Here is the {Beta 34} {Playermobile.cs} Script.
Playermobile.cs
[code:1]
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;
namespace Server.Mobiles
{
[Flags]
public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
{
None = 0x00000000,
Glassblowing = 0x00000001,
Masonry = 0x00000002,
SandMining = 0x00000004,
StoneMining = 0x00000008,
ToggleMiningStone = 0x00000010,
KarmaLocked = 0x00000020,
AutoRenewInsurance = 0x00000040,
UseOwnFilter = 0x00000080
}
public enum NpcGuild
{
None,
MagesGuild,
WarriorsGuild,
ThievesGuild,
RangersGuild,
HealersGuild,
MinersGuild,
MerchantsGuild,
TinkersGuild,
TailorsGuild,
FishermensGuild,
BardsGuild,
BlacksmithsGuild
}
public class PlayerMobile : Mobile
{
// Tourny Points
private int m_TPoints = 0;
private int minTPoints = 0;
[CommandProperty(AccessLevel.Counselor)]
public int TPoints
{
get{return m_TPoints;}
set{m_TPoints = value;}
}
public void SubTPoints(int chunk){
if((m_TPoints - chunk) > minTPoints){
m_TPoints -= chunk;
}else{
m_TPoints = minTPoints;
}
}
public void AddTPoints(int chunk){
m_TPoints += chunk;
}
public bool HasEnoughTPoints(int chunk){
if((m_TPoints - chunk) < 0){
return false; //does not have enough points
}else{
return true; //has enough points
}
}
// End Tourny Points
// Point System
private int m_Points = 0;
private int minPoints = -3;
private ArrayList killers = new ArrayList();
//here are your variables to store the needed info
public void AddKiller( PlayerMobile killer){
killers.Add(killer);
}
//this function is to add a killer to the list to check later if he has killed you within 4 hours
public void RemoveKiller( PlayerMobile killer){
killers.Remove(killer);
}
//after 4 hours, remove the killer
public bool KillerIsTimed( PlayerMobile killer){
return killers.Contains(killer);
}
//this is the function that looks to see if the killer is already in the list
[CommandProperty(AccessLevel.Counselor)]
public int Points{
get{return m_Points;}
set{m_Points = value;}
}
//this is the in game properties set up, when you [props on a player you will see Points as one of setable variables on each player
public int GetPoints(){ return m_Points; }
public void AddPoint(){ m_Points++; }
public void SubPoint(){
if(m_Points > minPoints){
m_Points--;
}
}
//these are the standard adding and subtracting functions for regular combat scenarios
public void SubPoints(int chunk){
if((m_Points - chunk) > minPoints){
m_Points -= chunk;
}else{
m_Points = minPoints;
}
}
public void AddPoints(int chunk){
m_Points += chunk;
}
//these two functions are for later when we impliment being able to officially set a duel for points with other players. You will be bet how many points (up to as many as you have) will be wagered on the duel.
public bool HasEnoughPoints(int chunk){
if((m_Points - chunk) < 0){
return false; //does not have enough points
}else{
return true; //has enough points
}
}
//this is a check for our points vendor, which you can use your points to buy cool stuff from
public bool HasMoreThanMin(int chunk){
if((m_Points - chunk) < minPoints){
return false;
}else{
return true;
}
}
//this is a check to see if the player has hit minimum points yet, if he has, no more points will be removed.
