it could be changed by something;
private Point3D m_pHome; // The home position of the creature, used by some AI
private int m_iRangeHome = 10; // The home range of the creature
List<Type> m_arSpellAttack; // List of attack spell/power
List<Type> m_arSpellDefense; // List of defensive spell/power
private bool m_bControlled; // Is controlled
private Mobile m_ControlMaster; // My master
private Mobile m_ControlTarget; // My target mobile
private Point3D m_ControlDest; // My target destination (patrol)
private OrderType m_ControlOrder; // My order
private int m_Loyalty;
private double m_dMinTameSkill;
private bool m_bTamable;
private bool m_bSummoned = false;
private DateTime m_SummonEnd;
private int m_iControlSlots = 1;
private bool m_bBardProvoked = false;
private bool m_bBardPacified = false;
private Mobile m_bBardMaster = null;
private Mobile m_bBardTarget = null;
private DateTime m_timeBardEnd;
private WayPoint m_CurrentWayPoint = null;
private Point2D m_TargetLocation = Point2D.Zero;
private Mobile m_SummonMaster;
private int m_HitsMax = -1;
private int m_StamMax = -1;
private int m_ManaMax = -1;
private int m_DamageMin = -1;
private int m_DamageMax = -1;
private int m_PhysicalResistance, m_PhysicalDamage = 100;
private int m_FireResistance, m_FireDamage;
private int m_ColdResistance, m_ColdDamage;
private int m_PoisonResistance, m_PoisonDamage;
private int m_EnergyResistance, m_EnergyDamage;
private List<Mobile> m_Owners;
private List<Mobile> m_Friends;
private bool m_IsStabled;
private bool m_HasGeneratedLoot; // have we generated our loot yet?
private bool m_Paragon;
#endregion
public virtual InhumanSpeech SpeechType{ get{ return null; } }
public bool IsStabled
{
get{ return m_IsStabled; }
set{ m_IsStabled = value; }
}
protected DateTime SummonEnd
{
get { return m_SummonEnd; }
set { m_SummonEnd = value; }
}
//xmlmod
public virtual bool HoldSmartSpawning
{
get
{
// dont smartspawn paragons
if(IsParagon) return true;
return false;
}
}
public virtual Faction FactionAllegiance{ get{ return null; } }
public virtual int FactionSilverWorth{ get{ return 30; } }
#region Bonding
public const bool BondingEnabled = true;
public virtual bool IsBondable{ get{ return ( BondingEnabled && !Summoned ); } }
public virtual TimeSpan BondingDelay{ get{ return TimeSpan.FromDays( 1.0 ); } }
public virtual TimeSpan BondingAbandonDelay{ get{ return TimeSpan.FromDays( 1.0 ); } }
public override bool CanRegenHits{ get{ return !m_IsDeadPet && base.CanRegenHits; } }
public override bool CanRegenStam{ get{ return !m_IsDeadPet && base.CanRegenStam; } }
public override bool CanRegenMana{ get{ return !m_IsDeadPet && base.CanRegenMana; } }
public override bool IsDeadBondedPet{ get{ return m_IsDeadPet; } }
private bool m_IsBonded;
private bool m_IsDeadPet;
private DateTime m_BondingBegin;
private DateTime m_OwnerAbandonTime;
[CommandProperty( AccessLevel.GameMaster )]
public Mobile LastOwner
{
get
{
if ( m_Owners == null || m_Owners.Count == 0 )
return null;
return m_Owners[m_Owners.Count - 1];
}
}
[CommandProperty( AccessLevel.GameMaster )]
public bool IsBonded
{
get{ return m_IsBonded; }
set{ m_IsBonded = value; InvalidateProperties(); }
}
public bool IsDeadPet
{
get{ return m_IsDeadPet; }
set{ m_IsDeadPet = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime BondingBegin
{
get{ return m_BondingBegin; }
set{ m_BondingBegin = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime OwnerAbandonTime
{
get{ return m_OwnerAbandonTime; }
set{ m_OwnerAbandonTime = value; }
}
#endregion
public virtual double WeaponAbilityChance{ get{ return 0.4; } }
public virtual WeaponAbility GetWeaponAbility()
{
return null;
}
#region Elemental Resistance/Damage
public override int BasePhysicalResistance{ get{ return m_PhysicalResistance; } }
public override int BaseFireResistance{ get{ return m_FireResistance; } }
public override int BaseColdResistance{ get{ return m_ColdResistance; } }
public override int BasePoisonResistance{ get{ return m_PoisonResistance; } }
public override int BaseEnergyResistance{ get{ return m_EnergyResistance; } }
[CommandProperty( AccessLevel.GameMaster )]
public int PhysicalResistanceSeed{ get{ return m_PhysicalResistance; } set{ m_PhysicalResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int FireResistSeed{ get{ return m_FireResistance; } set{ m_FireResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int ColdResistSeed{ get{ return m_ColdResistance; } set{ m_ColdResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int PoisonResistSeed{ get{ return m_PoisonResistance; } set{ m_PoisonResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int EnergyResistSeed{ get{ return m_EnergyResistance; } set{ m_EnergyResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int PhysicalDamage{ get{ return m_PhysicalDamage; } set{ m_PhysicalDamage = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public int FireDamage{ get{ return m_FireDamage; } set{ m_FireDamage = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public int ColdDamage{ get{ return m_ColdDamage; } set{ m_ColdDamage = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public int PoisonDamage{ get{ return m_PoisonDamage; } set{ m_PoisonDamage = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public int EnergyDamage{ get{ return m_EnergyDamage; } set{ m_EnergyDamage = value; } }
#endregion
[CommandProperty( AccessLevel.GameMaster )]
public bool IsParagon
{
get{ return m_Paragon; }
set
{
if ( m_Paragon == value )
return;
else if ( value )
Paragon.Convert( this );
else
Paragon.UnConvert( this );
m_Paragon = value;
InvalidateProperties();
}
}
public virtual FoodType FavoriteFood{ get{ return FoodType.Meat; } }
public virtual PackInstinct PackInstinct{ get{ return PackInstinct.None; } }
public List<Mobile> Owners { get { return m_Owners; } }
public virtual bool AllowMaleTamer{ get{ return true; } }
public virtual bool AllowFemaleTamer{ get{ return true; } }
public virtual bool SubdueBeforeTame{ get{ return false; } }
public virtual bool StatLossAfterTame{ get{ return SubdueBeforeTame; } }
public virtual bool Commandable{ get{ return true; } }
public virtual Poison HitPoison{ get{ return null; } }
public virtual double HitPoisonChance{ get{ return 0.5; } }
public virtual Poison PoisonImmune{ get{ return null; } }
public virtual bool BardImmune{ get{ return false; } }
public virtual bool Unprovokable{ get{ return BardImmune || m_IsDeadPet; } }
public virtual bool Uncalmable{ get{ return BardImmune || m_IsDeadPet; } }
public virtual bool BleedImmune{ get{ return false; } }
public virtual double BonusPetDamageScalar{ get{ return 1.0; } }
public virtual bool DeathAdderCharmable{ get{ return false; } }
//TODO: Find the pub 31 tweaks to the DispelDifficulty and apply them of course.
public virtual double DispelDifficulty{ get{ return 0.0; } } // at this skill level we dispel 50% chance
public virtual double DispelFocus{ get{ return 20.0; } } // at difficulty - focus we have 0%, at difficulty + focus we have 100%
#region Breath ability, like dragon fire breath
private DateTime m_NextBreathTime;
// Must be overriden in subclass to enable
public virtual bool HasBreath{ get{ return false; } }
// Base damage given is: CurrentHitPoints * BreathDamageScalar
public virtual double BreathDamageScalar{ get{ return (Core.AOS ? 0.16 : 0.05); } }
// Min/max seconds until next breath
public virtual double BreathMinDelay{ get{ return 10.0; } }
public virtual double BreathMaxDelay{ get{ return 15.0; } }
// Creature stops moving for 1.0 seconds while breathing
public virtual double BreathStallTime{ get{ return 1.0; } }
// Effect is sent 1.3 seconds after BreathAngerSound and BreathAngerAnimation is played
public virtual double BreathEffectDelay{ get{ return 1.3; } }
// Damage is given 1.0 seconds after effect is sent
public virtual double BreathDamageDelay{ get{ return 1.0; } }
public virtual int BreathRange{ get{ return RangePerception; } }
// Damage types
public virtual int BreathPhysicalDamage{ get{ return 0; } }
public virtual int BreathFireDamage{ get{ return 100; } }
public virtual int BreathColdDamage{ get{ return 0; } }
public virtual int BreathPoisonDamage{ get{ return 0; } }
public virtual int BreathEnergyDamage{ get{ return 0; } }
// Effect details and sound
public virtual int BreathEffectItemID{ get{ return 0x36D4; } }
public virtual int BreathEffectSpeed{ get{ return 5; } }
public virtual int BreathEffectDuration{ get{ return 0; } }
public virtual bool BreathEffectExplodes{ get{ return false; } }
public virtual bool BreathEffectFixedDir{ get{ return false; } }
public virtual int BreathEffectHue{ get{ return 0; } }
public virtual int BreathEffectRenderMode{ get{ return 0; } }
public virtual int BreathEffectSound{ get{ return 0x227; } }
// Anger sound/animations
public virtual int BreathAngerSound{ get{ return GetAngerSound(); } }
public virtual int BreathAngerAnimation{ get{ return 12; } }
public virtual void BreathStart( Mobile target )
{
BreathStallMovement();
BreathPlayAngerSound();
BreathPlayAngerAnimation();
this.Direction = this.GetDirectionTo( target );
Timer.DelayCall( TimeSpan.FromSeconds( BreathEffectDelay ), new TimerStateCallback( BreathEffect_Callback ), target );
}
public virtual void BreathStallMovement()
{
if ( m_AI != null )
m_AI.NextMove = DateTime.Now + TimeSpan.FromSeconds( BreathStallTime );
}
public virtual void BreathPlayAngerSound()
{
PlaySound( BreathAngerSound );
}
public virtual void BreathPlayAngerAnimation()
{
Animate( BreathAngerAnimation, 5, 1, true, false, 0 );
}
public virtual void BreathEffect_Callback( object state )
{
Mobile target = (Mobile)state;
if ( !target.Alive || !CanBeHarmful( target ) )
return;
BreathPlayEffectSound();
BreathPlayEffect( target );
Timer.DelayCall( TimeSpan.FromSeconds( BreathDamageDelay ), new TimerStateCallback( BreathDamage_Callback ), target );
}
public virtual void BreathPlayEffectSound()
{
PlaySound( BreathEffectSound );
}
public virtual void BreathPlayEffect( Mobile target )
{
Effects.SendMovingEffect( this, target, BreathEffectItemID,
BreathEffectSpeed, BreathEffectDuration, BreathEffectFixedDir,
BreathEffectExplodes, BreathEffectHue, BreathEffectRenderMode );
}
public virtual void BreathDamage_Callback( object state )
{
Mobile target = (Mobile)state;
if ( CanBeHarmful( target ) )
{
DoHarmful( target );
BreathDealDamage( target );
}
}
public virtual void BreathDealDamage( Mobile target )
{
int physDamage = BreathPhysicalDamage;
int fireDamage = BreathFireDamage;
int coldDamage = BreathColdDamage;
int poisDamage = BreathPoisonDamage;
int nrgyDamage = BreathEnergyDamage;
if ( physDamage == 0 && fireDamage == 0 && coldDamage == 0 && poisDamage == 0 && nrgyDamage == 0 )
{ // Unresistable damage even in AOS
target.Damage( BreathComputeDamage(), this );
}
else
{
AOS.Damage( target, this, BreathComputeDamage(), physDamage, fireDamage, coldDamage, poisDamage, nrgyDamage );
}
}
public virtual int BreathComputeDamage()
{
int damage = (int)(Hits * BreathDamageScalar);
if ( IsParagon )
damage = (int)(damage / Paragon.HitsBuff);
return damage;
}
#endregion
#region Spill Acid
public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage )
{
SpillAcid( duration, minDamage, maxDamage, null, 1, 1 );
}
public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, Mobile target )
{
SpillAcid( duration, minDamage, maxDamage, target, 1, 1 );
}
public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, int count )
{
SpillAcid( duration, minDamage, maxDamage, null, count, count );
}
public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, int minAmount, int maxAmount )
{
SpillAcid( duration, minDamage, maxDamage, null, minAmount, maxAmount );
}
public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, Mobile target, int count )
{
SpillAcid( duration, minDamage, maxDamage, target, count, count );
}
public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, Mobile target, int minAmount, int maxAmount )
{
if ( (target != null && target.Map == null) || this.Map == null )
return;
int pools = Utility.RandomMinMax( minAmount, maxAmount );
for ( int i = 0; i < pools; ++i )
{
PoolOfAcid acid = new PoolOfAcid( duration, minDamage, maxDamage );
if ( target != null && target.Map != null )
{
acid.MoveToWorld( target.Location, target.Map );
continue;
}
bool validLocation = false;
Point3D loc = this.Location;
Map map = this.Map;
for ( int j = 0; !validLocation && j < 10; ++j )
{
int x = X + Utility.Random( 3 ) - 1;
int y = Y + Utility.Random( 3 ) - 1;
int z = map.GetAverageZ( x, y );
if ( validLocation = map.CanFit( x, y, this.Z, 16, false, false ) )
loc = new Point3D( x, y, Z );
else if ( validLocation = map.CanFit( x, y, z, 16, false, false ) )
loc = new Point3D( x, y, z );
}
acid.MoveToWorld( loc, map );
}
}
#endregion
#region Flee!!!
