AvatarsConquest/Source/VirtueInfo.txt

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/***************************************************************************
* VirtueInfo.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using System;
namespace Server
{
[PropertyObject]
public class VirtueInfo
{
private int[] m_Values;
public int[] Values
{
get
{
return m_Values;
}
}
public int GetValue( int index )
{
if ( m_Values == null )
return 0;
else
return m_Values[index];
}
public void SetValue( int index, int value )
{
if ( m_Values == null )
m_Values = new int[8];
m_Values[index] = value;
}
public override string ToString()
{
return "...";
}
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Humility{ get{ return GetValue( 0 ); } set{ SetValue( 0, value ); } }
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Sacrifice{ get{ return GetValue( 1 ); } set{ SetValue( 1, value ); } }
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Compassion{ get{ return GetValue( 2 ); } set{ SetValue( 2, value ); } }
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Spirituality{ get{ return GetValue( 3 ); } set{ SetValue( 3, value ); } }
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Valor{ get{ return GetValue( 4 ); } set{ SetValue( 4, value ); } }
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Honor{ get{ return GetValue( 5 ); } set{ SetValue( 5, value ); } }
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Justice{ get{ return GetValue( 6 ); } set{ SetValue( 6, value ); } }
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public int Honesty{ get{ return GetValue( 7 ); } set{ SetValue( 7, value ); } }
public VirtueInfo()
{
}
public VirtueInfo( GenericReader reader )
{
int version = reader.ReadByte();
switch ( version )
{
case 1: //Changed the values throughout the virtue system
case 0:
{
int mask = reader.ReadByte();
if ( mask != 0 )
{
m_Values = new int[8];
for ( int i = 0; i < 8; ++i )
if ( (mask & (1 << i)) != 0 )
m_Values[i] = reader.ReadInt();
}
break;
}
}
if( version == 0 )
{
Compassion *= 200;
Sacrifice *= 250; //Even though 40 (the max) only gives 10k, It's because it was formerly too easy
//No direct conversion factor for Justice, this is just an approximation
Justice *= 500;
//All the other virtues haven't been defined at 'version 0' point in time in the scripts.
}
}
public static void Serialize( GenericWriter writer, VirtueInfo info )
{
writer.Write( (byte) 1 ); // version
if ( info.m_Values == null )
{
writer.Write( (byte) 0 );
}
else
{
int mask = 0;
for ( int i = 0; i < 8; ++i )
if ( info.m_Values[i] != 0 )
mask |= 1 << i;
writer.Write( (byte) mask );
for ( int i = 0; i < 8; ++i )
if ( info.m_Values[i] != 0 )
writer.Write( (int) info.m_Values[i] );
}
}
}
}