//End Point System
private class CountAndTimeStamp
{
private int m_Count;
private DateTime m_Stamp;
public CountAndTimeStamp()
{
}
public DateTime TimeStamp { get{ return m_Stamp; } }
public int Count
{
get { return m_Count; }
set { m_Count = value; m_Stamp = DateTime.Now; }
}
}
private DesignContext m_DesignContext;
private NpcGuild m_NpcGuild;
private DateTime m_NpcGuildJoinTime;
private TimeSpan m_NpcGuildGameTime;
private PlayerFlag m_Flags;
private int m_StepsTaken;
public int StepsTaken
{
get{ return m_StepsTaken; }
set{ m_StepsTaken = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public NpcGuild NpcGuild
{
get{ return m_NpcGuild; }
set{ m_NpcGuild = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime NpcGuildJoinTime
{
get{ return m_NpcGuildJoinTime; }
set{ m_NpcGuildJoinTime = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan NpcGuildGameTime
{
get{ return m_NpcGuildGameTime; }
set{ m_NpcGuildGameTime = value; }
}
public PlayerFlag Flags
{
get{ return m_Flags; }
set{ m_Flags = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Glassblowing
{
get{ return GetFlag( PlayerFlag.Glassblowing ); }
set{ SetFlag( PlayerFlag.Glassblowing, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Masonry
{
get{ return GetFlag( PlayerFlag.Masonry ); }
set{ SetFlag( PlayerFlag.Masonry, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool SandMining
{
get{ return GetFlag( PlayerFlag.SandMining ); }
set{ SetFlag( PlayerFlag.SandMining, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool StoneMining
{
get{ return GetFlag( PlayerFlag.StoneMining ); }
set{ SetFlag( PlayerFlag.StoneMining, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool ToggleMiningStone
{
get{ return GetFlag( PlayerFlag.ToggleMiningStone ); }
set{ SetFlag( PlayerFlag.ToggleMiningStone, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool KarmaLocked
{
get{ return GetFlag( PlayerFlag.KarmaLocked ); }
set{ SetFlag( PlayerFlag.KarmaLocked, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool AutoRenewInsurance
{
get{ return GetFlag( PlayerFlag.AutoRenewInsurance ); }
set{ SetFlag( PlayerFlag.AutoRenewInsurance, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool UseOwnFilter
{
get{ return GetFlag( PlayerFlag.UseOwnFilter ); }
set{ SetFlag( PlayerFlag.UseOwnFilter, value ); }
}
public bool GetFlag( PlayerFlag flag )
{
return ( (m_Flags & flag) != 0 );
}
public void SetFlag( PlayerFlag flag, bool value )
{
if ( value )
m_Flags |= flag;
else
m_Flags &= ~flag;
}
public DesignContext DesignContext
{
get{ return m_DesignContext; }
set{ m_DesignContext = value; }
}
public static void Initialize()
{
EventSink.Login += new LoginEventHandler( OnLogin );
EventSink.Logout += new LogoutEventHandler( OnLogout );
EventSink.Disconnected += new DisconnectedEventHandler(EventSink_Disconnected);
}
public override void OnSkillInvalidated( Skill skill )
{
if ( Core.AOS && skill.SkillName == SkillName.MagicResist )
UpdateResistances();
}
public override int GetMaxResistance( ResistanceType type )
{
int max = base.GetMaxResistance( type );
if ( 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
max = 60;
return max;
}
public override int GetMinResistance( ResistanceType type )
{
int magicResist = (int)(Skills[SkillName.MagicResist].Value * 10);
int min = int.MinValue;
if ( magicResist >= 1000 )
min = 40 + ((magicResist - 1000) / 50);
else if ( magicResist >= 400 )
min = (magicResist - 400) / 15;
if ( min > MaxPlayerResistance )
min = MaxPlayerResistance;
int baseMin = base.GetMinResistance( type );
if ( min < baseMin )
min = baseMin;
return min;
}
private static void OnLogin( LoginEventArgs e )
{
Mobile from = e.Mobile;
PlayerMobile pm = from as PlayerMobile;
if ( pm != null )
pm.m_SessionStart = DateTime.Now;
SacrificeVirtue.CheckAtrophy( from );
JusticeVirtue.CheckAtrophy( from );
}
private static void OnLogout( LogoutEventArgs e )
{
PlayerMobile pm = e.Mobile as PlayerMobile;
if ( pm != null )
pm.m_GameTime += (DateTime.Now - pm.m_SessionStart);
}
private static void EventSink_Disconnected( DisconnectedEventArgs e )
{
Mobile from = e.Mobile;
DesignContext context = DesignContext.Find( from );
if ( context != null )
{
/* Client disconnected
* - Remove design context
* - Eject client from house
*/
// Remove design context
DesignContext.Remove( from );
// Eject client from house
from.RevealingAction();
from.Map = context.Foundation.Map;
from.Location = context.Foundation.BanLocation;
}
}
public override void RevealingAction()
{
if ( m_DesignContext != null )
return;
base.RevealingAction();
}
public override void OnSubItemAdded( Item item )
{
if ( AccessLevel < AccessLevel.GameMaster && item.IsChildOf( this.Backpack ) )
{
int maxWeight = WeightOverloading.GetMaxWeight( this );
int curWeight = Mobile.BodyWeight + this.TotalWeight;
if ( curWeight > maxWeight )
this.SendLocalizedMessage( 1019035, true, String.Format( " : {0} / {1}", curWeight, maxWeight ) );
}
}
public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
{
if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
return false;
if ( target is BaseVendor || target is PlayerVendor )
{
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 CanBeBeneficial( Mobile target, bool message, bool allowDead )
{
if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
return false;
return base.CanBeBeneficial( target, message, allowDead );
}
public override bool CheckContextMenuDisplay( IEntity target )
{
return ( m_DesignContext == null );
}
public override void OnItemAdded( Item item )
{
base.OnItemAdded( item );
if ( item is BaseArmor || item is BaseWeapon )
{
Hits=Hits; Stam=Stam; Mana=Mana;
}
}
public override void OnItemRemoved( Item item )
{
base.OnItemRemoved( item );
if ( item is BaseArmor || item is BaseWeapon )
{
Hits=Hits; Stam=Stam; Mana=Mana;
}
}
public override int HitsMax
{
get{ return base.HitsMax + AosAttributes.GetValue( this, AosAttribute.BonusHits ); }
}
public override int StamMax
{
get{ return base.StamMax + AosAttributes.GetValue( this, AosAttribute.BonusStam ); }
}
public override int ManaMax
{
get{ return base.ManaMax + AosAttributes.GetValue( this, AosAttribute.BonusMana ); }
}
public override bool Move( Direction d )
{
NetState ns = this.NetState;
if ( ns != null )
{
Gump[] gumps = ns.Gumps;
for ( int i = 0; i < gumps.Length; ++i )
{
if ( gumps is ResurrectGump )
{
if ( Alive )
{
CloseGump( typeof( ResurrectGump ) );
}
else
{
SendLocalizedMessage( 500111 ); // You are frozen and cannot move.