private DateTime m_EndFlee;
public DateTime EndFleeTime
{
get{ return m_EndFlee; }
set{ m_EndFlee = value; }
}
public virtual void StopFlee()
{
m_EndFlee = DateTime.MinValue;
}
public virtual bool CheckFlee()
{
if ( m_EndFlee == DateTime.MinValue )
return false;
if ( DateTime.Now >= m_EndFlee )
{
StopFlee();
return false;
}
return true;
}
public virtual void BeginFlee( TimeSpan maxDuration )
{
m_EndFlee = DateTime.Now + maxDuration;
}
#endregion
public BaseAI AIObject{ get{ return m_AI; } }
public const int MaxOwners = 5;
public virtual OppositionGroup OppositionGroup
{
get{ return null; }
}
#region Friends
public List<Mobile> Friends { get { return m_Friends; } }
public virtual bool AllowNewPetFriend
{
get{ return ( m_Friends == null || m_Friends.Count < 5 ); }
}
public virtual bool IsPetFriend( Mobile m )
{
return ( m_Friends != null && m_Friends.Contains( m ) );
}
public virtual void AddPetFriend( Mobile m )
{
if ( m_Friends == null )
m_Friends = new List<Mobile>();
m_Friends.Add( m );
}
public virtual void RemovePetFriend( Mobile m )
{
if ( m_Friends != null )
m_Friends.Remove( m );
}
public virtual bool IsFriend( Mobile m )
{
OppositionGroup g = this.OppositionGroup;
if ( g != null && g.IsEnemy( this, m ) )
return false;
if ( !(m is BaseCreature) )
return false;
BaseCreature c = (BaseCreature)m;
return ( m_iTeam == c.m_iTeam && ( (m_bSummoned || m_bControlled) == (c.m_bSummoned || c.m_bControlled) )/* && c.Combatant != this */);
}
#endregion
#region Allegiance
public virtual Ethics.Ethic EthicAllegiance { get { return null; } }
public enum Allegiance
{
None,
Ally,
Enemy
}
public virtual Allegiance GetFactionAllegiance( Mobile mob )
{
if ( mob == null || mob.Map != Faction.Facet || FactionAllegiance == null )
return Allegiance.None;
Faction fac = Faction.Find( mob, true );
if ( fac == null )
return Allegiance.None;
return ( fac == FactionAllegiance ? Allegiance.Ally : Allegiance.Enemy );
}
public virtual Allegiance GetEthicAllegiance( Mobile mob )
{
if ( mob == null || mob.Map != Faction.Facet || EthicAllegiance == null )
return Allegiance.None;
Ethics.Ethic ethic = Ethics.Ethic.Find( mob, true );
if ( ethic == null )
return Allegiance.None;
return ( ethic == EthicAllegiance ? Allegiance.Ally : Allegiance.Enemy );
}
#endregion
public virtual bool IsEnemy( Mobile m )
{
OppositionGroup g = this.OppositionGroup;
if ( g != null && g.IsEnemy( this, m ) )
return true;
if ( m is BaseGuard )
return false;
if ( GetFactionAllegiance( m ) == Allegiance.Ally )
return false;
Ethics.Ethic ourEthic = EthicAllegiance;
Ethics.Player pl = Ethics.Player.Find( m, true );
if ( pl != null && pl.IsShielded && ( ourEthic == null || ourEthic == pl.Ethic ) )
return false;
if ( !(m is BaseCreature) || m is Server.Engines.Quests.Haven.MilitiaFighter )
return true;
if( TransformationSpellHelper.UnderTransformation( m, typeof( EtherealVoyageSpell ) ) )
return false;
BaseCreature c = (BaseCreature)m;
return ( m_iTeam != c.m_iTeam || ( (m_bSummoned || m_bControlled) != (c.m_bSummoned || c.m_bControlled) )/* || c.Combatant == this*/ );
}
public override string ApplyNameSuffix( string suffix )
{
if ( IsParagon )
{
if ( suffix.Length == 0 )
suffix = "(Paragon)";
else
suffix = String.Concat( suffix, " (Paragon)" );
}
return base.ApplyNameSuffix( suffix );
}
public virtual bool CheckControlChance( Mobile m )
{
if ( GetControlChance( m ) > Utility.RandomDouble() )
{
Loyalty += 1;
return true;
}
PlaySound( GetAngerSound() );
if ( Body.IsAnimal )
Animate( 10, 5, 1, true, false, 0 );
else if ( Body.IsMonster )
Animate( 18, 5, 1, true, false, 0 );
Loyalty -= 3;
return false;
}
public virtual bool CanBeControlledBy( Mobile m )
{
return ( GetControlChance( m ) > 0.0 );
}
public double GetControlChance( Mobile m )
{
return GetControlChance( m, false );
}
public virtual double GetControlChance( Mobile m, bool useBaseSkill )
{
if ( m_dMinTameSkill <= 29.1 || m_bSummoned || m.AccessLevel >= AccessLevel.GameMaster )
return 1.0;
double dMinTameSkill = m_dMinTameSkill;
if ( dMinTameSkill > -24.9 && Server.SkillHandlers.AnimalTaming.CheckMastery( m, this ) )
dMinTameSkill = -24.9;
int taming = (int)((useBaseSkill ? m.Skills[SkillName.AnimalTaming].Base : m.Skills[SkillName.AnimalTaming].Value ) * 10);
int lore = (int)((useBaseSkill ? m.Skills[SkillName.AnimalLore].Base : m.Skills[SkillName.AnimalLore].Value )* 10);
int difficulty = (int)(dMinTameSkill * 10);
int weighted = ((taming * 4) + lore) / 5;
int bonus = weighted - difficulty;
int chance;
if ( bonus <= 0 )
chance = 700 + (bonus * 14);
else
chance = 700 + (bonus * 6);
if ( chance >= 0 && chance < 200 )
chance = 200;
else if ( chance > 990 )
chance = 990;
chance -= (MaxLoyalty - m_Loyalty) * 10;
return ( (double)chance / 1000 );
}
private static Type[] m_AnimateDeadTypes = new Type[]
{
typeof( MoundOfMaggots ), typeof( HellSteed ), typeof( SkeletalMount ),
typeof( WailingBanshee ), typeof( Wraith ), typeof( SkeletalDragon ),
typeof( LichLord ), typeof( FleshGolem ), typeof( Lich ),
typeof( SkeletalKnight ), typeof( BoneKnight ), typeof( Mummy ),
typeof( SkeletalMage ), typeof( BoneMagi ), typeof( PatchworkSkeleton )
};
public virtual bool IsAnimatedDead
{
get
{
if ( !Summoned )
return false;
Type type = this.GetType();
bool contains = false;
for ( int i = 0; !contains && i < m_AnimateDeadTypes.Length; ++i )
contains = ( type == m_AnimateDeadTypes[i] );
return contains;
}
}
public override void Damage( int amount, Mobile from )
{
int oldHits = this.Hits;
if ( Core.AOS && !this.Summoned && this.Controlled && 0.2 > Utility.RandomDouble() )
amount = (int)(amount * BonusPetDamageScalar);
if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
amount = (int)(amount * 1.25);
Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath( from );
if ( oath == this )
{
amount = (int)(amount * 1.1);
from.Damage( amount, from );
}
#region Mondain's Legacy
if ( from != null && from.Talisman is BaseTalisman )
{
BaseTalisman talisman = (BaseTalisman) from.Talisman;
if ( talisman.Slayer != TalismanSlayerName.None && TalismanSlayer.Check( talisman.Slayer, this ) )
amount *= 2;
}
#endregion
base.Damage( amount, from );
if ( SubdueBeforeTame && !Controlled )
{
if ( (oldHits > (this.HitsMax / 10)) && (this.Hits <= (this.HitsMax / 10)) )
PublicOverheadMessage( MessageType.Regular, 0x3B2, false, "* The creature has been beaten into subjugation! *" );
}
}
public virtual bool DeleteCorpseOnDeath
{
get
{
return !Core.AOS && m_bSummoned;
}
}
public override void SetLocation( Point3D newLocation, bool isTeleport )
{
base.SetLocation( newLocation, isTeleport );
if ( isTeleport && m_AI != null )
m_AI.OnTeleported();
}
public override void OnBeforeSpawn( Point3D location, Map m )
{
if ( Paragon.CheckConvert( this, location, m ) )
IsParagon = true;
base.OnBeforeSpawn( location, m );
}
public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
{
if ( !Alive || IsDeadPet )
return ApplyPoisonResult.Immune;
if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
poison = PoisonImpl.IncreaseLevel( poison );
ApplyPoisonResult result = base.ApplyPoison( from, poison );
if ( from != null && result == ApplyPoisonResult.Poisoned && PoisonTimer is PoisonImpl.PoisonTimer )
(PoisonTimer as PoisonImpl.PoisonTimer).From = from;
return result;
}
public override bool CheckPoisonImmunity( Mobile from, Poison poison )
{
if ( base.CheckPoisonImmunity( from, poison ) )
return true;
Poison p = this.PoisonImmune;
return ( p != null && p.Level >= poison.Level );
}
[CommandProperty( AccessLevel.GameMaster )]
public int Loyalty
{
get
{
return m_Loyalty;
}
set
{
m_Loyalty = Math.Min( Math.Max( value, 0 ), MaxLoyalty );
}
}
[CommandProperty( AccessLevel.GameMaster )]
public WayPoint CurrentWayPoint
{
get
{
return m_CurrentWayPoint;
}
set
{
m_CurrentWayPoint = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Point2D TargetLocation
{
get
{
return m_TargetLocation;
}
set
{
m_TargetLocation = value;
}
}
public virtual Mobile ConstantFocus{ get{ return null; } }
public virtual bool DisallowAllMoves
{
get
{
return false;
}
}
public virtual bool InitialInnocent
{
get
{
return false;
}
}
public virtual bool AlwaysMurderer
{
get
{
return false;
}
}
public virtual bool AlwaysAttackable
{
get
{
return false;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public virtual int DamageMin{ get{ return m_DamageMin; } set{ m_DamageMin = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public virtual int DamageMax{ get{ return m_DamageMax; } set{ m_DamageMax = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public override int HitsMax
{
get
{
if ( m_HitsMax >= 0 )
return m_HitsMax;
return Str;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int HitsMaxSeed
{
get{ return m_HitsMax; }
set{ m_HitsMax = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public override int StamMax
{
get
{
if ( m_StamMax >= 0 )
return m_StamMax;
return Dex;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int StamMaxSeed
{
get{ return m_StamMax; }
set{ m_StamMax = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public override int ManaMax
{
get
{
if ( m_ManaMax >= 0 )
return m_ManaMax;
return Int;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int ManaMaxSeed
{
get{ return m_ManaMax; }
set{ m_ManaMax = value; }
}
public virtual bool CanOpenDoors
{
get
{
return !this.Body.IsAnimal && !this.Body.IsSea;
}
}
public virtual bool CanMoveOverObstacles
{
get
{
return Core.AOS || this.Body.IsMonster;
}
}
public virtual bool CanDestroyObstacles
{
get
{
// to enable breaking of furniture, 'return CanMoveOverObstacles;'
return false;
}
}
public void Unpacify()
{
BardEndTime = DateTime.Now;
BardPacified = false;
}
private HonorContext m_ReceivedHonorContext;
public HonorContext ReceivedHonorContext{ get{ return m_ReceivedHonorContext; } set{ m_ReceivedHonorContext = value; } }
public override void OnDamage( int amount, Mobile from, bool willKill )
{
if ( BardPacified && (HitsMax - Hits) * 0.001 > Utility.RandomDouble() )
Unpacify();
int disruptThreshold;
//NPCs can use bandages too!
if( !Core.AOS )
disruptThreshold = 0;
else if( from != null && from.Player )
disruptThreshold = 18;
else
disruptThreshold = 25;
if( amount > disruptThreshold )
{
BandageContext c = BandageContext.GetContext( this );
if( c != null )
c.Slip();
}
if( Confidence.IsRegenerating( this ) )
Confidence.StopRegenerating( this );
WeightOverloading.FatigueOnDamage( this, amount );
InhumanSpeech speechType = this.SpeechType;
if ( speechType != null && !willKill )
speechType.OnDamage( this, amount );
if ( m_ReceivedHonorContext != null )
m_ReceivedHonorContext.OnTargetDamaged( from, amount );
base.OnDamage( amount, from, willKill );
}
public virtual void OnDamagedBySpell( Mobile from )
{
}
#region Alter[...]Damage From/To
public virtual void AlterDamageScalarFrom( Mobile caster, ref double scalar )
{
}
public virtual void AlterDamageScalarTo( Mobile target, ref double scalar )
{
}
public virtual void AlterSpellDamageFrom( Mobile from, ref int damage )
{
}
public virtual void AlterSpellDamageTo( Mobile to, ref int damage )
{
}
public virtual void AlterMeleeDamageFrom( Mobile from, ref int damage )
{
#region Mondain's Legacy
if ( from != null && from.Talisman is BaseTalisman )
{
BaseTalisman talisman = (BaseTalisman) from.Talisman;
if ( talisman.Killer != null && talisman.Killer.Type != null )
{
Type type = talisman.Killer.Type;
if ( type == GetType() )
damage *= 1 + (int) (((double) talisman.Killer.Amount) / 100);
}
}
#endregion
}
public virtual void AlterMeleeDamageTo( Mobile to, ref int damage )
{
}
#endregion
public virtual void CheckReflect( Mobile caster, ref bool reflect )
{
}
public virtual void OnCarve( Mobile from, Corpse corpse )
{
int feathers = Feathers;
int wool = Wool;
int meat = Meat;
int hides = Hides;
int scales = Scales;
if ( (feathers == 0 && wool == 0 && meat == 0 && hides == 0 && scales == 0) || Summoned || IsBonded )
{
from.SendLocalizedMessage( 500485 ); // You see nothing useful to carve from the corpse.
}
else
{
if( Core.ML && from.Race == Race.Human )
{
hides = (int)Math.Ceiling( hides * 1.1 ); //10% Bonus Only applies to Hides, Ore & Logs
}
if ( corpse.Map == Map.Felucca )
{
feathers *= 2;
wool *= 2;
hides *= 2;
}
new Blood( 0x122D ).MoveToWorld( corpse.Location, corpse.Map );
if ( feathers != 0 )
{
corpse.DropItem( new Feather( feathers ) );
from.SendLocalizedMessage( 500479 ); // You pluck the bird. The feathers are now on the corpse.
}
if ( wool != 0 )
{
corpse.DropItem( MakeInstanceOwner( new Wool( wool ), from ) );
from.SendLocalizedMessage( 500483 ); // You shear it, and the wool is now on the corpse.
}
if ( meat != 0 )
{
if ( MeatType == MeatType.Ribs )
corpse.DropItem( MakeInstanceOwner( new RawRibs( meat ), from ) );
else if ( MeatType == MeatType.Bird )
corpse.DropItem( MakeInstanceOwner( new RawBird( meat ), from ) );
else if ( MeatType == MeatType.LambLeg )
corpse.DropItem( MakeInstanceOwner( new RawLambLeg( meat ), from ) );
from.SendLocalizedMessage( 500467 ); // You carve some meat, which remains on the corpse.
}
if ( hides != 0 )
{
if ( HideType == HideType.Regular )
corpse.DropItem( MakeInstanceOwner( new Hides( hides ), from ) );
else if ( HideType == HideType.Spined )
corpse.DropItem( MakeInstanceOwner( new SpinedHides( hides ), from ) );
else if ( HideType == HideType.Horned )
corpse.DropItem( MakeInstanceOwner( new HornedHides( hides ), from ) );
else if ( HideType == HideType.Barbed )
corpse.DropItem( MakeInstanceOwner( new BarbedHides( hides ), from ) );
from.SendLocalizedMessage( 500471 ); // You skin it, and the hides are now in the corpse.
