using System; using System.Collections.Generic; using Server; using Server.Gumps; using Server.Items; using Server.Mobiles; using Server.Network; using Server.Targeting; namespace Server.Items { public class Bandage : Item, IDyable { public static int Range = 1; public override double DefaultWeight { get { return 0.1; } } [Constructable] public Bandage() : this( 1 ) { } [Constructable] public Bandage( int amount ) : base( 0xE21 ) { Stackable = true; Amount = amount; } public Bandage( Serial serial ) : base( serial ) { } public virtual bool Dye( Mobile from, DyeTub sender ) { if ( Deleted ) return false; Hue = sender.DyedHue; return true; } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } public override void OnDoubleClick( Mobile from ) { if ( from.InRange( GetWorldLocation(), Range ) ) { from.RevealingAction(); from.SendLocalizedMessage( 500948 ); // Who will you use the bandages on? from.Target = new InternalTarget( this ); } else { from.SendLocalizedMessage( 500295 ); // You are too far away to do that. } } private class InternalTarget : Target { private Bandage m_Bandage; public InternalTarget( Bandage bandage ) : base( Bandage.Range, false, TargetFlags.Beneficial ) { m_Bandage = bandage; } protected override void OnTarget( Mobile from, object targeted ) { if ( m_Bandage.Deleted ) return; if ( targeted is Mobile ) { if ( from.InRange( m_Bandage.GetWorldLocation(), Bandage.Range ) ) { if ( BandageContext.BeginHeal( from, (Mobile)targeted ) != null ) { m_Bandage.Consume(); } } else { from.SendLocalizedMessage( 500295 ); // You are too far away to do that. } } else { from.SendLocalizedMessage( 500970 ); // Bandages can not be used on that. } } } } public class BandageContext { private Mobile m_Healer; private Mobile m_Patient; private int m_Slips; private Timer m_Timer; public Mobile Healer{ get{ return m_Healer; } } public Mobile Patient{ get{ return m_Patient; } } public int Slips{ get{ return m_Slips; } set{ m_Slips = value; } } public Timer Timer{ get{ return m_Timer; } } public void Slip() { m_Healer.SendLocalizedMessage( 500961 ); // Your fingers slip! ++m_Slips; } public BandageContext( Mobile healer, Mobile patient, TimeSpan delay ) { m_Healer = healer; m_Patient = patient; m_Timer = new InternalTimer( this, delay ); m_Timer.Start(); } public void StopHeal() { m_Table.Remove( m_Healer ); if ( m_Timer != null ) m_Timer.Stop(); m_Timer = null; } private static Dictionary m_Table = new Dictionary(); public static BandageContext GetContext( Mobile healer ) { BandageContext bc = null; m_Table.TryGetValue( healer, out bc ); return bc; } public static SkillName GetPrimarySkill( Mobile m ) { return SkillName.Healing; } public static SkillName GetSecondarySkill( Mobile m ) { return SkillName.Healing; } public void EndHeal() { StopHeal(); int healerNumber = -1, patientNumber = -1; bool playSound = true; bool checkSkills = false; SkillName primarySkill = GetPrimarySkill( m_Patient ); SkillName secondarySkill = GetSecondarySkill( m_Patient ); BaseCreature petPatient = m_Patient as BaseCreature; bool guild = false; if ( m_Healer is PlayerMobile ) { PlayerMobile pm = (PlayerMobile)m_Healer; if ( pm.NpcGuild == NpcGuild.HealersGuild ) guild = true; } if ( !m_Healer.Alive ) { healerNumber = 500962; // You were unable to finish your work before you died. patientNumber = -1; playSound = false; } else if ( !m_Healer.InRange( m_Patient, Bandage.Range ) ) { healerNumber = 500963; // You did not stay close enough to heal your target. patientNumber = -1; playSound = false; } else if ( !guild && ( !m_Patient.Alive || (petPatient != null && petPatient.IsDeadPet) ) ) { healerNumber = 500966; // You are unable to resurrect your patient. patientNumber = -1; playSound = false; } else if ( !m_Patient.Alive || (petPatient != null && petPatient.IsDeadPet) ) { double healing = m_Healer.Skills[primarySkill].Value; double anatomy = m_Healer.Skills[secondarySkill].Value; double chance = ((healing - 68.0) / 50.0) - (m_Slips * 0.02); if (( (checkSkills = (healing >= 80.0 && anatomy >= 80.0)) && chance > Utility.RandomDouble() ) ) { if ( m_Patient.Map == null || !m_Patient.Map.CanFit( m_Patient.Location, 16, false, false ) ) { healerNumber = 501042; // Target can not be resurrected at that location. patientNumber = 502391; // Thou can not be resurrected there! } else { healerNumber = 500965; // You are able to resurrect your patient. patientNumber = -1; m_Patient.PlaySound( 0x214 ); m_Patient.FixedEffect( 0x376A, 10, 16 ); if ( petPatient != null && petPatient.IsDeadPet ) { Mobile master = petPatient.ControlMaster; if( master != null && m_Healer == master ) { petPatient.ResurrectPet(); for ( int i = 0; i < petPatient.Skills.Length; ++i ) { petPatient.Skills[i].Base -= 0.1; } } else if ( master != null && master.InRange( petPatient, 3 ) ) { healerNumber = 503255; // You are able to resurrect the creature. master.CloseGump( typeof( PetResurrectGump ) ); master.SendGump( new