return false;
}
}
}
}
return base.Move( d );
}
public override bool CheckMovement( Direction d, out int newZ )
{
DesignContext context = m_DesignContext;
if ( context == null )
return base.CheckMovement( d, out newZ );
HouseFoundation foundation = context.Foundation;
newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );
int newX = this.X, newY = this.Y;
Movement.Movement.Offset( d, ref newX, ref newY );
int startX = foundation.X + foundation.Components.Min.X + 1;
int startY = foundation.Y + foundation.Components.Min.Y + 1;
int endX = startX + foundation.Components.Width - 1;
int endY = startY + foundation.Components.Height - 2;
return ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map );
}
public override bool AllowItemUse( Item item )
{
return DesignContext.Check( this );
}
public override bool AllowSkillUse( SkillName skill )
{
return DesignContext.Check( this );
}
private bool m_LastProtectedMessage;
private int m_NextProtectionCheck = 10;
public override void SetLocation( Point3D loc, bool isTeleport )
{
base.SetLocation( loc, isTeleport );
if ( isTeleport || --m_NextProtectionCheck == 0 )
{
m_NextProtectionCheck = 10;
Regions.GuardedRegion reg = this.Region as Regions.GuardedRegion;
bool isProtected = ( reg != null && !reg.IsDisabled() );
if ( isProtected != m_LastProtectedMessage )
{
if ( isProtected )
SendLocalizedMessage( 500112 ); // You are now under the protection of the town guards.
else
SendLocalizedMessage( 500113 ); // You have left the protection of the town guards.
m_LastProtectedMessage = isProtected;
}
}
}
public override void GetContextMenuEntries( Mobile from, ArrayList list )
{
base.GetContextMenuEntries( from, list );
if ( from == this )
{
if ( InsuranceEnabled )
{
list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );
if ( AutoRenewInsurance )
list.Add( new CallbackEntry( 6202, new ContextCallback( CancelRenewInventoryInsurance ) ) );
else
list.Add( new CallbackEntry( 6200, new ContextCallback( AutoRenewInventoryInsurance ) ) );
}
// TODO: Toggle champ titles
if ( Core.AOS )
{
BaseHouse house = BaseHouse.FindHouseAt( this );
if ( house != null )
list.Add( new CallbackEntry( 6207, new ContextCallback( LeaveHouse ) ) );
}
if ( m_JusticeProtectors.Count > 0 )
list.Add( new CallbackEntry( 6157, new ContextCallback( CancelProtection ) ) );
}
}
private void CancelProtection()
{
for ( int i = 0; i < m_JusticeProtectors.Count; ++i )
{
Mobile prot = (Mobile)m_JusticeProtectors;
string args = String.Format( "{0}\t{1}", this.Name, prot.Name );
prot.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
this.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
}
m_JusticeProtectors.Clear();
}
private void ToggleItemInsurance()
{
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060868 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
}
private bool CanInsure( Item item )
{
if ( item is Container )
return false;
if ( item is Spellbook || item is Runebook || item is PotionKeg )
return false;
if ( item.Stackable )
return false;
if ( item.LootType == LootType.Cursed )
return false;
return true;
}
private void ToggleItemInsurance_Callback( Mobile from, object obj )
{
Item item = obj as Item;
if ( item == null || !item.IsChildOf( this ) )
{
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060871, "", 0x23 ); // You can only insure items that you have equipped or that are in your backpack
}
else if ( item.Insured )
{
item.Insured = false;
SendLocalizedMessage( 1060874, "", 0x35 ); // You cancel the insurance on the item
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
}
else if ( !CanInsure( item ) )
{