}
if ( scales != 0 )
{
ScaleType sc = this.ScaleType;
switch ( sc )
{
case ScaleType.Red: corpse.DropItem( MakeInstanceOwner( new RedScales( scales ), from ) ); break;
case ScaleType.Yellow: corpse.DropItem( MakeInstanceOwner( new YellowScales( scales ), from ) ); break;
case ScaleType.Black: corpse.DropItem( MakeInstanceOwner( new BlackScales( scales ), from ) ); break;
case ScaleType.Green: corpse.DropItem( MakeInstanceOwner( new GreenScales( scales ), from ) ); break;
case ScaleType.White: corpse.DropItem( MakeInstanceOwner( new WhiteScales( scales ), from ) ); break;
case ScaleType.Blue: corpse.DropItem( MakeInstanceOwner( new BlueScales( scales ), from ) ); break;
case ScaleType.All:
{
corpse.DropItem( MakeInstanceOwner( new RedScales( scales ), from ) );
corpse.DropItem( MakeInstanceOwner( new YellowScales( scales ), from ) );
corpse.DropItem( MakeInstanceOwner( new BlackScales( scales ), from ) );
corpse.DropItem( MakeInstanceOwner( new GreenScales( scales ), from ) );
corpse.DropItem( MakeInstanceOwner( new WhiteScales( scales ), from ) );
corpse.DropItem( MakeInstanceOwner( new BlueScales( scales ), from ) );
break;
}
}
from.SendMessage( "You cut away some scales, but they remain on the corpse." );
}
corpse.Carved = true;
if ( m_CorpseFinalizerTimer == null )
m_CorpseFinalizerTimer = Timer.DelayCall( TimeSpan.FromMinutes( 5.0 ), new TimerStateCallback( FinalizeInstanceCorpse ), corpse );
if ( corpse.IsCriminalAction( from ) )
from.CriminalAction( true );
}
}
public const int DefaultRangePerception = 16;
public const int OldRangePerception = 10;
public BaseCreature(AIType ai,
FightMode mode,
int iRangePerception,
int iRangeFight,
double dActiveSpeed,
double dPassiveSpeed)
{
if ( iRangePerception == OldRangePerception )
iRangePerception = DefaultRangePerception;
m_Loyalty = MaxLoyalty; // Wonderfully Happy
m_CurrentAI = ai;
m_DefaultAI = ai;
m_iRangePerception = iRangePerception;
m_iRangeFight = iRangeFight;
m_FightMode = mode;
m_iTeam = 0;
SpeedInfo.GetSpeeds( this, ref dActiveSpeed, ref dPassiveSpeed );
m_dActiveSpeed = dActiveSpeed;
m_dPassiveSpeed = dPassiveSpeed;
m_dCurrentSpeed = dPassiveSpeed;
m_bDebugAI = false;
m_arSpellAttack = new List<Type>();
m_arSpellDefense = new List<Type>();
m_bControlled = false;
m_ControlMaster = null;
m_ControlTarget = null;
m_ControlOrder = OrderType.None;
m_bTamable = false;
m_Owners = new List<Mobile>();
m_NextReacquireTime = DateTime.Now + ReacquireDelay;
ChangeAIType(AI);
InhumanSpeech speechType = this.SpeechType;
if ( speechType != null )
speechType.OnConstruct( this );
GenerateLoot( true );
}
public BaseCreature( Serial serial ) : base( serial )
{
m_arSpellAttack = new List<Type>();
m_arSpellDefense = new List<Type>();
m_bDebugAI = false;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 16 ); // version
writer.Write( (int)m_CurrentAI );
writer.Write( (int)m_DefaultAI );
writer.Write( (int)m_iRangePerception );
writer.Write( (int)m_iRangeFight );
writer.Write( (int)m_iTeam );
writer.Write( (double)m_dActiveSpeed );
writer.Write( (double)m_dPassiveSpeed );
writer.Write( (double)m_dCurrentSpeed );
writer.Write( (int) m_pHome.X );
writer.Write( (int) m_pHome.Y );
writer.Write( (int) m_pHome.Z );
// Version 1
writer.Write( (int) m_iRangeHome );
int i=0;
writer.Write( (int) m_arSpellAttack.Count );
for ( i=0; i< m_arSpellAttack.Count; i++ )
{
writer.Write( m_arSpellAttack[i].ToString() );
}
writer.Write( (int) m_arSpellDefense.Count );
for ( i=0; i< m_arSpellDefense.Count; i++ )
{
writer.Write( m_arSpellDefense[i].ToString() );
}
// Version 2
writer.Write( (int) m_FightMode );
writer.Write( (bool) m_bControlled );
writer.Write( (Mobile) m_ControlMaster );
writer.Write( (Mobile) m_ControlTarget );
writer.Write( (Point3D) m_ControlDest );
writer.Write( (int) m_ControlOrder );
writer.Write( (double) m_dMinTameSkill );
// Removed in version 9
//writer.Write( (double) m_dMaxTameSkill );
writer.Write( (bool) m_bTamable );
writer.Write( (bool) m_bSummoned );
if ( m_bSummoned )
writer.WriteDeltaTime( m_SummonEnd );
writer.Write( (int) m_iControlSlots );
// Version 3
writer.Write( (int)m_Loyalty );
// Version 4
writer.Write( m_CurrentWayPoint );
// Verison 5
writer.Write( m_SummonMaster );
// Version 6
writer.Write( (int) m_HitsMax );
writer.Write( (int) m_StamMax );
writer.Write( (int) m_ManaMax );
writer.Write( (int) m_DamageMin );
writer.Write( (int) m_DamageMax );
// Version 7
writer.Write( (int) m_PhysicalResistance );
writer.Write( (int) m_PhysicalDamage );
writer.Write( (int) m_FireResistance );
writer.Write( (int) m_FireDamage );
writer.Write( (int) m_ColdResistance );
writer.Write( (int) m_ColdDamage );
writer.Write( (int) m_PoisonResistance );
writer.Write( (int) m_PoisonDamage );
writer.Write( (int) m_EnergyResistance );
writer.Write( (int) m_EnergyDamage );
// Version 8
writer.Write( m_Owners, true );
// Version 10
writer.Write( (bool) m_IsDeadPet );
writer.Write( (bool) m_IsBonded );
writer.Write( (DateTime) m_BondingBegin );
writer.Write( (DateTime) m_OwnerAbandonTime );
// Version 11
writer.Write( (bool) m_HasGeneratedLoot );
// Version 12
writer.Write( (bool) m_Paragon );
// Version 13
writer.Write( (bool) ( m_Friends != null && m_Friends.Count > 0 ) );
if ( m_Friends != null && m_Friends.Count > 0 )
writer.Write( m_Friends, true );
// Version 14
writer.Write( (bool)m_RemoveIfUntamed );
writer.Write( (int)m_RemoveStep );
}
private static double[] m_StandardActiveSpeeds = new double[]
{
0.175, 0.1, 0.15, 0.2, 0.25, 0.3, 0.4, 0.5, 0.6, 0.8
};
private static double[] m_StandardPassiveSpeeds = new double[]
{
0.350, 0.2, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.6, 2.0
};
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_CurrentAI = (AIType)reader.ReadInt();
m_DefaultAI = (AIType)reader.ReadInt();
m_iRangePerception = reader.ReadInt();
m_iRangeFight = reader.ReadInt();
m_iTeam = reader.ReadInt();
m_dActiveSpeed = reader.ReadDouble();
m_dPassiveSpeed = reader.ReadDouble();
m_dCurrentSpeed = reader.ReadDouble();
if ( m_iRangePerception == OldRangePerception )
m_iRangePerception = DefaultRangePerception;
m_pHome.X = reader.ReadInt();
m_pHome.Y = reader.ReadInt();
m_pHome.Z = reader.ReadInt();
if ( version >= 1 )
{
m_iRangeHome = reader.ReadInt();
int i, iCount;
iCount = reader.ReadInt();
for ( i=0; i< iCount; i++ )
{
string str = reader.ReadString();
Type type = Type.GetType( str );
if ( type != null )
{
m_arSpellAttack.Add( type );
}
}
iCount = reader.ReadInt();
for ( i=0; i< iCount; i++ )
{
string str = reader.ReadString();
Type type = Type.GetType( str );
if ( type != null )
{
m_arSpellDefense.Add( type );
}
}
}
else
{
m_iRangeHome = 0;
}
if ( version >= 2 )
{
m_FightMode = ( FightMode )reader.ReadInt();
m_bControlled = reader.ReadBool();
m_ControlMaster = reader.ReadMobile();
m_ControlTarget = reader.ReadMobile();
m_ControlDest = reader.ReadPoint3D();
m_ControlOrder = (OrderType) reader.ReadInt();
m_dMinTameSkill = reader.ReadDouble();
if ( version < 9 )
reader.ReadDouble();
m_bTamable = reader.ReadBool();
m_bSummoned = reader.ReadBool();
if ( m_bSummoned )
{
m_SummonEnd = reader.ReadDeltaTime();
new UnsummonTimer( m_ControlMaster, this, m_SummonEnd - DateTime.Now ).Start();
}
m_iControlSlots = reader.ReadInt();
}
else
{
m_FightMode = FightMode.Closest;
m_bControlled = false;
m_ControlMaster = null;
m_ControlTarget = null;
m_ControlOrder = OrderType.None;
}
if ( version >= 3 )
m_Loyalty = reader.ReadInt();
else
m_Loyalty = MaxLoyalty; // Wonderfully Happy
if ( version >= 4 )
m_CurrentWayPoint = reader.ReadItem() as WayPoint;
if ( version >= 5 )
m_SummonMaster = reader.ReadMobile();
if ( version >= 6 )
{
m_HitsMax = reader.ReadInt();
m_StamMax = reader.ReadInt();
m_ManaMax = reader.ReadInt();
m_DamageMin = reader.ReadInt();
m_DamageMax = reader.ReadInt();
}
if ( version >= 7 )
{
m_PhysicalResistance = reader.ReadInt();
m_PhysicalDamage = reader.ReadInt();
m_FireResistance = reader.ReadInt();
m_FireDamage = reader.ReadInt();
m_ColdResistance = reader.ReadInt();
m_ColdDamage = reader.ReadInt();
m_PoisonResistance = reader.ReadInt();
m_PoisonDamage = reader.ReadInt();
m_EnergyResistance = reader.ReadInt();
m_EnergyDamage = reader.ReadInt();
}
if ( version >= 8 )
m_Owners = reader.ReadStrongMobileList();
else
m_Owners = new List<Mobile>();
if ( version >= 10 )
{
m_IsDeadPet = reader.ReadBool();
m_IsBonded = reader.ReadBool();
m_BondingBegin = reader.ReadDateTime();
m_OwnerAbandonTime = reader.ReadDateTime();
}
if ( version >= 11 )
m_HasGeneratedLoot = reader.ReadBool();
else
m_HasGeneratedLoot = true;
if ( version >= 12 )
m_Paragon = reader.ReadBool();
else
m_Paragon = false;
if ( version >= 13 && reader.ReadBool() )
m_Friends = reader.ReadStrongMobileList();
else if ( version < 13 && m_ControlOrder >= OrderType.Unfriend )
++m_ControlOrder;
if ( version < 16 )
Loyalty *= 10;
double activeSpeed = m_dActiveSpeed;
double passiveSpeed = m_dPassiveSpeed;
SpeedInfo.GetSpeeds( this, ref activeSpeed, ref passiveSpeed );
bool isStandardActive = false;
for ( int i = 0; !isStandardActive && i < m_StandardActiveSpeeds.Length; ++i )
isStandardActive = ( m_dActiveSpeed == m_StandardActiveSpeeds[i] );
bool isStandardPassive = false;
for ( int i = 0; !isStandardPassive && i < m_StandardPassiveSpeeds.Length; ++i )
isStandardPassive = ( m_dPassiveSpeed == m_StandardPassiveSpeeds[i] );
if ( isStandardActive && m_dCurrentSpeed == m_dActiveSpeed )
m_dCurrentSpeed = activeSpeed;
else if ( isStandardPassive && m_dCurrentSpeed == m_dPassiveSpeed )
m_dCurrentSpeed = passiveSpeed;
if ( isStandardActive && !m_Paragon )
m_dActiveSpeed = activeSpeed;
if ( isStandardPassive && !m_Paragon )
m_dPassiveSpeed = passiveSpeed;
if ( version >= 14 )
{
m_RemoveIfUntamed = reader.ReadBool();
m_RemoveStep = reader.ReadInt();
}
if( version <= 14 && m_Paragon && Hue == 0x31 )
{
Hue = Paragon.Hue; //Paragon hue fixed, should now be 0x501.
}
CheckStatTimers();
ChangeAIType(m_CurrentAI);
AddFollowers();
if ( IsAnimatedDead )
Spells.Necromancy.AnimateDeadSpell.Register( m_SummonMaster, this );
}
public virtual bool IsHumanInTown()
{
return ( Body.IsHuman && Region.IsPartOf( typeof( Regions.GuardedRegion ) ) );
}
public virtual bool CheckGold( Mobile from, Item dropped )
{
if ( dropped is Gold )
return OnGoldGiven( from, (Gold)dropped );
return false;
}
public virtual bool OnGoldGiven( Mobile from, Gold dropped )
{
if ( CheckTeachingMatch( from ) )
{
if ( Teach( m_Teaching, from, dropped.Amount, true ) )
{
dropped.Delete();
return true;
}
}
else if ( IsHumanInTown() )
{
Direction = GetDirectionTo( from );
int oldSpeechHue = this.SpeechHue;
this.SpeechHue = 0x23F;
SayTo( from, "Thou art giving me gold?" );
if ( dropped.Amount >= 400 )
SayTo( from, "'Tis a noble gift." );
else
SayTo( from, "Money is always welcome." );
this.SpeechHue = 0x3B2;
SayTo( from, 501548 ); // I thank thee.
this.SpeechHue = oldSpeechHue;
dropped.Delete();
return true;
}
return false;
}
public override bool ShouldCheckStatTimers{ get{ return false; } }
#region Food
private static Type[] m_Eggs = new Type[]
{
typeof( FriedEggs ), typeof( Eggs )
};
private static Type[] m_Fish = new Type[]
{
typeof( FishSteak ), typeof( RawFishSteak )
};
private static Type[] m_GrainsAndHay = new Type[]
{
typeof( BreadLoaf ), typeof( FrenchBread ), typeof( SheafOfHay )
};
private static Type[] m_Meat = new Type[]
{
/* Cooked */
typeof( Bacon ), typeof( CookedBird ), typeof( Sausage ),
typeof( Ham ), typeof( Ribs ), typeof( LambLeg ),
typeof( ChickenLeg ),
/* Uncooked */
typeof( RawBird ), typeof( RawRibs ), typeof( RawLambLeg ),
typeof( RawChickenLeg ),
/* Body Parts */
typeof( Head ), typeof( LeftArm ), typeof( LeftLeg ),
typeof( Torso ), typeof( RightArm ), typeof( RightLeg )
};
private static Type[] m_FruitsAndVegies = new Type[]
{
typeof( HoneydewMelon ), typeof( YellowGourd ), typeof( GreenGourd ),
typeof( Banana ), typeof( Bananas ), typeof( Lemon ), typeof( Lime ),
typeof( Dates ), typeof( Grapes ), typeof( Peach ), typeof( Pear ),
typeof( Apple ), typeof( Watermelon ), typeof( Squash ),
typeof( Cantaloupe ), typeof( Carrot ), typeof( Cabbage ),
typeof( Onion ), typeof( Lettuce ), typeof( Pumpkin )
};
private static Type[] m_Gold = new Type[]
{
// white wyrms eat gold..
typeof( Gold )
};
public virtual bool CheckFoodPreference( Item f )
{
if ( CheckFoodPreference( f, FoodType.Eggs, m_Eggs ) )
return true;
if ( CheckFoodPreference( f, FoodType.Fish, m_Fish ) )
return true;
if ( CheckFoodPreference( f, FoodType.GrainsAndHay, m_GrainsAndHay ) )
return true;
if ( CheckFoodPreference( f, FoodType.Meat, m_Meat ) )
return true;
if ( CheckFoodPreference( f, FoodType.FruitsAndVegies, m_FruitsAndVegies ) )
return true;
if ( CheckFoodPreference( f, FoodType.Gold, m_Gold ) )
return true;
return false;
}
public virtual bool CheckFoodPreference( Item fed, FoodType type, Type[] types )
{
if ( (FavoriteFood & type) == 0 )
return false;
Type fedType = fed.GetType();
bool contains = false;
for ( int i = 0; !contains && i < types.Length; ++i )
contains = ( fedType == types[i] );
return contains;
}
public virtual bool CheckFeed( Mobile from, Item dropped )
{
if ( !IsDeadPet && Controlled && (ControlMaster == from || IsPetFriend( from )) && (dropped is Food || dropped is Gold || dropped is CookableFood || dropped is Head || dropped is LeftArm || dropped is LeftLeg || dropped is Torso || dropped is RightArm || dropped is RightLeg) )
{
Item f = dropped;
if ( CheckFoodPreference( f ) )
{
int amount = f.Amount;
if ( amount > 0 )
{
bool happier = false;
int stamGain;
if ( f is Gold )
stamGain = amount - 50;
else
stamGain = (amount * 15) - 50;
if ( stamGain > 0 )
Stam += stamGain;
if ( Core.SE )
{
if ( m_Loyalty < MaxLoyalty )
{
m_Loyalty = MaxLoyalty;
happier = true;
}
}
else
{
for ( int i = 0; i < amount; ++i )
{
if ( m_Loyalty < MaxLoyalty && 0.5 >= Utility.RandomDouble() )
{
m_Loyalty += 10;
happier = true;
}
}
}
if ( happier )
SayTo( from, 502060 ); // Your pet looks happier.
if ( Body.IsAnimal )
Animate( 3, 5, 1, true, false, 0 );
else if ( Body.IsMonster )
Animate( 17, 5, 1, true, false, 0 );
if ( IsBondable && !IsBonded )
{
Mobile master = m_ControlMaster;
if ( master != null && master == from ) //So friends can't start the bonding process
{
if ( m_dMinTameSkill <= 29.1 || master.Skills[SkillName.AnimalTaming].Base >= m_dMinTameSkill || GetControlChance( master, true ) >= 1.0 )
{
if ( BondingBegin == DateTime.MinValue )
{
BondingBegin = DateTime.Now;
}
else if ( (BondingBegin + BondingDelay) <= DateTime.Now )
{
IsBonded = true;
BondingBegin = DateTime.MinValue;
from.SendLocalizedMessage( 1049666 ); // Your pet has bonded with you!
}
}
else if( Core.ML )
{
from.SendLocalizedMessage( 1075268 ); // Your pet cannot form a bond with you until your animal taming ability has risen.