PetResurrectGump( m_Healer, petPatient ) ); } else { bool found = false; List friends = petPatient.Friends; for ( int i = 0; friends != null && i < friends.Count; ++i ) { Mobile friend = friends[i]; if ( friend.InRange( petPatient, 3 ) ) { healerNumber = 503255; // You are able to resurrect the creature. friend.CloseGump( typeof( PetResurrectGump ) ); friend.SendGump( new PetResurrectGump( m_Healer, petPatient ) ); found = true; break; } } if ( !found ) healerNumber = 1049670; // The pet's owner must be nearby to attempt resurrection. } } else { m_Patient.CloseGump( typeof( ResurrectGump ) ); m_Patient.SendGump( new ResurrectGump( m_Patient, m_Healer ) ); } } } else { if ( petPatient != null && petPatient.IsDeadPet ) healerNumber = 503256; // You fail to resurrect the creature. else healerNumber = 500966; // You are unable to resurrect your patient. patientNumber = -1; } } else if ( m_Patient.Poisoned ) { m_Healer.SendLocalizedMessage( 500969 ); // You finish applying the bandages. double healing = m_Healer.Skills[primarySkill].Value; double anatomy = m_Healer.Skills[secondarySkill].Value; double chance = ((healing - 30.0) / 50.0) - (m_Patient.Poison.Level * 0.1) - (m_Slips * 0.02); if ( (checkSkills = (healing >= 60.0 && anatomy >= 60.0)) && chance > Utility.RandomDouble() ) { if ( m_Patient.CurePoison( m_Healer ) ) { healerNumber = (m_Healer == m_Patient) ? -1 : 1010058; // You have cured the target of all poisons. patientNumber = 1010059; // You have been cured of all poisons. } else { healerNumber = -1; patientNumber = -1; } } else { healerNumber = 1010060; // You have failed to cure your target! patientNumber = -1; } } else if ( m_Patient.Hits == m_Patient.HitsMax ) { healerNumber = 500967; // You heal what little damage your patient had. patientNumber = -1; } else { checkSkills = true; patientNumber = -1; double healing = m_Healer.Skills[primarySkill].Value; double anatomy = m_Healer.Skills[secondarySkill].Value; double chance = ((healing + 10.0) / 100.0) - (m_Slips * 0.02); if ( chance > Utility.RandomDouble() ) { healerNumber = 500969; // You finish applying the bandages. double min, max; min = (anatomy / 5.0) + (healing / 5.0) + 3.0; max = (anatomy / 5.0) + (healing / 2.0) + 10.0; double toHeal = min + (Utility.RandomDouble() * (max - min)); if ( m_Patient.Body.IsMonster || m_Patient.Body.IsAnimal ) toHeal += m_Patient.HitsMax / 100; toHeal -= m_Slips * 4; if ( m_Patient is PlayerMobile ){ toHeal = (int)(toHeal * Server.Misc.Settings.HitPoints()); } if ( toHeal < 1 ) { toHeal = 1; healerNumber = 500968; // You apply the bandages, but they barely help. } m_Patient.Heal( (int) toHeal, m_Healer, false ); } else { healerNumber = 500968; // You apply the bandages, but they barely help. playSound = false; } } if ( healerNumber != -1 ) m_Healer.SendLocalizedMessage( healerNumber ); if ( patientNumber != -1 ) m_Patient.SendLocalizedMessage( patientNumber ); if ( playSound ) m_Patient.PlaySound( 0x57 ); if ( checkSkills ) { m_Healer.CheckSkill( secondarySkill, 0.0, 120.0 ); m_Healer.CheckSkill( primarySkill, 0.0, 120.0 ); } } private class InternalTimer : Timer { private BandageContext m_Context; public InternalTimer( BandageContext context, TimeSpan delay ) : base( delay ) { m_Context = context; Priority = TimerPriority.FiftyMS; } protected override void OnTick() { m_Context.EndHeal(); } } public static BandageContext BeginHeal( Mobile healer, Mobile patient ) { bool isDeadPet = ( patient is BaseCreature && ((BaseCreature)patient).IsDeadPet ); if ( patient is Golem ) { healer.SendLocalizedMessage( 500970 ); // Bandages cannot be used on that. } else if ( patient is PlayerMobile && patient.Hunger < 5 ) { healer.SendMessage( "One cannot be healed when they are starving!" ); } else if ( !patient.Poisoned && patient.Hits == patient.HitsMax && !isDeadPet ) { healer.SendLocalizedMessage( 500955 ); // That being is not damaged! } else if ( !patient.Alive && (patient.Map == null || !patient.Map.CanFit( patient.Location, 16, false, false )) ) { healer.SendLocalizedMessage( 501042 ); // Target cannot be resurrected at that location. } else if ( healer.CanBeBeneficial( patient, true, true ) ) { healer.DoBeneficial( patient ); bool onSelf = ( healer == patient ); int dex = healer.Dex; double seconds; double resDelay = ( patient.Alive ? 0.0 : 5.0 ); if ( onSelf ) { seconds = 9.4 + (0.6 * ((double)(120 - dex) / 10)); } else { if ( dex >= 100 ) seconds = 3.0 + resDelay; else if ( dex >= 40 ) seconds = 4.0 + resDelay; else seconds = 5.0 + resDelay; } BandageContext context = GetContext( healer ); if ( context != null ) context.StopHeal(); seconds *= 1000; context = new BandageContext( healer, patient, TimeSpan.FromMilliseconds( seconds ) ); m_Table[healer] = context; if ( !onSelf ) patient.SendLocalizedMessage( 1008078, false, healer.Name ); // : Attempting to heal you. healer.SendLocalizedMessage( 500956 ); // You begin applying the bandages. return context; } return null; } } }