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
}
else if ( item.LootType == LootType.Blessed || item.LootType == LootType.Newbied || item.BlessedFor == from )
{
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060870, "", 0x23 ); // That item is blessed and does not need to be insured
SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
}
else
{
if ( !m_PayedInsurance.Contains( item ) )
{
if ( Banker.Withdraw( from, 600 ) )
{
SendLocalizedMessage( 1060398, "600" ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
m_PayedInsurance.Add( item );
}
else
{
SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
return;
}
}
item.Insured = true;
SendLocalizedMessage( 1060873, "", 0x23 ); // You have insured the item
BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
}
}
private ArrayList m_PayedInsurance;
private void AutoRenewInventoryInsurance()
{
SendLocalizedMessage( 1060881, "", 0x23 ); // You have selected to automatically reinsure all insured items upon death
AutoRenewInsurance = true;
}
private void CancelRenewInventoryInsurance()
{
SendLocalizedMessage( 1061075, "", 0x23 ); // You have cancelled automatically reinsuring all insured items upon death
AutoRenewInsurance = false;
}
// TODO: Champ titles, toggle
private void LeaveHouse()
{
BaseHouse house = BaseHouse.FindHouseAt( this );
if ( house != null )
this.Location = house.BanLocation;
}
private delegate void ContextCallback();
private class CallbackEntry : ContextMenuEntry
{
private ContextCallback m_Callback;
public CallbackEntry( int number, ContextCallback callback ) : this( number, -1, callback )
{
}
public CallbackEntry( int number, int range, ContextCallback callback ) : base( number, range )
{
m_Callback = callback;
}
public override void OnClick()
{
if ( m_Callback != null )
m_Callback();
}
}
public override void OnDoubleClick( Mobile from )
{
if ( this == from && !Warmode )
{
IMount mount = Mount;
if ( mount != null && !DesignContext.Check( this ) )
return;
}
base.OnDoubleClick( from );
}
public override void DisplayPaperdollTo( Mobile to )
{
if ( DesignContext.Check( this ) )
base.DisplayPaperdollTo( to );
}
private static bool m_NoRecursion;
protected override void OnLocationChange( Point3D oldLocation )
{
DesignContext context = m_DesignContext;
if ( context == null || m_NoRecursion )
return;
m_NoRecursion = true;
HouseFoundation foundation = context.Foundation;
int newX = this.X, newY = this.Y;
int newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );
int startX = foundation.X + foundation.Components.Min.X + 1;
int startY = foundation.Y + foundation.Components.Min.Y + 1;
int endX = startX + foundation.Components.Width - 1;
int endY = startY + foundation.Components.Height - 2;
if ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map )
{
if ( Z != newZ )
Location = new Point3D( X, Y, newZ );
m_NoRecursion = false;
return;
}
Location = new Point3D( foundation.X, foundation.Y, newZ );
Map = foundation.Map;
m_NoRecursion = false;
}
protected override void OnMapChange( Map oldMap )
{
DesignContext context = m_DesignContext;
if ( context == null || m_NoRecursion )
return;
m_NoRecursion = true;
HouseFoundation foundation = context.Foundation;
if ( Map != foundation.Map )
Map = foundation.Map;
m_NoRecursion = false;
}
public override void OnDamage( int amount, Mobile from, bool willKill )
{
if ( amount > 0 )
{
BandageContext c = BandageContext.GetContext( this );
if ( c != null )
c.Slip();
}
WeightOverloading.FatigueOnDamage( this, amount );
base.OnDamage( amount, from, willKill );
}
public static int ComputeSkillTotal( Mobile m )
{
int total = 0;
for ( int i = 0; i < m.Skills.Length; ++i )