}
}
}
dropped.Delete();
return true;
}
}
}
return false;
}
#endregion
public virtual bool CanAngerOnTame{ get{ return false; } }
#region OnAction[...]
public virtual void OnActionWander()
{
}
public virtual void OnActionCombat()
{
}
public virtual void OnActionGuard()
{
}
public virtual void OnActionFlee()
{
}
public virtual void OnActionInteract()
{
}
public virtual void OnActionBackoff()
{
}
#endregion
public override bool OnDragDrop( Mobile from, Item dropped )
{
if ( CheckFeed( from, dropped ) )
return true;
else if ( CheckGold( from, dropped ) )
return true;
return base.OnDragDrop( from, dropped );
}
protected virtual BaseAI ForcedAI { get { return null; } }
public void ChangeAIType( AIType NewAI )
{
if ( m_AI != null )
m_AI.m_Timer.Stop();
if( ForcedAI != null )
{
m_AI = ForcedAI;
return;
}
m_AI = null;
switch ( NewAI )
{
case AIType.AI_Melee:
m_AI = new MeleeAI(this);
break;
case AIType.AI_Animal:
m_AI = new AnimalAI(this);
break;
case AIType.AI_Berserk:
m_AI = new BerserkAI(this);
break;
case AIType.AI_Archer:
m_AI = new ArcherAI(this);
break;
case AIType.AI_Healer:
m_AI = new HealerAI(this);
break;
case AIType.AI_Vendor:
m_AI = new VendorAI(this);
break;
case AIType.AI_Mage:
m_AI = new MageAI(this);
break;
case AIType.AI_Predator:
//m_AI = new PredatorAI(this);
m_AI = new MeleeAI(this);
break;
case AIType.AI_Thief:
m_AI = new ThiefAI(this);
break;
#region Mondain's Legacy
case AIType.AI_Necromage:
m_AI = new NecromageAI(this);
break;
#endregion
case AIType.AI_Ninja:
m_AI = new NinjaAI(this);
break;
}
}
public void ChangeAIToDefault()
{
ChangeAIType(m_DefaultAI);
}
[CommandProperty( AccessLevel.GameMaster )]
public AIType AI
{
get
{
return m_CurrentAI;
}
set
{
m_CurrentAI = value;
if (m_CurrentAI == AIType.AI_Use_Default)
{
m_CurrentAI = m_DefaultAI;
}
ChangeAIType(m_CurrentAI);
}
}
[CommandProperty( AccessLevel.Administrator )]
public bool Debug
{
get
{
return m_bDebugAI;
}
set
{
m_bDebugAI = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int Team
{
get
{
return m_iTeam;
}
set
{
m_iTeam = value;
OnTeamChange();
}
}
public virtual void OnTeamChange()
{
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile FocusMob
{
get
{
return m_FocusMob;
}
set
{
m_FocusMob = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public FightMode FightMode
{
get
{
return m_FightMode;
}
set
{
m_FightMode = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int RangePerception
{
get
{
return m_iRangePerception;
}
set
{
m_iRangePerception = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int RangeFight
{
get
{
return m_iRangeFight;
}
set
{
m_iRangeFight = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int RangeHome
{
get
{
return m_iRangeHome;
}
set
{
m_iRangeHome = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public double ActiveSpeed
{
get
{
return m_dActiveSpeed;
}
set
{
m_dActiveSpeed = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public double PassiveSpeed
{
get
{
return m_dPassiveSpeed;
}
set
{
m_dPassiveSpeed = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public double CurrentSpeed
{
get
{
return m_dCurrentSpeed;
}
set
{
if ( m_dCurrentSpeed != value )
{
m_dCurrentSpeed = value;
if (m_AI != null)
m_AI.OnCurrentSpeedChanged();
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Point3D Home
{
get
{
return m_pHome;
}
set
{
m_pHome = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Controlled
{
get
{
return m_bControlled;
}
set
{
if ( m_bControlled == value )
return;
m_bControlled = value;
Delta( MobileDelta.Noto );
InvalidateProperties();
}
}
public override void RevealingAction()
{
Spells.Sixth.InvisibilitySpell.RemoveTimer( this );
base.RevealingAction();
}
public void RemoveFollowers()
{
if ( m_ControlMaster != null )
m_ControlMaster.Followers -= ControlSlots;
else if ( m_SummonMaster != null )
m_SummonMaster.Followers -= ControlSlots;
if ( m_ControlMaster != null && m_ControlMaster.Followers < 0 )
m_ControlMaster.Followers = 0;
if ( m_SummonMaster != null && m_SummonMaster.Followers < 0 )
m_SummonMaster.Followers = 0;
}
public void AddFollowers()
{
if ( m_ControlMaster != null )
m_ControlMaster.Followers += ControlSlots;
else if ( m_SummonMaster != null )
m_SummonMaster.Followers += ControlSlots;
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile ControlMaster
{
get
{
return m_ControlMaster;
}
set
{
if ( m_ControlMaster == value )
return;
RemoveFollowers();
m_ControlMaster = value;
AddFollowers();
Delta( MobileDelta.Noto );
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile SummonMaster
{
get
{
return m_SummonMaster;
}
set
{
if ( m_SummonMaster == value )
return;
RemoveFollowers();
m_SummonMaster = value;
AddFollowers();
Delta( MobileDelta.Noto );
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile ControlTarget
{
get
{
return m_ControlTarget;
}
set
{
m_ControlTarget = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Point3D ControlDest
{
get
{
return m_ControlDest;
}
set
{
m_ControlDest = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public OrderType ControlOrder
{
get
{
return m_ControlOrder;
}
set
{
m_ControlOrder = value;
if ( m_AI != null )
m_AI.OnCurrentOrderChanged();
}
}
[CommandProperty( AccessLevel.GameMaster )]
public bool BardProvoked
{
get
{
return m_bBardProvoked;
}
set
{
m_bBardProvoked = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public bool BardPacified
{
get
{
return m_bBardPacified;
}
set
{
m_bBardPacified = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile BardMaster
{
get
{
return m_bBardMaster;
}
set
{
m_bBardMaster = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile BardTarget
{
get
{
return m_bBardTarget;
}
set
{
m_bBardTarget = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime BardEndTime
{
get
{
return m_timeBardEnd;
}
set
{
m_timeBardEnd = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public double MinTameSkill
{
get
{
return m_dMinTameSkill;
}
set
{
m_dMinTameSkill = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Tamable
{
get
{
return m_bTamable && !m_Paragon;
}
set
{
m_bTamable = value;
}
}
[CommandProperty( AccessLevel.Administrator )]
public bool Summoned
{
get
{
return m_bSummoned;
}
set
{
if ( m_bSummoned == value )
return;
m_NextReacquireTime = DateTime.Now;
m_bSummoned = value;
Delta( MobileDelta.Noto );
InvalidateProperties();
}
}
[CommandProperty( AccessLevel.Administrator )]
public int ControlSlots
{
get
{
return m_iControlSlots;
}
set
{
m_iControlSlots = value;
}
}
public virtual bool NoHouseRestrictions{ get{ return false; } }
public virtual bool IsHouseSummonable{ get{ return false; } }
#region Corpse Resources
public virtual int Feathers{ get{ return 0; } }
public virtual int Wool{ get{ return 0; } }
public virtual MeatType MeatType{ get{ return MeatType.Ribs; } }
public virtual int Meat{ get{ return 0; } }
public virtual int Hides{ get{ return 0; } }
public virtual HideType HideType{ get{ return HideType.Regular; } }
public virtual int Scales{ get{ return 0; } }
public virtual ScaleType ScaleType{ get{ return ScaleType.Red; } }
#endregion
public virtual bool AutoDispel{ get{ return false; } }
public virtual double AutoDispelChance{ get { return ((Core.SE) ? .10 : 1.0); } }
public virtual bool IsScaryToPets{ get{ return false; } }
public virtual bool IsScaredOfScaryThings{ get{ return true; } }
public virtual bool CanRummageCorpses{ get{ return false; } }
public virtual void OnGotMeleeAttack( Mobile attacker )
{
if ( AutoDispel && attacker is BaseCreature && ((BaseCreature)attacker).IsDispellable && AutoDispelChance > Utility.RandomDouble() )
Dispel( attacker );
}
public virtual void Dispel( Mobile m )
{
Effects.SendLocationParticles( EffectItem.Create( m.Location, m.Map, EffectItem.DefaultDuration ), 0x3728, 8, 20, 5042 );
Effects.PlaySound( m, m.Map, 0x201 );
m.Delete();
}
public virtual bool DeleteOnRelease{ get{ return m_bSummoned; } }
public virtual void OnGaveMeleeAttack( Mobile defender )
{
Poison p = HitPoison;
if ( m_Paragon )
p = PoisonImpl.IncreaseLevel( p );
if ( p != null && HitPoisonChance >= Utility.RandomDouble() )
defender.ApplyPoison( this, p );
if( AutoDispel && defender is BaseCreature && ((BaseCreature)defender).IsDispellable && AutoDispelChance > Utility.RandomDouble() )
Dispel( defender );
}
public override void OnAfterDelete()
{
if ( m_AI != null )
{
if ( m_AI.m_Timer != null )
m_AI.m_Timer.Stop();
m_AI = null;
}
FocusMob = null;
if ( IsAnimatedDead )
Spells.Necromancy.AnimateDeadSpell.Unregister( m_SummonMaster, this );
base.OnAfterDelete();
}
public void DebugSay( string text )
{
if ( m_bDebugAI )
this.PublicOverheadMessage( MessageType.Regular, 41, false, text );
}
public void DebugSay( string format, params object[] args )
{
if ( m_bDebugAI )
this.PublicOverheadMessage( MessageType.Regular, 41, false, String.Format( format, args ) );
}
/*
* This function can be overriden.. so a "Strongest" mobile, can have a different definition depending
* on who check for value
* -Could add a FightMode.Prefered
*
*/
public virtual double GetFightModeRanking( Mobile m, FightMode acqType, bool bPlayerOnly )
{
if ( ( bPlayerOnly && m.Player ) || !bPlayerOnly )
{
switch( acqType )
{
case FightMode.Strongest :
return (m.Skills[SkillName.Tactics].Value + m.Str); //returns strongest mobile
case FightMode.Weakest :
return -m.Hits; // returns weakest mobile
default :
return -GetDistanceToSqrt( m ); // returns closest mobile
}
}
else
{
return double.MinValue;
}
}
// Turn, - for left, + for right
// Basic for now, needs work
public virtual void Turn(int iTurnSteps)
{
int v = (int)Direction;
Direction = (Direction)((((v & 0x7) + iTurnSteps) & 0x7) | (v & 0x80));
}
public virtual void TurnInternal(int iTurnSteps)
{
int v = (int)Direction;
SetDirection( (Direction)((((v & 0x7) + iTurnSteps) & 0x7) | (v & 0x80)) );
}
public bool IsHurt()
{
return ( Hits != HitsMax );
}
public double GetHomeDistance()
{
return GetDistanceToSqrt( m_pHome );
}
public virtual int GetTeamSize(int iRange)
{
int iCount = 0;
foreach ( Mobile m in this.GetMobilesInRange( iRange ) )
{
if (m is BaseCreature)
{
if ( ((BaseCreature)m).Team == Team )
{
if ( !m.Deleted )
{
if ( m != this )
{
if ( CanSee( m ) )
{
iCount++;
}
}
}
}
}
}
return iCount;
}
private class TameEntry : ContextMenuEntry
{
private BaseCreature m_Mobile;
public TameEntry( Mobile from, BaseCreature creature ) : base( 6130, 6 )
{
m_Mobile = creature;
Enabled = Enabled && ( from.Female ? creature.AllowFemaleTamer : creature.AllowMaleTamer );
}
public override void OnClick()
{
if ( !Owner.From.CheckAlive() )
return;
Owner.From.TargetLocked = true;
SkillHandlers.AnimalTaming.DisableMessage = true;
if ( Owner.From.UseSkill( SkillName.AnimalTaming ) )
Owner.From.Target.Invoke( Owner.From, m_Mobile );
SkillHandlers.AnimalTaming.DisableMessage = false;
Owner.From.TargetLocked = false;
}
}
#region Teaching
public virtual bool CanTeach{ get{ return false; } }
public virtual bool CheckTeach( SkillName skill, Mobile from )
{
if ( !CanTeach )
return false;
if( skill == SkillName.Stealth && from.Skills[SkillName.Hiding].Base < ((Core.SE) ? 50.0 : 80.0) )
return false;
if ( skill == SkillName.RemoveTrap && (from.Skills[SkillName.Lockpicking].Base < 50.0 || from.Skills[SkillName.DetectHidden].Base < 50.0) )
return false;
if ( !Core.AOS && (skill == SkillName.Focus || skill == SkillName.Chivalry || skill == SkillName.Necromancy) )
return false;
return true;
}
public enum TeachResult
{
Success,
Failure,
KnowsMoreThanMe,
KnowsWhatIKnow,
SkillNotRaisable,
NotEnoughFreePoints
}
public virtual TeachResult CheckTeachSkills( SkillName skill, Mobile m, int maxPointsToLearn, ref int pointsToLearn, bool doTeach )
{
if ( !CheckTeach( skill, m ) || !m.CheckAlive() )
return TeachResult.Failure;
Skill ourSkill = Skills[skill];
Skill theirSkill = m.Skills[skill];
if ( ourSkill == null || theirSkill == null )
return TeachResult.Failure;
int baseToSet = ourSkill.BaseFixedPoint / 3;
if ( baseToSet > 420 )
baseToSet = 420;
else if ( baseToSet < 200 )
return TeachResult.Failure;
if ( baseToSet > theirSkill.CapFixedPoint )
baseToSet = theirSkill.CapFixedPoint;
pointsToLearn = baseToSet - theirSkill.BaseFixedPoint;
if ( maxPointsToLearn > 0 && pointsToLearn > maxPointsToLearn )
{
pointsToLearn = maxPointsToLearn;
baseToSet = theirSkill.BaseFixedPoint + pointsToLearn;
}
if ( pointsToLearn < 0 )
return TeachResult.KnowsMoreThanMe;
if ( pointsToLearn == 0 )
return TeachResult.KnowsWhatIKnow;
if ( theirSkill.Lock != SkillLock.Up )
return TeachResult.SkillNotRaisable;
int freePoints = m.Skills.Cap - m.Skills.Total;
int freeablePoints = 0;
if ( freePoints < 0 )
freePoints = 0;
for ( int i = 0; (freePoints + freeablePoints) < pointsToLearn && i < m.Skills.Length; ++i )
{
Skill sk = m.Skills[i];
if ( sk == theirSkill || sk.Lock != SkillLock.Down )
continue;
freeablePoints += sk.BaseFixedPoint;
}
if ( (freePoints + freeablePoints) == 0 )
return TeachResult.NotEnoughFreePoints;
if ( (freePoints + freeablePoints) < pointsToLearn )
{
pointsToLearn = freePoints + freeablePoints;
baseToSet = theirSkill.BaseFixedPoint + pointsToLearn;
}
if ( doTeach )
{
int need = pointsToLearn - freePoints;
for ( int i = 0; need > 0 && i < m.Skills.Length; ++i )
{
Skill sk = m.Skills[i];
if ( sk == theirSkill || sk.Lock != SkillLock.Down )
continue;
if ( sk.BaseFixedPoint < need )
{
need -= sk.BaseFixedPoint;
sk.BaseFixedPoint = 0;
}
else
{
sk.BaseFixedPoint -= need;
need = 0;
}
}
/* Sanity check */
if ( baseToSet > theirSkill.CapFixedPoint || (m.Skills.Total - theirSkill.BaseFixedPoint + baseToSet) > m.Skills.Cap )
return TeachResult.NotEnoughFreePoints;
theirSkill.BaseFixedPoint = baseToSet;
}
return TeachResult.Success;
}
public virtual bool CheckTeachingMatch( Mobile m )
{
if ( m_Teaching == (SkillName)(-1) )
return false;
if ( m is PlayerMobile )
return ( ((PlayerMobile)m).Learning == m_Teaching );
return true;
}
private SkillName m_Teaching = (SkillName)(-1);
public virtual bool Teach( SkillName skill, Mobile m, int maxPointsToLearn, bool doTeach )
{
int pointsToLearn = 0;
TeachResult res = CheckTeachSkills( skill, m, maxPointsToLearn, ref pointsToLearn, doTeach );
switch ( res )
{
case TeachResult.KnowsMoreThanMe:
{
Say( 501508 ); // I cannot teach thee, for thou knowest more than I!
break;
}
case TeachResult.KnowsWhatIKnow:
{
Say( 501509 ); // I cannot teach thee, for thou knowest all I can teach!
break;
}
case TeachResult.NotEnoughFreePoints:
case TeachResult.SkillNotRaisable:
{
// Make sure this skill is marked to raise. If you are near the skill cap (700 points) you may need to lose some points in another skill first.
m.SendLocalizedMessage( 501510, "", 0x22 );
break;
}
case TeachResult.Success:
{
if ( doTeach )
{
Say( 501539 ); // Let me show thee something of how this is done.
m.SendLocalizedMessage( 501540 ); // Your skill level increases.
m_Teaching = (SkillName)(-1);
if ( m is PlayerMobile )
((PlayerMobile)m).Learning = (SkillName)(-1);
}
else
{
// I will teach thee all I know, if paid the amount in full. The price is:
Say( 1019077, AffixType.Append, String.Format( " {0}", pointsToLearn ), "" );
Say( 1043108 ); // For less I shall teach thee less.
