using System;
using Server;
using Server.Items;
using Server.Network;
using Server.Mobiles;
using Server.ContextMenus;
using System.Collections;
using System.Collections.Generic;
using Server.Gumps;
namespace Server.Items
{
public abstract class BaseBashing : BaseMeleeWeapon, ILevelable
{
public override int DefHitSound{ get{ return 0x233; } }
public override int DefMissSound{ get{ return 0x239; } }
public override SkillName DefSkill{ get{ return SkillName.Macing; } }
public override WeaponType DefType{ get{ return WeaponType.Bashing; } }
public override WeaponAnimation DefAnimation{ get{ return WeaponAnimation.Bash1H; } }
//edit
/* These private variables store the exp, level, and *
* points for the item */
private int m_Experience;
private int m_Level;
private int m_Points;
private int m_MaxLevel;
[COLOR="RoyalBlue"]private bool m_CanLevel = false;[/COLOR]
//end
public BaseBashing( int itemID ) : base( itemID )
{
//edit
MaxLevel = LevelItems.DefaultMaxLevel;
/* Invalidate the level and refresh the item props
* Extremely important to call this method */
LevelItemManager.InvalidateLevel(this);
//end
}
public BaseBashing( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write((int)1);
// Version 1
writer.Write(m_MaxLevel);
// Version 0
// DONT FORGET TO SERIALIZE LEVEL, EXPERIENCE, AND POINTS
writer.Write(m_Experience);
writer.Write(m_Level);
writer.Write(m_Points);
[COLOR="RoyalBlue"]writer.Write((bool)m_CanLevel);[/COLOR]
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch (version)
{
case 1:
{
m_MaxLevel = reader.ReadInt();
goto case 0;
}
case 0:
{
// DONT FORGET TO DESERIALIZE LEVEL, EXPERIENCE, AND POINTS
m_Experience = reader.ReadInt();
m_Level = reader.ReadInt();
m_Points = reader.ReadInt();
[COLOR="RoyalBlue"]m_CanLevel = (bool)reader.ReadBool();[/COLOR]
break;
}
}
}
public override void OnHit( Mobile attacker, Mobile defender, double damageBonus )
{
base.OnHit( attacker, defender, damageBonus );
defender.Stam -= Utility.Random( 3, 3 ); // 3-5 points of stamina loss
}
public override double GetBaseDamage( Mobile attacker )
{
double damage = base.GetBaseDamage( attacker );
if ( !Core.AOS && (attacker.Player || attacker.Body.IsHuman) && Layer == Layer.TwoHanded && (attacker.Skills[SkillName.Anatomy].Value / 400.0) >= Utility.RandomDouble() )
{
damage *= 1.5;
attacker.SendMessage( "You deliver a crushing blow!" ); // Is this not localized?
attacker.PlaySound( 0x11C );
}
return damage;
}
//start level stuff
#region level stuff
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
/* Display level in the properties context menu.
* Will display experience as well, if DisplayExpProp.
* is set to true in LevelItemManager.cs */
list.Add(1060658, "Level\t{0}", m_Level);
if (LevelItems.DisplayExpProp)
list.Add(1060659, "Experience\t{0}", m_Experience);
}
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
base.GetContextMenuEntries(from, list);
/* Context Menu Entry to display the gump w/
* all info */
list.Add(new LevelInfoEntry(from, this, AttributeCategory.Melee));
}
// ILevelable Members that MUST be implemented
#region ILevelable Members
// This one will return our private m_MaxLevel variable.
[CommandProperty(AccessLevel.GameMaster)]
public int MaxLevel
{
get
{
return m_MaxLevel;
}
set
{
// This keeps gms from setting the level to an outrageous value
if (value > LevelItems.MaxLevelsCap)
value = LevelItems.MaxLevelsCap;
// This keeps gms from setting the level to 0 or a negative value
if (value < 1)
value = 1;
// Sets new level.
if (m_MaxLevel != value)
{
m_MaxLevel = value;
}
}
}
// This one will return our private m_Experience variable.
[CommandProperty(AccessLevel.GameMaster)]
public int Experience
{
get
{
return m_Experience;
}
set
{
m_Experience = value;
// This keeps gms from setting the level to an outrageous value
if (m_Experience > LevelItemManager.ExpTable[LevelItems.MaxLevelsCap - 1])
m_Experience = LevelItemManager.ExpTable[LevelItems.MaxLevelsCap - 1];
// Anytime exp is changed, call this method
LevelItemManager.InvalidateLevel(this);
}
}
// This one will return our private m_Level variable.
[CommandProperty(AccessLevel.GameMaster)]
public int Level
{
get
{
return m_Level;
}
set
{
// This keeps gms from setting the level to an outrageous value
if (value > LevelItems.MaxLevelsCap)
value = LevelItems.MaxLevelsCap;
// This keeps gms from setting the level to 0 or a negative value
if (value < 1)
value = 1;
// Sets new level.
if (m_Level != value)
{
m_Level = value;
}
}
}
// This one will return our private m_Points variable.
[CommandProperty(AccessLevel.GameMaster)]
public int Points
{
get
{
return m_Points;
}
set
{
//Sets new points.
m_Points = value;
}
}
[CommandProperty(AccessLevel.GameMaster)]
public bool CanLevel
{
get { return m_CanLevel; }
set { m_CanLevel = value; }
}
#endregion
}
#endregion
//end level stuff
}