total += m.Skills.BaseFixedPoint;
return ( total / 10 );
}
public override void Resurrect()
{
bool wasAlive = this.Alive;
base.Resurrect();
if ( this.Alive && !wasAlive )
{
Item deathRobe = new DeathRobe();
if ( !EquipItem( deathRobe ) )
deathRobe.Delete();
}
}
private Mobile m_InsuranceAward;
private int m_InsuranceCost;
private int m_InsuranceBonus;
Public override bool OnBeforeDeath()
{
m_InsuranceCost = 0;
m_InsuranceAward = base.FindMostRecentDamager( false );
if ( m_InsuranceAward != null && !m_InsuranceAward.Player )
//m_InsuranceAward = null;
if ( m_InsuranceAward is PlayerMobile )
//((PlayerMobile)m_InsuranceAward).m_InsuranceBonus = 0;
return base.OnBeforeDeath();
}
private bool CheckInsuranceOnDeath( Item item )
{
if ( InsuranceEnabled && item.Insured )
{
if ( AutoRenewInsurance )
{
int cost = ( m_InsuranceAward == null ? 600 : 300 );
if ( Banker.Withdraw( this, cost ) )
{
m_InsuranceCost += cost;
if ( !m_PayedInsurance.Contains( item ) )
m_PayedInsurance.Add( item );
}
else
{
SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
m_PayedInsurance.Remove( item );
item.Insured = false;
}
}
else
{
m_PayedInsurance.Remove( item );
item.Insured = false;
}
if ( m_InsuranceAward != null )
{
if ( Banker.Deposit( m_InsuranceAward, 300 ) )
{
if ( m_InsuranceAward is PlayerMobile )
((PlayerMobile)m_InsuranceAward).m_InsuranceBonus += 300;
}
}
return true;
}
return false;
}
public override DeathMoveResult GetParentMoveResultFor( Item item )
{
if ( CheckInsuranceOnDeath( item ) )
return DeathMoveResult.MoveToBackpack;
return base.GetParentMoveResultFor( item );
}
public override DeathMoveResult GetInventoryMoveResultFor( Item item )
{
if ( CheckInsuranceOnDeath( item ) )
return DeathMoveResult.MoveToBackpack;
return base.GetInventoryMoveResultFor( item );
}
public override void OnDeath( Container c )
{
base.OnDeath( c );
//**********Added for DEATH to appear on Death
//{
//Mobile m = new VisitingDEATH();
//m.Location = c.Location;
//m.Map = c.Map;
//}
//**********End Added for DEATH to appear on Death
HueMod = -1;
NameMod = null;
SavagePaintExpiration = TimeSpan.Zero;
SetHairMods( -1, -1 );
PolymorphSpell.StopTimer( this );
IncognitoSpell.StopTimer( this );
DisguiseGump.StopTimer( this );
EndAction( typeof( PolymorphSpell ) );
EndAction( typeof( IncognitoSpell ) );
if ( m_PermaFlags.Count > 0 )
{
m_PermaFlags.Clear();
if ( c is Corpse )
((Corpse)c).Criminal = true;
if ( SkillHandlers.Stealing.ClassicMode )
Criminal = true;
}
if ( this.Kills >= 5 && DateTime.Now >= m_NextSacrificeGain )
{
Mobile m = FindMostRecentDamager( false );
if ( m != null )
{
bool gainedPath = false;
int theirTotal = ComputeSkillTotal( m );
int ourTotal = ComputeSkillTotal( this );
int pointsToGain = 1 + ((theirTotal - ourTotal) / 50);
if ( pointsToGain < 1 )
pointsToGain = 1;
else if ( pointsToGain > 4 )
pointsToGain = 4;
if ( VirtueHelper.Award( m, VirtueName.Justice, pointsToGain, ref gainedPath ) )
{
if ( gainedPath )
m.SendLocalizedMessage( 1049367 ); // You have gained a path in Justice!
else
m.SendLocalizedMessage( 1049363 ); // You have gained in Justice.
m.FixedParticles( 0x375A, 9, 20, 5027, EffectLayer.Waist );
m.PlaySound( 0x1F7 );
m_NextSacrificeGain = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
}
}
}
if ( m_InsuranceCost > 0 )
SendLocalizedMessage( 1060398, m_InsuranceCost.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
if ( m_InsuranceAward is PlayerMobile )
{
PlayerMobile pm = (PlayerMobile)m_InsuranceAward;
if ( pm.m_InsuranceBonus > 0 )
pm.SendLocalizedMessage( 1060397, pm.m_InsuranceBonus.ToString() ); // ~1_AMOUNT~ gold has been deposited into your bank box.