m_Teaching = skill;
if ( m is PlayerMobile )
((PlayerMobile)m).Learning = skill;
}
return true;
}
}
return false;
}
#endregion
public override void AggressiveAction( Mobile aggressor, bool criminal )
{
base.AggressiveAction( aggressor, criminal );
if ( m_AI != null )
m_AI.OnAggressiveAction( aggressor );
StopFlee();
ForceReacquire();
if ( !IsEnemy( aggressor ) )
{
Ethics.Player pl = Ethics.Player.Find( aggressor, true );
if ( pl != null && pl.IsShielded )
pl.FinishShield();
}
OrderType ct = m_ControlOrder;
if ( aggressor.ChangingCombatant && (m_bControlled || m_bSummoned) && (ct == OrderType.Come || ct == OrderType.Stay || ct == OrderType.Stop || ct == OrderType.None || ct == OrderType.Follow) )
{
ControlTarget = aggressor;
ControlOrder = OrderType.Attack;
}
else if ( Combatant == null && !m_bBardPacified )
{
Warmode = true;
Combatant = aggressor;
}
}
public override bool OnMoveOver( Mobile m )
{
if ( m is BaseCreature && !((BaseCreature)m).Controlled )
return false;
return base.OnMoveOver( m );
}
public virtual void AddCustomContextEntries( Mobile from, List<ContextMenuEntry> list )
{
}
public virtual bool CanDrop { get { return !Summoned; } }
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
{
base.GetContextMenuEntries( from, list );
if ( m_AI != null && Commandable )
m_AI.GetContextMenuEntries( from, list );
if ( m_bTamable && !m_bControlled && from.Alive )
list.Add( new TameEntry( from, this ) );
AddCustomContextEntries( from, list );
if ( CanTeach && from.Alive )
{
Skills ourSkills = this.Skills;
Skills theirSkills = from.Skills;
for ( int i = 0; i < ourSkills.Length && i < theirSkills.Length; ++i )
{
Skill skill = ourSkills[i];
Skill theirSkill = theirSkills[i];
if ( skill != null && theirSkill != null && skill.Base >= 60.0 && CheckTeach( skill.SkillName, from ) )
{
double toTeach = skill.Base / 3.0;
if ( toTeach > 42.0 )
toTeach = 42.0;
list.Add( new TeachEntry( (SkillName)i, this, from, ( toTeach > theirSkill.Base ) ) );
}
}
}
}
public override bool HandlesOnSpeech( Mobile from )
{
InhumanSpeech speechType = this.SpeechType;
if ( speechType != null && (speechType.Flags & IHSFlags.OnSpeech) != 0 && from.InRange( this, 3 ) )
return true;
return ( m_AI != null && m_AI.HandlesOnSpeech( from ) && from.InRange( this, m_iRangePerception ) );
}
public override void OnSpeech( SpeechEventArgs e )
{
InhumanSpeech speechType = this.SpeechType;
if ( speechType != null && speechType.OnSpeech( this, e.Mobile, e.Speech ) )
e.Handled = true;
else if ( !e.Handled && m_AI != null && e.Mobile.InRange( this, m_iRangePerception ) )
m_AI.OnSpeech( e );
}
public override bool IsHarmfulCriminal( Mobile target )
{
if ( (Controlled && target == m_ControlMaster) || (Summoned && target == m_SummonMaster) )
return false;
if ( target is BaseCreature && ((BaseCreature)target).InitialInnocent && !((BaseCreature)target).Controlled )
return false;
if ( target is PlayerMobile && ((PlayerMobile)target).PermaFlags.Count > 0 )
return false;
return base.IsHarmfulCriminal( target );
}
public override void CriminalAction( bool message )
{
base.CriminalAction( message );
if ( Controlled || Summoned )
{
if ( m_ControlMaster != null && m_ControlMaster.Player )
m_ControlMaster.CriminalAction( false );
else if ( m_SummonMaster != null && m_SummonMaster.Player )
m_SummonMaster.CriminalAction( false );
}
}
public override void DoHarmful( Mobile target, bool indirect )
{
base.DoHarmful( target, indirect );
if ( target == this || target == m_ControlMaster || target == m_SummonMaster || (!Controlled && !Summoned) )
return;
List<AggressorInfo> list = this.Aggressors;
for ( int i = 0; i < list.Count; ++i )
{
AggressorInfo ai = list[i];
if ( ai.Attacker == target )
return;
}
list = this.Aggressed;
for ( int i = 0; i < list.Count; ++i )
{
AggressorInfo ai = list[i];
if ( ai.Defender == target )
{
if ( m_ControlMaster != null && m_ControlMaster.Player && m_ControlMaster.CanBeHarmful( target, false ) )
m_ControlMaster.DoHarmful( target, true );
else if ( m_SummonMaster != null && m_SummonMaster.Player && m_SummonMaster.CanBeHarmful( target, false ) )
m_SummonMaster.DoHarmful( target, true );
return;
}
}
}
private static Mobile m_NoDupeGuards;
public void ReleaseGuardDupeLock()
{
m_NoDupeGuards = null;
}
public void ReleaseGuardLock()
{
EndAction( typeof( GuardedRegion ) );
}
private DateTime m_IdleReleaseTime;
public virtual bool CheckIdle()
{
if ( Combatant != null )
return false; // in combat.. not idling
if ( m_IdleReleaseTime > DateTime.MinValue )
{
// idling...
if ( DateTime.Now >= m_IdleReleaseTime )
{
m_IdleReleaseTime = DateTime.MinValue;
return false; // idle is over
}
return true; // still idling
}
if ( 95 > Utility.Random( 100 ) )
return false; // not idling, but don't want to enter idle state
m_IdleReleaseTime = DateTime.Now + TimeSpan.FromSeconds( Utility.RandomMinMax( 15, 25 ) );
if ( Body.IsHuman )
{
switch ( Utility.Random( 2 ) )
{
case 0: Animate( 5, 5, 1, true, true, 1 ); break;
case 1: Animate( 6, 5, 1, true, false, 1 ); break;
}
}
else if ( Body.IsAnimal )
{
switch ( Utility.Random( 3 ) )
{
case 0: Animate( 3, 3, 1, true, false, 1 ); break;
case 1: Animate( 9, 5, 1, true, false, 1 ); break;
case 2: Animate( 10, 5, 1, true, false, 1 ); break;
}
}
else if ( Body.IsMonster )
{
switch ( Utility.Random( 2 ) )
{
case 0: Animate( 17, 5, 1, true, false, 1 ); break;
case 1: Animate( 18, 5, 1, true, false, 1 ); break;
}
}
PlaySound( GetIdleSound() );
return true; // entered idle state
}
protected override void OnLocationChange( Point3D oldLocation )
{
Map map = this.Map;
if ( PlayerRangeSensitive && m_AI != null && map != null && map.GetSector( this.Location ).Active )
m_AI.Activate();
base.OnLocationChange( oldLocation );
}
public override void OnMovement( Mobile m, Point3D oldLocation )
{
base.OnMovement( m, oldLocation );
if ( ReacquireOnMovement || m_Paragon )
ForceReacquire();
InhumanSpeech speechType = this.SpeechType;
if ( speechType != null )
speechType.OnMovement( this, m, oldLocation );
/* Begin notice sound */
if ( (!m.Hidden || m.AccessLevel == AccessLevel.Player) && m.Player && m_FightMode != FightMode.Aggressor && m_FightMode != FightMode.None && Combatant == null && !Controlled && !Summoned )
{
// If this creature defends itself but doesn't actively attack (animal) or
// doesn't fight at all (vendor) then no notice sounds are played..
// So, players are only notified of aggressive monsters
// Monsters that are currently fighting are ignored
// Controlled or summoned creatures are ignored
if ( InRange( m.Location, 18 ) && !InRange( oldLocation, 18 ) )
{
if ( Body.IsMonster )
Animate( 11, 5, 1, true, false, 1 );
PlaySound( GetAngerSound() );
}
}
/* End notice sound */
if ( m_NoDupeGuards == m )
return;
if ( !Body.IsHuman || Kills >= 5 || AlwaysMurderer || AlwaysAttackable || m.Kills < 5 || !m.InRange( Location, 12 ) || !m.Alive )
return;
GuardedRegion guardedRegion = (GuardedRegion) this.Region.GetRegion( typeof( GuardedRegion ) );
if ( guardedRegion != null )
{
if ( !guardedRegion.IsDisabled() && guardedRegion.IsGuardCandidate( m ) && BeginAction( typeof( GuardedRegion ) ) )
{
Say( 1013037 + Utility.Random( 16 ) );
guardedRegion.CallGuards( this.Location );
Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), new TimerCallback( ReleaseGuardLock ) );
m_NoDupeGuards = m;
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ReleaseGuardDupeLock ) );
}
}
}
public void AddSpellAttack( Type type )
{
m_arSpellAttack.Add ( type );
}
public void AddSpellDefense( Type type )
{
m_arSpellDefense.Add ( type );
}
public Spell GetAttackSpellRandom()
{
if ( m_arSpellAttack.Count > 0 )
{
Type type = m_arSpellAttack[Utility.Random(m_arSpellAttack.Count)];
object[] args = {this, null};
return Activator.CreateInstance( type, args ) as Spell;
}
else
{
return null;
}
}
public Spell GetDefenseSpellRandom()
{
if ( m_arSpellDefense.Count > 0 )
{
Type type = m_arSpellDefense[Utility.Random(m_arSpellDefense.Count)];
object[] args = {this, null};
return Activator.CreateInstance( type, args ) as Spell;
}
else
{
return null;
}
}
public Spell GetSpellSpecific( Type type )
{
int i;
for( i=0; i< m_arSpellAttack.Count; i++ )
{
if( m_arSpellAttack[i] == type )
{
object[] args = { this, null };
return Activator.CreateInstance( type, args ) as Spell;
}
}
for ( i=0; i< m_arSpellDefense.Count; i++ )
{
if ( m_arSpellDefense[i] == type )
{
object[] args = {this, null};
return Activator.CreateInstance( type, args ) as Spell;
}
}
return null;
}
#region Set[...]
public void SetDamage( int val )
{
m_DamageMin = val;
m_DamageMax = val;
}
public void SetDamage( int min, int max )
{
m_DamageMin = min;
m_DamageMax = max;
}
public void SetHits( int val )
{
if ( val < 1000 && !Core.AOS )
val = (val * 100) / 60;
m_HitsMax = val;
Hits = HitsMax;
}
public void SetHits( int min, int max )
{
if ( min < 1000 && !Core.AOS )
{
min = (min * 100) / 60;
max = (max * 100) / 60;
}
m_HitsMax = Utility.RandomMinMax( min, max );
Hits = HitsMax;
}
public void SetStam( int val )
{
m_StamMax = val;
Stam = StamMax;
}
public void SetStam( int min, int max )
{
m_StamMax = Utility.RandomMinMax( min, max );
Stam = StamMax;
}
public void SetMana( int val )
{
m_ManaMax = val;
Mana = ManaMax;
}
public void SetMana( int min, int max )
{
m_ManaMax = Utility.RandomMinMax( min, max );
Mana = ManaMax;
}
public void SetStr( int val )
{
RawStr = val;
Hits = HitsMax;
}
public void SetStr( int min, int max )
{
RawStr = Utility.RandomMinMax( min, max );
Hits = HitsMax;
}
public void SetDex( int val )
{
RawDex = val;
Stam = StamMax;
}
public void SetDex( int min, int max )
{
RawDex = Utility.RandomMinMax( min, max );
Stam = StamMax;
}
public void SetInt( int val )
{
RawInt = val;
Mana = ManaMax;
}
public void SetInt( int min, int max )
{
RawInt = Utility.RandomMinMax( min, max );
Mana = ManaMax;
}
public void SetDamageType( ResistanceType type, int min, int max )
{
SetDamageType( type, Utility.RandomMinMax( min, max ) );
}
public void SetDamageType( ResistanceType type, int val )
{
switch ( type )
{
case ResistanceType.Physical: m_PhysicalDamage = val; break;
case ResistanceType.Fire: m_FireDamage = val; break;
case ResistanceType.Cold: m_ColdDamage = val; break;
case ResistanceType.Poison: m_PoisonDamage = val; break;
case ResistanceType.Energy: m_EnergyDamage = val; break;
}
}
public void SetResistance( ResistanceType type, int min, int max )
{
SetResistance( type, Utility.RandomMinMax( min, max ) );
}
public void SetResistance( ResistanceType type, int val )
{
switch ( type )
{
case ResistanceType.Physical: m_PhysicalResistance = val; break;
case ResistanceType.Fire: m_FireResistance = val; break;
case ResistanceType.Cold: m_ColdResistance = val; break;
case ResistanceType.Poison: m_PoisonResistance = val; break;
case ResistanceType.Energy: m_EnergyResistance = val; break;
}
UpdateResistances();
}
public void SetSkill( SkillName name, double val )
{
Skills[name].BaseFixedPoint = (int)(val * 10);
if ( Skills[name].Base > Skills[name].Cap )
Skills[name].Cap = Skills[name].Base;
}
public void SetSkill( SkillName name, double min, double max )
{
int minFixed = (int)(min * 10);
int maxFixed = (int)(max * 10);
Skills[name].BaseFixedPoint = Utility.RandomMinMax( minFixed, maxFixed );
if ( Skills[name].Base > Skills[name].Cap )
Skills[name].Cap = Skills[name].Base;
}
public void SetFameLevel( int level )
{
switch ( level )
{
case 1: Fame = Utility.RandomMinMax( 0, 1249 ); break;
case 2: Fame = Utility.RandomMinMax( 1250, 2499 ); break;
case 3: Fame = Utility.RandomMinMax( 2500, 4999 ); break;
case 4: Fame = Utility.RandomMinMax( 5000, 9999 ); break;
case 5: Fame = Utility.RandomMinMax( 10000, 10000 ); break;
}
}
public void SetKarmaLevel( int level )
{
switch ( level )
{
case 0: Karma = -Utility.RandomMinMax( 0, 624 ); break;
case 1: Karma = -Utility.RandomMinMax( 625, 1249 ); break;
case 2: Karma = -Utility.RandomMinMax( 1250, 2499 ); break;
case 3: Karma = -Utility.RandomMinMax( 2500, 4999 ); break;
case 4: Karma = -Utility.RandomMinMax( 5000, 9999 ); break;
case 5: Karma = -Utility.RandomMinMax( 10000, 10000 ); break;
}
}
#endregion
public static void Cap( ref int val, int min, int max )
{
if ( val < min )
val = min;
else if ( val > max )
val = max;
}
#region Pack & Loot
public void PackPotion()
{
PackItem( Loot.RandomPotion() );
}
public void PackNecroScroll( int index )
{
if ( !Core.AOS || 0.05 <= Utility.RandomDouble() )
return;
PackItem( Loot.Construct( Loot.NecromancyScrollTypes, index ) );
}
public void PackScroll( int minCircle, int maxCircle )
{
PackScroll( Utility.RandomMinMax( minCircle, maxCircle ) );
}
public void PackScroll( int circle )
{
int min = (circle - 1) * 8;
PackItem( Loot.RandomScroll( min, min + 7, SpellbookType.Regular ) );
}
public void PackMagicItems( int minLevel, int maxLevel )
{
PackMagicItems( minLevel, maxLevel, 0.30, 0.15 );
}
public void PackMagicItems( int minLevel, int maxLevel, double armorChance, double weaponChance )
{
if ( !PackArmor( minLevel, maxLevel, armorChance ) )
PackWeapon( minLevel, maxLevel, weaponChance );
}
protected bool m_Spawning;
protected int m_KillersLuck;
public virtual void GenerateLoot( bool spawning )
{
m_Spawning = spawning;
if ( !spawning )
m_KillersLuck = LootPack.GetLuckChanceForKiller( this );
GenerateLoot();
//paragon loot bonus
if ( m_Paragon )
{
if ( Fame < 1250 )
AddLoot( LootPack.AosAverage, 2 );
else if ( Fame < 2500 )
AddLoot( LootPack.AosRich, 2 );
else if ( Fame < 5000 )
AddLoot( LootPack.AosFilthyRich, 2 );
else if ( Fame < 10000 )
AddLoot( LootPack.AosUltraRich,2 );
else
AddLoot( LootPack.AosUltraRich, 3 );
}
m_Spawning = false;
m_KillersLuck = 0;
}
public virtual void GenerateLoot()
{
}
public virtual void AddLoot( LootPack pack, int amount )
{
for ( int i = 0; i < amount; ++i )
AddLoot( pack );
}
public virtual void AddLoot( LootPack pack )
{
if ( Summoned )
return;
Container backpack = Backpack;
if ( backpack == null )
{
backpack = new Backpack();
backpack.Movable = false;
AddItem( backpack );
}
pack.Generate( this, backpack, m_Spawning, m_KillersLuck );
}
public bool PackArmor( int minLevel, int maxLevel )
{
return PackArmor( minLevel, maxLevel, 1.0 );
}
public bool PackArmor( int minLevel, int maxLevel, double chance )
{
if ( chance <= Utility.RandomDouble() )
return false;
Cap( ref minLevel, 0, 5 );
Cap( ref maxLevel, 0, 5 );
if ( Core.AOS )
{
Item item = Loot.RandomArmorOrShieldOrJewelry();
if ( item == null )
return false;
int attributeCount, min, max;