}
}
private ArrayList m_PermaFlags;
private ArrayList m_VisList;
private Hashtable m_AntiMacroTable;
private TimeSpan m_GameTime;
private TimeSpan m_ShortTermElapse;
private TimeSpan m_LongTermElapse;
private DateTime m_SessionStart;
private DateTime m_LastEscortTime;
private DateTime m_NextSmithBulkOrder;
private DateTime m_NextTailorBulkOrder;
private DateTime m_SavagePaintExpiration;
private SkillName m_Learning = (SkillName)(-1);
public SkillName Learning
{
get{ return m_Learning; }
set{ m_Learning = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan SavagePaintExpiration
{
get
{
TimeSpan ts = m_SavagePaintExpiration - DateTime.Now;
if ( ts < TimeSpan.Zero )
ts = TimeSpan.Zero;
return ts;
}
set
{
m_SavagePaintExpiration = DateTime.Now + value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan NextSmithBulkOrder
{
get
{
TimeSpan ts = m_NextSmithBulkOrder - DateTime.Now;
if ( ts < TimeSpan.Zero )
ts = TimeSpan.Zero;
return ts;
}
set
{
try{ m_NextSmithBulkOrder = DateTime.Now + value; }
catch{}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan NextTailorBulkOrder
{
get
{
TimeSpan ts = m_NextTailorBulkOrder - DateTime.Now;
if ( ts < TimeSpan.Zero )
ts = TimeSpan.Zero;
return ts;
}
set
{
try{ m_NextTailorBulkOrder = DateTime.Now + value; }
catch{}
}
}
public DateTime LastEscortTime
{
get{ return m_LastEscortTime; }
set{ m_LastEscortTime = value; }
}
public PlayerMobile()
{
m_VisList = new ArrayList();
m_PermaFlags = new ArrayList();
m_AntiMacroTable = new Hashtable();
m_BOBFilter = new Engines.BulkOrders.BOBFilter();
m_GameTime = TimeSpan.Zero;
m_ShortTermElapse = TimeSpan.FromHours( 8.0 );
m_LongTermElapse = TimeSpan.FromHours( 40.0 );
m_PayedInsurance = new ArrayList();
m_JusticeProtectors = new ArrayList();
}
public override bool MutateSpeech( ArrayList hears, ref string text, ref object context )
{
if ( Alive )
return false;
for ( int i = 0; i < hears.Count; ++i )
{
object o = hears;
if ( o != this && o is Mobile && ((Mobile)o).Skills[SkillName.SpiritSpeak].Value >= 100.0 )
return false;
}
return base.MutateSpeech( hears, ref text, ref context );
}
public override void Damage( int amount, Mobile from )
{
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 );
}
base.Damage( amount, from );
}
public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
{
if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
return base.ApplyPoison( from, PoisonImpl.IncreaseLevel( poison ) );
return base.ApplyPoison( from, poison );
}
public PlayerMobile( Serial s ) : base( s )
{
m_VisList = new ArrayList();
m_AntiMacroTable = new Hashtable();
}
public ArrayList VisibilityList
{
get{ return m_VisList; }
}
public ArrayList PermaFlags
{
get{ return m_PermaFlags; }
}
public override int Luck{ get{ return AosAttributes.GetValue( this, AosAttribute.Luck ); } }
public override bool IsHarmfulCriminal( Mobile target )
{
if ( target is PlayerMobile && ((PlayerMobile)target).m_PermaFlags.Count > 0 && SkillHandlers.Stealing.ClassicMode )
{
int noto = Notoriety.Compute( this, target );
if ( noto == Notoriety.Innocent )
target.Delta( MobileDelta.Noto );
return false;
}
return base.IsHarmfulCriminal( target );
}
public bool AntiMacroCheck( Skill skill, object obj )
{
if ( obj == null || m_AntiMacroTable == null || this.AccessLevel != AccessLevel.Player )
return true;
Hashtable tbl = (Hashtable)m_AntiMacroTable[skill];
if ( tbl == null )
m_AntiMacroTable[skill] = tbl = new Hashtable();
CountAndTimeStamp count = (CountAndTimeStamp)tbl[obj];
if ( count != null )
{
if ( count.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
{
count.Count = 1;
return true;
}
else
{
++count.Count;
if ( count.Count <= SkillCheck.Allowance )
return true;
else
return false;
}
}
else
{
tbl[obj] = count = new CountAndTimeStamp();
count.Count = 1;
return true;
}
}
private void RevertHair()
{
SetHairMods( -1, -1 );
}
private Engines.BulkOrders.BOBFilter m_BOBFilter;
public Engines.BulkOrders.BOBFilter BOBFilter
{
get{ return m_BOBFilter; }
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
//Added
case 14:
{
m_Points = reader.ReadInt();
goto case 13;