GetRandomAOSStats( minLevel, maxLevel, out attributeCount, out min, out max );
if ( item is BaseArmor )
BaseRunicTool.ApplyAttributesTo( (BaseArmor)item, attributeCount, min, max );
else if ( item is BaseJewel )
BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, attributeCount, min, max );
PackItem( item );
}
else
{
BaseArmor armor = Loot.RandomArmorOrShield();
if ( armor == null )
return false;
armor.ProtectionLevel = (ArmorProtectionLevel)RandomMinMaxScaled( minLevel, maxLevel );
armor.Durability = (ArmorDurabilityLevel)RandomMinMaxScaled( minLevel, maxLevel );
PackItem( armor );
}
return true;
}
public static void GetRandomAOSStats( int minLevel, int maxLevel, out int attributeCount, out int min, out int max )
{
int v = RandomMinMaxScaled( minLevel, maxLevel );
if ( v >= 5 )
{
attributeCount = Utility.RandomMinMax( 2, 6 );
min = 20; max = 70;
}
else if ( v == 4 )
{
attributeCount = Utility.RandomMinMax( 2, 4 );
min = 20; max = 50;
}
else if ( v == 3 )
{
attributeCount = Utility.RandomMinMax( 2, 3 );
min = 20; max = 40;
}
else if ( v == 2 )
{
attributeCount = Utility.RandomMinMax( 1, 2 );
min = 10; max = 30;
}
else
{
attributeCount = 1;
min = 10; max = 20;
}
}
public static int RandomMinMaxScaled( int min, int max )
{
if ( min == max )
return min;
if ( min > max )
{
int hold = min;
min = max;
max = hold;
}
/* Example:
* min: 1
* max: 5
* count: 5
*
* total = (5*5) + (4*4) + (3*3) + (2*2) + (1*1) = 25 + 16 + 9 + 4 + 1 = 55
*
* chance for min+0 : 25/55 : 45.45%
* chance for min+1 : 16/55 : 29.09%
* chance for min+2 : 9/55 : 16.36%
* chance for min+3 : 4/55 : 7.27%
* chance for min+4 : 1/55 : 1.81%
*/
int count = max - min + 1;
int total = 0, toAdd = count;
for ( int i = 0; i < count; ++i, --toAdd )
total += toAdd*toAdd;
int rand = Utility.Random( total );
toAdd = count;
int val = min;
for ( int i = 0; i < count; ++i, --toAdd, ++val )
{
rand -= toAdd*toAdd;
if ( rand < 0 )
break;
}
return val;
}
public bool PackSlayer()
{
return PackSlayer( 0.05 );
}
public bool PackSlayer( double chance )
{
if ( chance <= Utility.RandomDouble() )
return false;
if ( Utility.RandomBool() )
{
BaseInstrument instrument = Loot.RandomInstrument();
if ( instrument != null )
{
instrument.Slayer = SlayerGroup.GetLootSlayerType( GetType() );
PackItem( instrument );
}
}
else if ( !Core.AOS )
{
BaseWeapon weapon = Loot.RandomWeapon();
if ( weapon != null )
{
weapon.Slayer = SlayerGroup.GetLootSlayerType( GetType() );
PackItem( weapon );
}
}
return true;
}
public bool PackWeapon( int minLevel, int maxLevel )
{
return PackWeapon( minLevel, maxLevel, 1.0 );
}
public bool PackWeapon( int minLevel, int maxLevel, double chance )
{
if ( chance <= Utility.RandomDouble() )
return false;
Cap( ref minLevel, 0, 5 );
Cap( ref maxLevel, 0, 5 );
if ( Core.AOS )
{
Item item = Loot.RandomWeaponOrJewelry();
if ( item == null )
return false;
int attributeCount, min, max;
GetRandomAOSStats( minLevel, maxLevel, out attributeCount, out min, out max );
if ( item is BaseWeapon )
BaseRunicTool.ApplyAttributesTo( (BaseWeapon)item, attributeCount, min, max );
else if ( item is BaseJewel )
BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, attributeCount, min, max );
PackItem( item );
}
else
{
BaseWeapon weapon = Loot.RandomWeapon();
if ( weapon == null )
return false;
if ( 0.05 > Utility.RandomDouble() )
weapon.Slayer = SlayerName.Silver;
weapon.DamageLevel = (WeaponDamageLevel)RandomMinMaxScaled( minLevel, maxLevel );
weapon.AccuracyLevel = (WeaponAccuracyLevel)RandomMinMaxScaled( minLevel, maxLevel );
weapon.DurabilityLevel = (WeaponDurabilityLevel)RandomMinMaxScaled( minLevel, maxLevel );
PackItem( weapon );
}
return true;
}
public void PackGold( int amount )
{
if ( amount > 0 )
PackItem( new Gold( amount ) );
}
public void PackGold( int min, int max )
{
PackGold( Utility.RandomMinMax( min, max ) );
}
public void PackStatue( int min, int max )
{
PackStatue( Utility.RandomMinMax( min, max ) );
}
public void PackStatue( int amount )
{
for ( int i = 0; i < amount; ++i )
PackStatue();
}
public void PackStatue()
{
PackItem( Loot.RandomStatue() );
}
public void PackGem()
{
PackGem( 1 );
}
public void PackGem( int min, int max )
{
PackGem( Utility.RandomMinMax( min, max ) );
}
public void PackGem( int amount )
{
if ( amount <= 0 )
return;
Item gem = Loot.RandomGem();
gem.Amount = amount;
PackItem( gem );
}
public void PackNecroReg( int min, int max )
{
PackNecroReg( Utility.RandomMinMax( min, max ) );
}
public void PackNecroReg( int amount )
{
for ( int i = 0; i < amount; ++i )
PackNecroReg();
}
public void PackNecroReg()
{
if ( !Core.AOS )
return;
PackItem( Loot.RandomNecromancyReagent() );
}
public void PackReg( int min, int max )
{
PackReg( Utility.RandomMinMax( min, max ) );
}
public void PackReg( int amount )
{
if ( amount <= 0 )
return;
Item reg = Loot.RandomReagent();
reg.Amount = amount;
PackItem( reg );
}
public void PackItem( Item item )
{
if ( Summoned || item == null )
{
if ( item != null )
item.Delete();
return;
}
Container pack = Backpack;
if ( pack == null )
{
pack = new Backpack();
pack.Movable = false;
AddItem( pack );
}
if ( !item.Stackable || !pack.TryDropItem( this, item, false ) ) // try stack
pack.DropItem( item ); // failed, drop it anyway
}
#endregion
public override void OnDoubleClick( Mobile from )
{
if ( from.AccessLevel >= AccessLevel.GameMaster && !Body.IsHuman )
{
Container pack = this.Backpack;
if ( pack != null )
pack.DisplayTo( from );
}
if ( this.DeathAdderCharmable && from.CanBeHarmful( this, false ) )
{
DeathAdder da = Spells.Necromancy.SummonFamiliarSpell.Table[from] as DeathAdder;
if ( da != null && !da.Deleted )
{
from.SendAsciiMessage( "You charm the snake. Select a target to attack." );
from.Target = new DeathAdderCharmTarget( this );
}
}
base.OnDoubleClick( from );
}
private class DeathAdderCharmTarget : Target
{
private BaseCreature m_Charmed;
public DeathAdderCharmTarget( BaseCreature charmed ) : base( -1, false, TargetFlags.Harmful )
{
m_Charmed = charmed;
}
protected override void OnTarget( Mobile from, object targeted )
{
if ( !m_Charmed.DeathAdderCharmable || m_Charmed.Combatant != null || !from.CanBeHarmful( m_Charmed, false ) )
return;
DeathAdder da = Spells.Necromancy.SummonFamiliarSpell.Table[from] as DeathAdder;
if ( da == null || da.Deleted )
return;
Mobile targ = targeted as Mobile;
if ( targ == null || !from.CanBeHarmful( targ, false ) )
return;
from.RevealingAction();
from.DoHarmful( targ, true );
m_Charmed.Combatant = targ;
if ( m_Charmed.AIObject != null )
m_Charmed.AIObject.Action = ActionType.Combat;
}
}
public override void AddNameProperties( ObjectPropertyList list )
{
base.AddNameProperties( list );
if ( Controlled && Commandable )
{
#region Mondain's Legacy
if ( Backpack is StrongBackpack && Alive && Core.ML )
{
if ( TotalWeight == 1 )
list.Add( 1072788, "{0}", 1 ); // Weight: ~1_WEIGHT~ stone
else
list.Add( 1072789, "{0}", TotalWeight ); // Weight: ~1_WEIGHT~ stones
}
#endregion
if ( Summoned )
list.Add( 1049646 ); // (summoned)
else if ( IsBonded ) //Intentional difference (showing ONLY bonded when bonded instead of bonded & tame)
list.Add( 1049608 ); // (bonded)
else
list.Add( 502006 ); // (tame)
}
}
public override void OnSingleClick( Mobile from )
{
if ( Controlled && Commandable )
{
int number;
if ( Summoned )
number = 1049646; // (summoned)
else if ( IsBonded )
number = 1049608; // (bonded)
else
number = 502006; // (tame)
PrivateOverheadMessage( MessageType.Regular, 0x3B2, number, from.NetState );
}
base.OnSingleClick( from );
}
public virtual double TreasureMapChance{ get{ return TreasureMap.LootChance; } }
public virtual int TreasureMapLevel{ get{ return -1; } }
public virtual bool IgnoreYoungProtection { get { return false; } }
public override bool OnBeforeDeath()
{
int treasureLevel = TreasureMapLevel;
if ( treasureLevel == 1 && this.Map == Map.Trammel && TreasureMap.IsInHavenIsland( this ) )
{
Mobile killer = this.LastKiller;
if ( killer is BaseCreature )
killer = ((BaseCreature)killer).GetMaster();
if ( killer is PlayerMobile && ((PlayerMobile)killer).Young )
treasureLevel = 0;
}
if ( !Summoned && !NoKillAwards && !IsBonded && treasureLevel >= 0 )
{
if ( m_Paragon && Paragon.ChestChance > Utility.RandomDouble() )
PackItem( new ParagonChest( this.Name, treasureLevel ) );
else if ( (Map == Map.Felucca || Map == Map.Trammel) && TreasureMap.LootChance >= Utility.RandomDouble() )
PackItem( new TreasureMap( treasureLevel, Map ) );
}
if ( !Summoned && !NoKillAwards && !m_HasGeneratedLoot )
{
m_HasGeneratedLoot = true;
GenerateLoot( false );
}
if ( !NoKillAwards && Region.IsPartOf( "Doom" ) )
{
int bones = Engines.Quests.Doom.TheSummoningQuest.GetDaemonBonesFor( this );
if ( bones > 0 )
PackItem( new DaemonBone( bones ) );
}
if ( IsAnimatedDead )
Effects.SendLocationEffect( Location, Map, 0x3728, 13, 1, 0x461, 4 );
InhumanSpeech speechType = this.SpeechType;
if ( speechType != null )
speechType.OnDeath( this );
if ( m_ReceivedHonorContext != null )
m_ReceivedHonorContext.OnTargetKilled();
#region Start Zombiex edit
Mobile killerx = this.FindMostRecentDamager( true );
if ( killerx is Zombiex )
{
//What Should the Zombie virus not affect
if ( this.Summoned || this is Zombiex || this is AncientLich || this is Bogle || this is LichLord || this is Shade || this is Spectre || this is Wraith || this is BoneKnight || this is Ghoul || this is Mummy || this is SkeletalKnight || this is Skeleton || this is Zombie || this is ShadowKnight || this is DarknightCreeper || this is RevenantLion || this is LadyOfTheSnow || this is RottingCorpse || this is SkeletalDragon || this is AirElemental || this is IceElemental || this is ToxicElemental || this is PoisonElemental || this is FireElemental || this is WaterElemental || this is EarthElemental || this is Efreet || this is SnowElemental || this is AgapiteElemental || this is BronzeElemental || this is CopperElemental || this is DullCopperElemental || this is GoldenElemental || this is ShadowIronElemental || this is ValoriteElemental || this is VeriteElemental || this is BloodElemental )
{
return base.OnBeforeDeath();
}
else
{
Zombiex zomb = new Zombiex();
zomb.Map = this.Map;
zomb.Female = this.Female;
zomb.Body = this.Body;
zomb.Location = this.Location;
zomb.Hue = 768;
zomb.Name = this.Name;
zomb.Title = "*Infected*";
zomb.HitsMaxSeed = this.HitsMax + 100;
zomb.Hits = this.HitsMax + 100;
zomb.DamageMin = this.DamageMin;
zomb.DamageMax = this.DamageMax;
zomb.Str = this.Str + 100;
this.Delete();
new Zombiex();
}
}
#endregion End Zombiex edit
return base.OnBeforeDeath();
}
private bool m_NoKillAwards;
public bool NoKillAwards
{
get{ return m_NoKillAwards; }
set{ m_NoKillAwards = value; }
}
public int ComputeBonusDamage( List<DamageEntry> list, Mobile m )
{
int bonus = 0;
for ( int i = list.Count - 1; i >= 0; --i )
{
DamageEntry de = list[i];
if ( de.Damager == m || !(de.Damager is BaseCreature) )
continue;
BaseCreature bc = (BaseCreature)de.Damager;
Mobile master = null;
master = bc.GetMaster();
if ( master == m )
bonus += de.DamageGiven;
}
return bonus;
}
public Mobile GetMaster()
{
if ( Controlled && ControlMaster != null )
return ControlMaster;
else if ( Summoned && SummonMaster != null )
return SummonMaster;
return null;
}
private class FKEntry
{
public Mobile m_Mobile;
public int m_Damage;
public FKEntry( Mobile m, int damage )
{
m_Mobile = m;
m_Damage = damage;
}
}
public static List<DamageStore> GetLootingRights( List<DamageEntry> damageEntries, int hitsMax )
{
List<DamageStore> rights = new List<DamageStore>();
for ( int i = damageEntries.Count - 1; i >= 0; --i )
{
if ( i >= damageEntries.Count )
continue;
DamageEntry de = damageEntries[i];
if ( de.HasExpired )
{
damageEntries.RemoveAt( i );
continue;
}
int damage = de.DamageGiven;
List<DamageEntry> respList = de.Responsible;
if ( respList != null )
{
for ( int j = 0; j < respList.Count; ++j )
{
DamageEntry subEntry = respList[j];
Mobile master = subEntry.Damager;
if ( master == null || master.Deleted || !master.Player )
continue;
bool needNewSubEntry = true;
for ( int k = 0; needNewSubEntry && k < rights.Count; ++k )
{
DamageStore ds = rights[k];
if ( ds.m_Mobile == master )
{
ds.m_Damage += subEntry.DamageGiven;
needNewSubEntry = false;
}
}
if ( needNewSubEntry )
rights.Add( new DamageStore( master, subEntry.DamageGiven ) );
damage -= subEntry.DamageGiven;
}
}
Mobile m = de.Damager;
if ( m == null || m.Deleted || !m.Player )
continue;
if ( damage <= 0 )
continue;
bool needNewEntry = true;
for ( int j = 0; needNewEntry && j < rights.Count; ++j )
{
DamageStore ds = rights[j];
if ( ds.m_Mobile == m )
{
ds.m_Damage += damage;
needNewEntry = false;
}
}
if ( needNewEntry )
rights.Add( new DamageStore( m, damage ) );
}
if ( rights.Count > 0 )
{
rights[0].m_Damage = (int)(rights[0].m_Damage * 1.25); //This would be the first valid person attacking it. Gets a 25% bonus. Per 1/19/07 Five on Friday
if ( rights.Count > 1 )
rights.Sort(); //Sort by damage
int topDamage = rights[0].m_Damage;
int minDamage;
if ( hitsMax >= 3000 )
minDamage = topDamage / 16;
else if ( hitsMax >= 1000 )
minDamage = topDamage / 8;
else if ( hitsMax >= 200 )
minDamage = topDamage / 4;
else
minDamage = topDamage / 2;
for ( int i = 0; i < rights.Count; ++i )
{
DamageStore ds = rights[i];
ds.m_HasRight = ( ds.m_Damage >= minDamage );
}
}
return rights;
}
#region Mondain's Legacy
public override void OnItemLifted( Mobile from, Item item )
{
base.OnItemLifted( from, item );
InvalidateProperties();
}
public virtual bool GivesMinorArtifact{ get{ return false; } }
private static Type[] m_Artifacts = new Type[]
{
typeof( AegisOfGrace ), typeof( BladeDance ),
typeof( Bonesmasher ), typeof( FeyLeggings ),
typeof( FleshRipper ), typeof( MelisandesCorrodedHatchet ),
typeof( PadsOfTheCuSidhe ), typeof( RaedsGlory ),
typeof( RighteousAnger ), typeof( RobeOfTheEclipse ),
typeof( RobeOfTheEquinox ), typeof( SoulSeeker ),
typeof( TalonBite ), typeof( BloodwoodSpirit ),
typeof( TotemOfVoid ), typeof( QuiverOfRage ),
typeof( QuiverOfElements ),
};
public static void GiveMinorArtifact( Mobile m )
{
Item item = Activator.CreateInstance( m_Artifacts[ Utility.Random( m_Artifacts.Length ) ] ) as Item;
if ( item == null )
return;
if ( m.AddToBackpack( item ) )
{
m.SendLocalizedMessage( 1062317 ); // For your valor in combating the fallen beast, a special artifact has been bestowed on you.
m.SendLocalizedMessage( 1072223 ); // An item has been placed in your backpack.