}
case 13:
{
m_TPoints = reader.ReadInt();
goto case 12;
}
//End Added
case 12:
{
m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
goto case 11;
}
case 11:
{
m_PayedInsurance = reader.ReadItemList();
goto case 10;
}
case 10:
{
if ( reader.ReadBool() )
{
m_HairModID = reader.ReadInt();
m_HairModHue = reader.ReadInt();
m_BeardModID = reader.ReadInt();
m_BeardModHue = reader.ReadInt();
// We cannot call SetHairMods( -1, -1 ) here because the items have not yet loaded
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( RevertHair ) );
}
goto case 9;
}
case 9:
{
SavagePaintExpiration = reader.ReadTimeSpan();
if ( SavagePaintExpiration > TimeSpan.Zero )
{
BodyMod = ( Female ? 184 : 183 );
HueMod = 0;
}
goto case 8;
}
case 8:
{
m_NpcGuild = (NpcGuild)reader.ReadInt();
m_NpcGuildJoinTime = reader.ReadDateTime();
m_NpcGuildGameTime = reader.ReadTimeSpan();
goto case 7;
}
case 7:
{
m_PermaFlags = reader.ReadMobileList();
goto case 6;
}
case 6:
{
NextTailorBulkOrder = reader.ReadTimeSpan();
goto case 5;
}
case 5:
{
NextSmithBulkOrder = reader.ReadTimeSpan();
goto case 4;
}
case 4:
{
m_LastJusticeLoss = reader.ReadDeltaTime();
m_JusticeProtectors = reader.ReadMobileList();
goto case 3;
}
case 3:
{
m_LastSacrificeGain = reader.ReadDeltaTime();
m_LastSacrificeLoss = reader.ReadDeltaTime();
m_AvailableResurrects = reader.ReadInt();
goto case 2;
}
case 2:
{
m_Flags = (PlayerFlag)reader.ReadInt();
goto case 1;
}
case 1:
{
m_LongTermElapse = reader.ReadTimeSpan();
m_ShortTermElapse = reader.ReadTimeSpan();
m_GameTime = reader.ReadTimeSpan();
goto case 0;
}
case 0:
{
break;
}
}
if ( m_PayedInsurance == null )
m_PayedInsurance = new ArrayList();
if ( m_PermaFlags == null )
m_PermaFlags = new ArrayList();
if ( m_JusticeProtectors == null )
m_JusticeProtectors = new ArrayList();
if ( m_BOBFilter == null )
m_BOBFilter = new Engines.BulkOrders.BOBFilter();
ArrayList list = this.Stabled;
for ( int i = 0; i < list.Count; ++i )
{
BaseCreature bc = list as BaseCreature;
if ( bc != null )
bc.IsStabled = true;
}
}
public override void Serialize( GenericWriter writer )
{
//cleanup our anti-macro table
foreach ( Hashtable t in m_AntiMacroTable.Values )
{
ArrayList remove = new ArrayList();
foreach ( CountAndTimeStamp time in t.Values )
{
if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
remove.Add( time );
}
for (int i=0;i<remove.Count;++i)
t.Remove( remove );
}
//decay our kills
if ( m_ShortTermElapse < this.GameTime )
{
m_ShortTermElapse = this.GameTime + TimeSpan.FromHours( 8 );
if ( ShortTermMurders > 0 )
--ShortTermMurders;
}
if ( m_LongTermElapse < this.GameTime )
{
m_LongTermElapse = this.GameTime + TimeSpan.FromHours( 40 );
if ( Kills > 0 )
--Kills;
}
base.Serialize( writer );
writer.Write( (int) 12 ); // version
m_BOBFilter.Serialize( writer );
//Added
writer.Write( m_Points );
writer.Write( m_TPoints );
//EndAdded
writer.WriteItemList( m_PayedInsurance, true );
bool useMods = ( m_HairModID != -1 || m_BeardModID != -1 );
writer.Write( useMods );
if ( useMods )
{
writer.Write( (int) m_HairModID );
writer.Write( (int) m_HairModHue );
writer.Write( (int) m_BeardModID );
writer.Write( (int) m_BeardModHue );
}
writer.Write( SavagePaintExpiration );
writer.Write( (int) m_NpcGuild );
writer.Write( (DateTime) m_NpcGuildJoinTime );
writer.Write( (TimeSpan) m_NpcGuildGameTime );
writer.WriteMobileList( m_PermaFlags, true );
writer.Write( NextTailorBulkOrder );
writer.Write( NextSmithBulkOrder );
writer.WriteDeltaTime( m_LastJusticeLoss );
writer.WriteMobileList( m_JusticeProtectors, true );
writer.WriteDeltaTime( m_LastSacrificeGain );
writer.WriteDeltaTime( m_LastSacrificeLoss );
writer.Write( m_AvailableResurrects );
writer.Write( (int) m_Flags );
writer.Write( m_LongTermElapse );
writer.Write( m_ShortTermElapse );
writer.Write( this.GameTime );
}
public void ResetKillTime()
{
m_ShortTermElapse = this.GameTime + TimeSpan.FromHours( 8 );
m_LongTermElapse = this.GameTime + TimeSpan.FromHours( 40 );
}
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan GameTime
{
get
{
if ( NetState != null )
return m_GameTime + (DateTime.Now - m_SessionStart);
else
return m_GameTime;
}
}
public override bool CanSee( Mobile m )
{
if ( m is PlayerMobile && ((PlayerMobile)m).m_VisList.Contains( this ) )
return true;
return base.CanSee( m );
}
public override bool CanSee( Item item )
{
if ( m_DesignContext != null && m_DesignContext.Foundation.IsHiddenToCustomizer( item ) )
return false;
return base.CanSee( item );
}
#region Enemy of One
private Type m_EnemyOfOneType;
private bool m_WaitingForEnemy;
public Type EnemyOfOneType
{
get{ return m_EnemyOfOneType; }
set
{
Type oldType = m_EnemyOfOneType;
Type newType = value;
if ( oldType == newType )
return;
m_EnemyOfOneType = value;
DeltaEnemies( oldType, newType );
}
}
public bool WaitingForEnemy
{
get{ return m_WaitingForEnemy; }
set{ m_WaitingForEnemy = value; }
}
private void DeltaEnemies( Type oldType, Type newType )
{
Map map = this.Map;
if ( map == null )
return;
IPooledEnumerable eable = map.GetMobilesInRange( this.Location, 18 );
foreach ( Mobile m in eable )
{
Type t = m.GetType();
if ( t == oldType || t == newType )
Send( new MobileMoving( m, Notoriety.Compute( this, m ) ) );
}
eable.Free();
}
#endregion
#region Hair and beard mods
private int m_HairModID = -1, m_HairModHue;
private int m_BeardModID = -1, m_BeardModHue;
public void SetHairMods( int hairID, int beardID )
{
if ( hairID == -1 )
InternalRestoreHair( true, ref m_HairModID, ref m_HairModHue );
else if ( hairID != -2 )
InternalChangeHair( true, hairID, ref m_HairModID, ref m_HairModHue );
if ( beardID == -1 )
InternalRestoreHair( false, ref m_BeardModID, ref m_BeardModHue );
else if ( beardID != -2 )
InternalChangeHair( false, beardID, ref m_BeardModID, ref m_BeardModHue );
}
private Item CreateHair( bool hair, int id, int hue )
{
switch ( id )
{
case 0x203B: return new ShortHair( hue );
case 0x203C: return new LongHair( hue );
case 0x203D: return new PonyTail( hue );
case 0x203E: return new LongBeard( hue );
case 0x203F: return new ShortBeard( hue );
case 0x2040: return new Goatee( hue );
case 0x2041: return new Mustache( hue );
case 0x2044: return new Mohawk( hue );
case 0x2045: return new PageboyHair( hue );
case 0x2046: return new BunsHair( hue );
case 0x2047: return new Afro( hue );
case 0x2048: return new ReceedingHair( hue );
case 0x2049: return new TwoPigTails( hue );
case 0x204A: return new KrisnaHair( hue );
case 0x204B: return new MediumShortBeard( hue );
case 0x204C: return new MediumLongBeard( hue );
case 0x204D: return new Vandyke( hue );
default:
{
Console.WriteLine( "Warning: Unknown hair ID specified: {0}", id );
if ( hair )
return new GenericHair( id );
else
return new GenericBeard( id );
}
}
}
private void InternalRestoreHair( bool hair, ref int id, ref int hue )
{
if ( id == -1 )
return;
Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );
if ( item != null )
item.Delete();
if ( id != 0 )
AddItem( CreateHair( hair, id, hue ) );
id = -1;
hue = 0;
}
private void InternalChangeHair( bool hair, int id, ref int storeID, ref int storeHue )
{
Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );
if ( item != null )
{
if ( storeID == -1 )
{
storeID = item.ItemID;
storeHue = item.Hue;
}
item.Delete();
}
else if ( storeID == -1 )
{
storeID = 0;
storeHue = 0;
}
if ( id == 0 )
return;
AddItem( CreateHair( hair, id, 0 ) );
}
#endregion
#region Virtue stuff
private DateTime m_LastSacrificeGain;
private DateTime m_LastSacrificeLoss;
private int m_AvailableResurrects;
public DateTime LastSacrificeGain{ get{ return m_LastSacrificeGain; } set{ m_LastSacrificeGain = value; } }
public DateTime LastSacrificeLoss{ get{ return m_LastSacrificeLoss; } set{ m_LastSacrificeLoss = value; } }
public int AvailableResurrects{ get{ return m_AvailableResurrects; } set{ m_AvailableResurrects = value; } }
private DateTime m_NextSacrificeGain;
private DateTime m_LastJusticeLoss;
private ArrayList m_JusticeProtectors;
public DateTime LastJusticeLoss{ get{ return m_LastJusticeLoss; } set{ m_LastJusticeLoss = value; } }
public ArrayList JusticeProtectors{ get{ return m_JusticeProtectors; } set{ m_JusticeProtectors = value; } }
#endregion
}
}[/code:1]