}
else if ( m.BankBox != null && m.BankBox.TryDropItem( m, item, false ) )
{
m.SendLocalizedMessage( 1062317 ); // For your valor in combating the fallen beast, a special artifact has been bestowed on you.
m.SendLocalizedMessage( 1072224 ); // An item has been placed in your bank box.
}
else
{
item.MoveToWorld( m.Location, m.Map );
m.SendLocalizedMessage( 1072523 ); // You find an artifact, but your backpack and bank are too full to hold it.
}
}
#endregion
public virtual void OnKilledBy( Mobile mob )
{
if ( m_Paragon && Paragon.CheckArtifactChance( mob, this ) )
Paragon.GiveArtifactTo( mob );
#region Mondain's Legacy
if ( GivesMinorArtifact && Paragon.CheckArtifactChance( mob, this ) )
GiveMinorArtifact( mob );
#endregion
}
public override void OnDeath( Container c )
{
MeerMage.StopEffect( this, false );
if ( IsBonded )
{
int sound = this.GetDeathSound();
if ( sound >= 0 )
Effects.PlaySound( this, this.Map, sound );
Warmode = false;
Poison = null;
Combatant = null;
Hits = 0;
Stam = 0;
Mana = 0;
IsDeadPet = true;
ControlTarget = ControlMaster;
ControlOrder = OrderType.Follow;
ProcessDeltaQueue();
SendIncomingPacket();
SendIncomingPacket();
List<AggressorInfo> aggressors = this.Aggressors;
for ( int i = 0; i < aggressors.Count; ++i )
{
AggressorInfo info = aggressors[i];
if ( info.Attacker.Combatant == this )
info.Attacker.Combatant = null;
}
List<AggressorInfo> aggressed = this.Aggressed;
for ( int i = 0; i < aggressed.Count; ++i )
{
AggressorInfo info = aggressed[i];
if ( info.Defender.Combatant == this )
info.Defender.Combatant = null;
}
Mobile owner = this.ControlMaster;
if ( owner == null || owner.Deleted || owner.Map != this.Map || !owner.InRange( this, 30/*was12*/ ) || !this.CanSee( owner ) || !this.InLOS( owner ) )
{
if ( this.OwnerAbandonTime == DateTime.MinValue )
this.OwnerAbandonTime = DateTime.Now;
}
else
{
this.OwnerAbandonTime = DateTime.MinValue;
}
GiftOfLifeSpell.HandleDeath( this );
CheckStatTimers();
}
else
{
if ( !Summoned && !m_NoKillAwards )
{
int totalFame = Fame / 100;
int totalKarma = -Karma / 100;
List<DamageStore> list = GetLootingRights( this.DamageEntries, this.HitsMax );
bool givenQuestKill = false;
bool givenFactionKill = false;
bool givenToTKill = false;
for ( int i = 0; i < list.Count; ++i )
{
DamageStore ds = list[i];
if ( !ds.m_HasRight )
continue;
Titles.AwardFame( ds.m_Mobile, totalFame, true );
Titles.AwardKarma( ds.m_Mobile, totalKarma, true );
OnKilledBy( ds.m_Mobile );
if ( !givenFactionKill )
{
givenFactionKill = true;
Faction.HandleDeath( this, ds.m_Mobile );
}
if( !givenToTKill )
{
givenToTKill = true;
TreasuresOfTokuno.HandleKill( this, ds.m_Mobile );
}
if ( givenQuestKill )
continue;
PlayerMobile pm = ds.m_Mobile as PlayerMobile;
if ( pm != null )
{
QuestSystem qs = pm.Quest;
if ( qs != null )
{
qs.OnKill( this, c );
givenQuestKill = true;
}
#region Mondain's Legacy
QuestHelper.CheckCreature( pm, this );
#endregion
}
}
}
base.OnDeath( c );
if ( DeleteCorpseOnDeath )
c.Delete();
#region Instance Corpses
if ( Core.AOS )
InstanceCorpse( c );
#endregion
}
}
#region [Methods & Callbacks] Instance Corpses
private Timer m_CorpseFinalizerTimer;
private void FinalizeInstanceCorpse( object o ) {
Corpse corpse = o as Corpse;
if( corpse == null || corpse.Deleted )
return;
List<Item> list = new List<Item>( corpse.Items );
foreach( Item item in list ) {
if( item.Stackable )
MergeType( corpse, item.GetType() );
else
item.InstanceOwner = null;
}
list = null;
}
private static void MergeType( Container c, Type t ) {
if( t.GetConstructor( Type.EmptyTypes ) == null ) {
Console.WriteLine( "[Instance Corpse Bugreport] Attempted to instantioate item of type: {0} -> No suitable ctor found to invoke.", t.FullName );
return; // possibly throw an exception here instead ?
}
int amount = c.ConsumeUpTo( t, int.MaxValue );
if( amount > 60000 ) {
Item item = null;
do {
c.DropItem( item = (Item)Activator.CreateInstance( t ) );
item.Amount = 60000;
amount -= 60000;
} while( amount > 60000 );
if( amount > 0 ) {
c.DropItem( item = (Item)Activator.CreateInstance( t ) );
item.Amount = amount;
}
}
else {
Item item = (Item)Activator.CreateInstance( t );
item.Amount = amount;
c.DropItem( item );
}
}
private static Item MakeInstanceOwner( Item item, object o ) {
item.InstanceOwner = o;
return item;
}
/// <summary>
/// Flag to make items un-ownable.
/// </summary>
public const int IOFlag = 0x10000000;
private void InstanceCorpse( Container c ) {
List<DamageStore> tempList = GetLootingRights( this.DamageEntries, this.HitsMax );
List<DamageStore> damages = new List<DamageStore>();
foreach( DamageStore ds in tempList ) {
if( ds.m_HasRight ) {
damages.Add( ds );
}
}
tempList = null;
damages.Sort();
if( c != null && !c.Deleted && damages.Count != 0 ) {
Dictionary<Type, int> stackable = new Dictionary<Type, int>();
List<Item> ordinary = new List<Item>();
List<Item> toRemove = new List<Item>();
foreach( Item item in c.Items ) {
if( item.InstanceOwner == null &&
( item.SavedFlags & IOFlag ) == 0 ) {
if( item.Stackable ) {
Type t = item.GetType();
if( stackable.ContainsKey( t ) )
stackable[ t ] += item.Amount;
else
stackable[ t ] = item.Amount;
toRemove.Add( item );
}
else {
ordinary.Add( item );
}
}
}
for( int i = 0; i < toRemove.Count; i++ ) {
toRemove[ i ].Delete();
}
foreach( KeyValuePair<Type, int> ti in stackable ) {
int pile = Math.Max( ( ti.Value / damages.Count ), 1 );
Dictionary<PARTY, int> party = new Dictionary<PARTY, int>();
PARTY p = null;
for( int k = 0; ( ( k < damages.Count ) && ( k < ti.Value ) ); k++ ) {
DamageStore ds = damages[ k ];
p = PARTY.Get( ds.m_Mobile );
if( p == null ) {
Item item = (Item)Activator.CreateInstance( ti.Key );
item.Amount = pile;
c.DropItem( item );
item.InstanceOwner = ds.m_Mobile;
}
else {
if( party.ContainsKey( p ) )
party[ p ] += pile;
else
party[ p ] = pile;
}
}
foreach( KeyValuePair<PARTY, int> kvp in party ) {
Item item = (Item)Activator.CreateInstance( ti.Key );
item.Amount = kvp.Value;
c.DropItem( item );
item.InstanceOwner = kvp.Key;
}
party = null;
}
for( int j = 0; j < ordinary.Count; j++ ) {
Item current = ordinary[ j ];
Mobile owner = damages[ j % damages.Count ].m_Mobile;
//Console.WriteLine( "Assigning item of type: {0}, serial: {1} - to: {2}", current.GetType(), current.Serial, owner.Name );
if( owner.Party == null )
current.InstanceOwner = owner;
else
current.InstanceOwner = owner.Party;
}
stackable = null;
ordinary = null;
toRemove = null;
}
// after 3 minutes the instance owner property should be removed
m_CorpseFinalizerTimer = Timer.DelayCall( TimeSpan.FromMinutes( 5.0 ), new TimerStateCallback( FinalizeInstanceCorpse ), c );
}
#endregion
/* To save on cpu usage, RunUO creatures only reacquire creatures under the following circumstances:
* - 10 seconds have elapsed since the last time it tried
* - The creature was attacked
* - Some creatures, like dragons, will reacquire when they see someone move
*
* This functionality appears to be implemented on OSI as well
*/
private DateTime m_NextReacquireTime;
public DateTime NextReacquireTime{ get{ return m_NextReacquireTime; } set{ m_NextReacquireTime = value; } }
public virtual TimeSpan ReacquireDelay{ get{ return TimeSpan.FromSeconds( 10.0 ); } }
public virtual bool ReacquireOnMovement{ get{ return false; } }
public void ForceReacquire()
{
m_NextReacquireTime = DateTime.MinValue;
}
public override void OnDelete()
{
SetControlMaster( null );
SummonMaster = null;
if ( m_ReceivedHonorContext != null )
m_ReceivedHonorContext.Cancel();
base.OnDelete();
}
public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
{
if ( target is BaseFactionGuard )
return false;
if ( (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier )
{
if ( message )
{
if ( target.Title == null )
SendMessage( "{0} the vendor cannot be harmed.", target.Name );
else
SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
}
return false;
}
return base.CanBeHarmful( target, message, ignoreOurBlessedness );
}
public override bool CanBeRenamedBy( Mobile from )
{
bool ret = base.CanBeRenamedBy( from );
if ( Controlled && from == ControlMaster && !from.Region.IsPartOf( typeof( Jail ) ) )
ret = true;
return ret;
}
public bool SetControlMaster( Mobile m )
{
if ( m == null )
{
ControlMaster = null;
Controlled = false;
ControlTarget = null;
ControlOrder = OrderType.None;
Guild = null;
Delta( MobileDelta.Noto );
}
else
{
SpawnEntry se = this.Spawner as SpawnEntry;
if ( se != null && se.UnlinkOnTaming )
{
this.Spawner.Remove( this );
this.Spawner = null;
}
if ( m.Followers + ControlSlots > m.FollowersMax )
{
m.SendLocalizedMessage( 1049607 ); // You have too many followers to control that creature.
return false;
}
CurrentWayPoint = null;//so tamed animals don't try to go back
ControlMaster = m;
Controlled = true;
ControlTarget = null;
ControlOrder = OrderType.Come;
Guild = null;
Delta( MobileDelta.Noto );
}
return true;
}
public override void OnRegionChange( Region Old, Region New )
{
base.OnRegionChange( Old, New );
if ( this.Controlled )
{
SpawnEntry se = this.Spawner as SpawnEntry;
if ( se != null && !se.UnlinkOnTaming && ( New == null || !New.AcceptsSpawnsFrom( se.Region ) ) )
{
this.Spawner.Remove( this );
this.Spawner = null;
}
}
}
private static bool m_Summoning;
public static bool Summoning
{
get{ return m_Summoning; }
set{ m_Summoning = value; }
}
public static bool Summon( BaseCreature creature, Mobile caster, Point3D p, int sound, TimeSpan duration )
{
return Summon( creature, true, caster, p, sound, duration );
}
public static bool Summon( BaseCreature creature, bool controlled, Mobile caster, Point3D p, int sound, TimeSpan duration )
{
if ( caster.Followers + creature.ControlSlots > caster.FollowersMax )
{
caster.SendLocalizedMessage( 1049645 ); // You have too many followers to summon that creature.
creature.Delete();
return false;
}
m_Summoning = true;
if ( controlled )
creature.SetControlMaster( caster );
creature.RangeHome = 10;
creature.Summoned = true;
creature.SummonMaster = caster;
Container pack = creature.Backpack;
if ( pack != null )
{
for ( int i = pack.Items.Count - 1; i >= 0; --i )
{
if ( i >= pack.Items.Count )
continue;
pack.Items[i].Delete();
}
}
new UnsummonTimer( caster, creature, duration ).Start();
creature.m_SummonEnd = DateTime.Now + duration;
creature.MoveToWorld( p, caster.Map );
Effects.PlaySound( p, creature.Map, sound );
m_Summoning = false;
return true;
}
private static bool EnableRummaging = true;
private const double ChanceToRummage = 0.5; // 50%
private const double MinutesToNextRummageMin = 1.0;
private const double MinutesToNextRummageMax = 4.0;
private const double MinutesToNextChanceMin = 0.25;
private const double MinutesToNextChanceMax = 0.75;
private DateTime m_NextRummageTime;
public virtual bool CanBreath { get { return HasBreath && !Summoned; } }
public virtual bool IsDispellable { get { return Summoned && !IsAnimatedDead; } }
#region Mondain's Legacy
#region Animate Dead
public virtual bool CanAnimateDead{ get{ return false; } }
public virtual double AnimateChance{ get{ return 0.05; } }
public virtual int AnimateScalar{ get{ return 50; } }
public virtual TimeSpan AnimateDelay{ get{ return TimeSpan.FromSeconds( 10 ); } }
public virtual BaseCreature Animates{ get{ return null; } }
private DateTime m_NextAnimateDead = DateTime.Now;
public virtual void AnimateDead()
{
Corpse best = null;
foreach ( Item item in Map.GetItemsInRange( Location, 12 ) )
{
Corpse c = null;
if ( item is Corpse )
c = (Corpse) item;
else
continue;
if ( c.ItemID != 0x2006 || c.Channeled || c.Owner.GetType() == typeof( PlayerMobile ) || c.Owner.GetType() == null || ( c.Owner != null && c.Owner.Fame < 100 ) || ( ( c.Owner != null ) && ( c.Owner is BaseCreature ) && ( ((BaseCreature)c.Owner).Summoned || ((BaseCreature)c.Owner).IsBonded)) )
continue;
best = c;
break;
}
if ( best != null )
{
BaseCreature animated = Animates;
if ( animated != null )
{
animated.Tamable = false;
animated.MoveToWorld( best.Location, Map );
Scale( animated, AnimateScalar );
Effects.PlaySound( best.Location, Map, 0x1FB );
Effects.SendLocationParticles( EffectItem.Create( best.Location, Map, EffectItem.DefaultDuration ), 0x3789, 1, 40, 0x3F, 3, 9907, 0 );
}
best.ProcessDelta();
best.SendRemovePacket();
best.ItemID = Utility.Random( 0xECA, 9 ); // bone graphic
best.Hue = 0;
best.ProcessDelta();
}
m_NextAnimateDead = DateTime.Now + AnimateDelay;
}
public static void Scale( BaseCreature bc, int scalar )
{
int toScale;
toScale = bc.RawStr;
bc.RawStr = AOS.Scale( toScale, scalar );
toScale = bc.HitsMaxSeed;
if ( toScale > 0 )
bc.HitsMaxSeed = AOS.Scale( toScale, scalar );
bc.Hits = bc.Hits; // refresh hits
}
#endregion
#region Area Poison
public virtual bool CanAreaPoison{ get{ return false; } }
public virtual Poison HitAreaPoison{ get{ return Poison.Deadly; } }
public virtual int AreaPoisonRange{ get{ return 10; } }
public virtual double AreaPosionChance{ get{ return 0.4; } }
public virtual TimeSpan AreaPoisonDelay{ get{ return TimeSpan.FromSeconds( 8 ); } }
private DateTime m_NextAreaPoison = DateTime.Now;
public virtual void AreaPoison()
{
List<Mobile> targets = new List<Mobile>();
if ( Map != null )
foreach ( Mobile m in GetMobilesInRange( AreaDamageRange ) )
if ( this != m && SpellHelper.ValidIndirectTarget( this, m ) && CanBeHarmful( m, false ) && ( !Core.AOS || InLOS( m ) ) )
{
if ( m is BaseCreature && ((BaseCreature) m).Controlled )
targets.Add( m );
else if ( m.Player )
targets.Add( m );
}
for ( int i = 0; i < targets.Count; ++i )
{
Mobile m = targets[ i ];
m.ApplyPoison( this, HitAreaPoison );
Effects.SendLocationParticles( EffectItem.Create( m.Location, m.Map, EffectItem.DefaultDuration ), 0x36B0, 1, 14, 63, 7, 9915, 0 );
Effects.PlaySound( m.Location, m.Map, 0x229 );
}
m_NextAreaPoison = DateTime.Now + AreaPoisonDelay;
}
#endregion
#region Area damage
public virtual bool CanAreaDamage{ get{ return false; } }
public virtual int AreaDamageRange{ get{ return 10; } }
public virtual double AreaDamageScalar{ get{ return 1.0; } }
public virtual double AreaDamageChance{ get{ return 0.4; } }
public virtual TimeSpan AreaDamageDelay{ get{ return TimeSpan.FromSeconds( 8 ); } }
public virtual int AreaPhysicalDamage{ get{ return 0; } }
public virtual int AreaFireDamage{ get{ return 100; } }
public virtual int AreaColdDamage{ get{ return 0; } }
public virtual int AreaPoisonDamage{ get{ return 0; } }
public virtual int AreaEnergyDamage{ get{ return 0; } }
private DateTime m_NextAreaDamage = DateTime.Now;
public virtual void AreaDamage()
{
List<Mobile> targets = new List<Mobile>();
if ( Map != null )
foreach ( Mobile m in GetMobilesInRange( AreaDamageRange ) )
if ( this != m && SpellHelper.ValidIndirectTarget( this, m ) && CanBeHarmful( m, false ) && ( !Core.AOS || InLOS( m ) ) )
{
if ( m is BaseCreature && ((BaseCreature) m).Controlled )
targets.Add( m );
else if ( m.Player )
targets.Add( m );
}
for ( int i = 0; i < targets.Count; ++i )
{
Mobile m = targets[ i ];
int damage;
if ( Core.AOS )
{
damage = m.Hits / 2;
if ( !m.Player )
damage = Math.Max( Math.Min( damage, 100 ), 15 );
damage += Utility.RandomMinMax( 0, 15 );
}
else
{
damage = (m.Hits * 6) / 10;
if ( !m.Player && damage < 10 )
damage = 10;
else if ( damage > 75 )
damage = 75;
}
damage = (int) ( damage * AreaDamageScalar );
DoHarmful( m );
AreaDamageEffect( m );
SpellHelper.Damage( TimeSpan.Zero, m, this, damage, AreaPhysicalDamage, AreaFireDamage, AreaColdDamage, AreaPoisonDamage, AreaEnergyDamage );
}
m_NextAreaDamage = DateTime.Now + AreaDamageDelay;
}
public virtual void AreaDamageEffect( Mobile m )
{
m.FixedParticles( 0x3709, 10, 30, 5052, EffectLayer.LeftFoot ); // flamestrike
m.PlaySound( 0x208 );
}
#endregion
#region Healing
public virtual double MinHealDelay{ get{ return 2.0; } }
public virtual double HealScalar{ get{ return 1.0; } }
public virtual bool CanHeal{ get{ return false; } }
public virtual bool CanHealOwner{ get{ return false; } }
public double MaxHealDelay
{
get
{
if ( ControlMaster != null )
{
double max = ControlMaster.Hits / 10;
if ( max > 10 )
max = 10;
if ( max < 1 )
max = 1;
return max;
}
else
return 7;
}
}
private DateTime m_NextHealTime = DateTime.Now;
private Timer m_HealTimer = null;
public virtual void HealStart()
{
if ( !Alive )
return;
if ( CanHeal && Hits != HitsMax )
{
RevealingAction();
double seconds = 10 - Dex / 12;
m_HealTimer = Timer.DelayCall( TimeSpan.FromSeconds( seconds ), new TimerStateCallback( Heal_Callback ), this );
}
else if ( CanHealOwner && ControlMaster != null && ControlMaster.Hits < ControlMaster.HitsMax && InRange( ControlMaster, 2 ) )
{
ControlMaster.RevealingAction();
double seconds = 10 - Dex / 15;
double resDelay = ( ControlMaster.Alive ? 0.0 : 5.0 );
seconds += resDelay;
ControlMaster.SendLocalizedMessage( 1008078, false, Name ); // : Attempting to heal you.
m_HealTimer = Timer.DelayCall( TimeSpan.FromSeconds( seconds ), new TimerStateCallback( Heal_Callback ), ControlMaster );
}
}
private void Heal_Callback( object state )
{
if ( state is Mobile )
Heal( (Mobile) state );
}
public virtual void Heal( Mobile patient )
{
if ( !Alive || !patient.Alive || !InRange( patient, 2 ) )
{
}
else if ( patient.Poisoned )
{
double healing = Skills.Healing.Value;
double anatomy = Skills.Anatomy.Value;
double chance = ( healing - 30.0 ) / 50.0 - patient.Poison.Level * 0.1;
if ( ( healing >= 60.0 && anatomy >= 60.0 ) && chance > Utility.RandomDouble() )
{
if ( patient.CurePoison( this ) )
{
patient.SendLocalizedMessage( 1010059 ); // You have been cured of all poisons.
patient.PlaySound( 0x57 );
CheckSkill( SkillName.Healing, 0.0, 100.0 );
CheckSkill( SkillName.Anatomy, 0.0, 100.0 );
}
}
}
else if ( BleedAttack.IsBleeding( patient ) )
{
patient.SendLocalizedMessage( 1060167 ); // The bleeding wounds have healed, you are no longer bleeding!
BleedAttack.EndBleed( patient, true );
patient.PlaySound( 0x57 );
}
else
{
double healing = Skills.Healing.Value;
double anatomy = Skills.Anatomy.Value;
double chance = ( healing + 10.0 ) / 100.0;
if ( chance > Utility.RandomDouble() )
{
double min, max;
min = ( anatomy / 10.0 ) + ( healing / 6.0 ) + 4.0;
max = ( anatomy / 8.0 ) + ( healing / 3.0 ) + 4.0;
if ( patient == this )
max += 10;
double toHeal = min + ( Utility.RandomDouble() * ( max - min ) );
toHeal *= HealScalar;
patient.Heal( (int) toHeal );
patient.PlaySound( 0x57 );
CheckSkill( SkillName.Healing, 0.0, 100.0 );
CheckSkill( SkillName.Anatomy, 0.0, 100.0 );
}
}
if ( m_HealTimer != null )
m_HealTimer.Stop();
m_HealTimer = null;
m_NextHealTime = DateTime.Now + TimeSpan.FromSeconds( MinHealDelay + ( Utility.RandomDouble() * MaxHealDelay ) );
}
#endregion
#endregion
public virtual void OnThink()
{
if ( EnableRummaging && CanRummageCorpses && !Summoned && !Controlled && DateTime.Now >= m_NextRummageTime )
{
double min, max;
if ( ChanceToRummage > Utility.RandomDouble() && Rummage() )
{
min = MinutesToNextRummageMin;
max = MinutesToNextRummageMax;
}
else
{
min = MinutesToNextChanceMin;
max = MinutesToNextChanceMax;
}
double delay = min + (Utility.RandomDouble() * (max - min));
m_NextRummageTime = DateTime.Now + TimeSpan.FromMinutes( delay );
}
if ( CanBreath && DateTime.Now >= m_NextBreathTime ) // tested: controled dragons do breath fire, what about summoned skeletal dragons?
{
Mobile target = this.Combatant;
if ( target != null && target.Alive && !target.IsDeadBondedPet && CanBeHarmful( target ) && target.Map == this.Map && !IsDeadBondedPet && target.InRange( this, BreathRange ) && InLOS( target ) && !BardPacified )
BreathStart( target );
m_NextBreathTime = DateTime.Now + TimeSpan.FromSeconds( BreathMinDelay + (Utility.RandomDouble() * BreathMaxDelay) );
}
#region Mondain's Legacy
if ( m_HealTimer == null && DateTime.Now >= m_NextHealTime && Map != Map.Internal )
{
if ( this is BaseMount )
{
BaseMount mount = (BaseMount) this;
if ( mount.Rider == null )
HealStart();
}
else
HealStart();
}
if ( CanAreaDamage && Combatant != null && DateTime.Now >= m_NextAreaDamage && Utility.RandomDouble() < AreaDamageChance )
AreaDamage();
if ( CanAreaPoison && Combatant != null && DateTime.Now >= m_NextAreaPoison && Utility.RandomDouble() < AreaPosionChance )
AreaPoison();
if ( CanAnimateDead && Combatant != null && DateTime.Now >= m_NextAnimateDead && Utility.RandomDouble() < AnimateChance )
AnimateDead();
#endregion
}
public virtual bool Rummage()
{
Corpse toRummage = null;
foreach ( Item item in this.GetItemsInRange( 2 ) )
{
if ( item is Corpse && item.Items.Count > 0 )
{
toRummage = (Corpse)item;
break;
}
}
if ( toRummage == null )
return false;
Container pack = this.Backpack;
if ( pack == null )
return false;
List<Item> items = toRummage.Items;
bool rejected;
LRReason reason;
for ( int i = 0; i < items.Count; ++i )
{
Item item = items[Utility.Random( items.Count )];
Lift( item, item.Amount, out rejected, out reason );
if ( !rejected && Drop( this, new Point3D( -1, -1, 0 ) ) )
{
// *rummages through a corpse and takes an item*
PublicOverheadMessage( MessageType.Emote, 0x3B2, 1008086 );
return true;
}
}
return false;
}
public void Pacify( Mobile master, DateTime endtime )
{
BardPacified = true;
BardEndTime = endtime;
}
public override Mobile GetDamageMaster( Mobile damagee )
{
if ( m_bBardProvoked && damagee == m_bBardTarget )
return m_bBardMaster;
else if ( m_bControlled && m_ControlMaster != null )
return m_ControlMaster;
else if ( m_bSummoned && m_SummonMaster != null )
return m_SummonMaster;
return base.GetDamageMaster( damagee );
}
public void Provoke( Mobile master, Mobile target, bool bSuccess )
{
BardProvoked = true;
this.PublicOverheadMessage( MessageType.Emote, EmoteHue, false, "*looks furious*" );
if ( bSuccess )
{
PlaySound( GetIdleSound() );
BardMaster = master;
BardTarget = target;
Combatant = target;
BardEndTime = DateTime.Now + TimeSpan.FromSeconds( 30.0 );
if ( target is BaseCreature )
{
BaseCreature t = (BaseCreature)target;
if ( t.Unprovokable || (t.IsParagon && BaseInstrument.GetBaseDifficulty( t ) >= 160.0) )
return;
t.BardProvoked = true;
t.BardMaster = master;
t.BardTarget = this;
t.Combatant = this;
t.BardEndTime = DateTime.Now + TimeSpan.FromSeconds( 30.0 );
}
}
else
{
PlaySound( GetAngerSound() );
BardMaster = master;
BardTarget = target;
}
}
public bool FindMyName( string str, bool bWithAll )
{
int i, j;
string name = this.Name;
if( name == null || str.Length < name.Length )
return false;
string[] wordsString = str.Split(' ');
string[] wordsName = name.Split(' ');
for ( j=0 ; j < wordsName.Length; j++ )
{
string wordName = wordsName[j];
bool bFound = false;
for ( i=0 ; i < wordsString.Length; i++ )
{
string word = wordsString[i];
if ( Insensitive.Equals( word, wordName ) )
bFound = true;
if ( bWithAll && Insensitive.Equals( word, "all" ) )
return true;
}
if ( !bFound )
return false;
}
return true;
}
public static void TeleportPets( Mobile master, Point3D loc, Map map )
{
TeleportPets( master, loc, map, false );
}
public static void TeleportPets( Mobile master, Point3D loc, Map map, bool onlyBonded )
{
List<Mobile> move = new List<Mobile>();
foreach ( Mobile m in master.GetMobilesInRange( 15 ) ) //was 3 but keeps leaving pets behind
{
if ( m is BaseCreature )
{
BaseCreature pet = (BaseCreature)m;
if ( pet.Controlled && pet.ControlMaster == master )
{
if ( !onlyBonded || pet.IsBonded )
{
if ( pet.ControlOrder == OrderType.Guard || pet.ControlOrder == OrderType.Follow || pet.ControlOrder == OrderType.Come || pet.ControlOrder == OrderType.Stay )
move.Add( pet );
}
}
}
}
foreach ( Mobile m in move )
m.MoveToWorld( loc, map );
}
public virtual void ResurrectPet()
{
if ( !IsDeadPet )
return;
OnBeforeResurrect();
Poison = null;
Warmode = false;
Hits = 20;
Stam = StamMax;
Mana = 0;
ProcessDeltaQueue();
IsDeadPet = false;
Effects.SendPacket( Location, Map, new BondedStatus( 0, this.Serial, 0 ) );
this.SendIncomingPacket();
this.SendIncomingPacket();
OnAfterResurrect();
Mobile owner = this.ControlMaster;
if ( owner == null || owner.Deleted || owner.Map != this.Map || !owner.InRange( this, 18/*12 was */ ) || !this.CanSee( owner ) || !this.InLOS( owner ) )
{
if ( this.OwnerAbandonTime == DateTime.MinValue )
this.OwnerAbandonTime = DateTime.Now;
}
else
{
this.OwnerAbandonTime = DateTime.MinValue;
}
CheckStatTimers();
}
public override bool CanBeDamaged()
{
if ( IsDeadPet )
return false;
return base.CanBeDamaged();
}
public virtual bool PlayerRangeSensitive{ get{ return true; } }
public override void OnSectorDeactivate()
{
if ( PlayerRangeSensitive && m_AI != null )
m_AI.Deactivate();
base.OnSectorDeactivate();
}
public override void OnSectorActivate()
{
if ( PlayerRangeSensitive && m_AI != null )
m_AI.Activate();
base.OnSectorActivate();
}
private bool m_RemoveIfUntamed;
// used for deleting untamed creatures [in houses]
private int m_RemoveStep;
[CommandProperty( AccessLevel.GameMaster )]
public bool RemoveIfUntamed{ get{ return m_RemoveIfUntamed; } set{ m_RemoveIfUntamed = value; } }
[CommandProperty( AccessLevel.GameMaster )]
public int RemoveStep { get { return m_RemoveStep; } set { m_RemoveStep = value; } }
}
public class LoyaltyTimer : Timer
{
private static TimeSpan InternalDelay = TimeSpan.FromMinutes( 5.0 );
public static void Initialize()
{
new LoyaltyTimer().Start();
}
public LoyaltyTimer() : base( InternalDelay, InternalDelay )
{
m_NextHourlyCheck = DateTime.Now + TimeSpan.FromHours( 1.0 );
Priority = TimerPriority.FiveSeconds;
}
private DateTime m_NextHourlyCheck;
protected override void OnTick()
{
if ( DateTime.Now >= m_NextHourlyCheck )
m_NextHourlyCheck = DateTime.Now + TimeSpan.FromHours( 1.0 );
else
return;
List<BaseCreature> toRelease = new List<BaseCreature>();
// added array for wild creatures in house regions to be removed
List<BaseCreature> toRemove = new List<BaseCreature>();
foreach ( Mobile m in World.Mobiles.Values )
{
if ( m is BaseMount && ((BaseMount)m).Rider != null )
{
((BaseCreature)m).OwnerAbandonTime = DateTime.MinValue;
continue;
}
if ( m is BaseCreature )
{
BaseCreature c = (BaseCreature)m;
if ( c.IsDeadPet )
{
Mobile owner = c.ControlMaster;
if ( owner == null || owner.Deleted || owner.Map != c.Map || !owner.InRange( c, 12 ) || !c.CanSee( owner ) || !c.InLOS( owner ) )
{
if ( c.OwnerAbandonTime == DateTime.MinValue )
c.OwnerAbandonTime = DateTime.Now;
else if ( (c.OwnerAbandonTime + c.BondingAbandonDelay) <= DateTime.Now )
toRemove.Add( c );
}
else
{
c.OwnerAbandonTime = DateTime.MinValue;
}
}
else if ( c.Controlled && c.Commandable )
{
c.OwnerAbandonTime = DateTime.MinValue;
if ( c.Map != Map.Internal )
{
c.Loyalty -= (BaseCreature.MaxLoyalty / 10);
if( c.Loyalty < (BaseCreature.MaxLoyalty / 10) )
{
c.Say( 1043270, c.Name ); // * ~1_NAME~ looks around desperately *
c.PlaySound( c.GetIdleSound() );
}
if ( c.Loyalty <= 0 )
toRelease.Add( c );
}
}
// added lines to check if a wild creature in a house region has to be removed or not
if ( (!c.Controlled && ( c.Region.IsPartOf( typeof( HouseRegion ) ) && c.CanBeDamaged()) || ( c.RemoveIfUntamed && c.Spawner == null )) )
{
c.RemoveStep++;
if ( c.RemoveStep >= 20 )
toRemove.Add( c );
}
else
{
c.RemoveStep = 0;
}
}
}
foreach ( BaseCreature c in toRelease )
{
c.Say( 1043255, c.Name ); // ~1_NAME~ appears to have decided that is better off without a master!
c.Loyalty = BaseCreature.MaxLoyalty; // Wonderfully Happy
c.IsBonded = false;
c.BondingBegin = DateTime.MinValue;
c.OwnerAbandonTime = DateTime.MinValue;
c.ControlTarget = null;
//c.ControlOrder = OrderType.Release;
c.AIObject.DoOrderRelease(); // this will prevent no release of creatures left alone with AI disabled (and consequent bug of Followers)
}
// added code to handle removing of wild creatures in house regions
foreach ( BaseCreature c in toRemove )
{
c.Delete();
}
}
}
}