- Opening a corpse while hidden is not anymore considered a revealing action. Also other tweaks about corpses and revealing

(http://www.uodemise.com/forum/showthread.php?t=142122)

- Herding now works on creatures from champion spawns and on all of tameable creatures
(http://www.uodemise.com/forum/showthread.php?t=121415)

- I hate leading spaces too! (especially on Corpse.cs)
This commit is contained in:
daedalus 2010-05-29 17:08:50 +00:00
parent f2a557ac05
commit 3956b8c804
6 changed files with 224 additions and 158 deletions

View file

@ -94,152 +94,152 @@ namespace Server.Items
}
}
private Dictionary<Item, InstancedItemInfo> m_InstancedItems;
private Dictionary<Item, InstancedItemInfo> m_InstancedItems;
private class InstancedItemInfo
{
private Mobile m_Mobile;
private Item m_Item;
private class InstancedItemInfo
{
private Mobile m_Mobile;
private Item m_Item;
private bool m_Perpetual; //Needed for Rummaged stuff. CONTRARY to the Patchlog, cause a later FoF contradicts it. Verify on OSI.
public bool Perpetual { get { return m_Perpetual; } set { m_Perpetual = value; } }
private bool m_Perpetual; //Needed for Rummaged stuff. CONTRARY to the Patchlog, cause a later FoF contradicts it. Verify on OSI.
public bool Perpetual { get { return m_Perpetual; } set { m_Perpetual = value; } }
public InstancedItemInfo( Item i, Mobile m )
{
m_Item = i;
m_Mobile = m;
}
public InstancedItemInfo( Item i, Mobile m )
{
m_Item = i;
m_Mobile = m;
}
public bool IsOwner( Mobile m )
{
if ( m_Item.LootType == LootType.Cursed ) //Cursed Items are part of everyone's instanced corpse... (?)
return true;
public bool IsOwner( Mobile m )
{
if ( m_Item.LootType == LootType.Cursed ) //Cursed Items are part of everyone's instanced corpse... (?)
return true;
if ( m == null )
return false; //sanity
if ( m == null )
return false; //sanity
if ( m_Mobile == m )
return true;
if ( m_Mobile == m )
return true;
Party myParty = Party.Get( m_Mobile );
Party myParty = Party.Get( m_Mobile );
return (myParty != null && myParty == Party.Get( m ));
}
}
return (myParty != null && myParty == Party.Get( m ));
}
}
public override bool IsChildVisibleTo( Mobile m, Item child )
{
if ( !m.Player || m.AccessLevel > AccessLevel.Player ) //Staff and creatures not subject to instancing.
return true;
public override bool IsChildVisibleTo( Mobile m, Item child )
{
if ( !m.Player || m.AccessLevel > AccessLevel.Player ) //Staff and creatures not subject to instancing.
return true;
if ( m_InstancedItems != null )
{
InstancedItemInfo info;
if ( m_InstancedItems != null )
{
InstancedItemInfo info;
if ( m_InstancedItems.TryGetValue( child, out info ) && (InstancedCorpse || info.Perpetual) )
{
return info.IsOwner( m ); //IsOwner checks Party stuff.
}
}
if ( m_InstancedItems.TryGetValue( child, out info ) && (InstancedCorpse || info.Perpetual) )
{
return info.IsOwner( m ); //IsOwner checks Party stuff.
}
}
return true;
}
return true;
}
private void AssignInstancedLoot()
{
if ( m_Aggressors.Count == 0 || this.Items.Count == 0 )
return;
private void AssignInstancedLoot()
{
if ( m_Aggressors.Count == 0 || this.Items.Count == 0 )
return;
if ( m_InstancedItems == null )
m_InstancedItems = new Dictionary<Item, InstancedItemInfo>();
if ( m_InstancedItems == null )
m_InstancedItems = new Dictionary<Item, InstancedItemInfo>();
List<Item> m_Stackables = new List<Item>();
List<Item> m_Unstackables = new List<Item>();
List<Item> m_Stackables = new List<Item>();
List<Item> m_Unstackables = new List<Item>();
for ( int i = 0; i < this.Items.Count; i++ )
{
Item item = this.Items[i];
for ( int i = 0; i < this.Items.Count; i++ )
{
Item item = this.Items[i];
if ( item.LootType != LootType.Cursed ) //Don't have curesd items take up someone's item spot.. (?)
{
if ( item.Stackable )
m_Stackables.Add( item );
else
m_Unstackables.Add( item );
}
}
if ( item.LootType != LootType.Cursed ) //Don't have curesd items take up someone's item spot.. (?)
{
if ( item.Stackable )
m_Stackables.Add( item );
else
m_Unstackables.Add( item );
}
}
List<Mobile> attackers = new List<Mobile>( m_Aggressors );
List<Mobile> attackers = new List<Mobile>( m_Aggressors );
for ( int i = 1; i < attackers.Count -1; i++ ) //randomize
{
int rand = Utility.Random( i + 1 );
for ( int i = 1; i < attackers.Count -1; i++ ) //randomize
{
int rand = Utility.Random( i + 1 );
Mobile temp = attackers[rand];
attackers[rand] = attackers[i];
attackers[i] = temp;
}
Mobile temp = attackers[rand];
attackers[rand] = attackers[i];
attackers[i] = temp;
}
//stackables first, for the remaining stackables, have those be randomly added after
//stackables first, for the remaining stackables, have those be randomly added after
for ( int i = 0; i < m_Stackables.Count; i++ )
{
Item item = m_Stackables[i];
for ( int i = 0; i < m_Stackables.Count; i++ )
{
Item item = m_Stackables[i];
if ( item.Amount >= attackers.Count )
{
int amountPerAttacker = (item.Amount / attackers.Count);
int remainder = (item.Amount % attackers.Count);
if ( item.Amount >= attackers.Count )
{
int amountPerAttacker = (item.Amount / attackers.Count);
int remainder = (item.Amount % attackers.Count);
for ( int j = 0; j < ((remainder == 0) ? attackers.Count -1 : attackers.Count); j++ )
{
Item splitItem = Mobile.LiftItemDupe( item, item.Amount - amountPerAttacker ); //LiftItemDupe automagically adds it as a child item to the corpse
for ( int j = 0; j < ((remainder == 0) ? attackers.Count -1 : attackers.Count); j++ )
{
Item splitItem = Mobile.LiftItemDupe( item, item.Amount - amountPerAttacker ); //LiftItemDupe automagically adds it as a child item to the corpse
m_InstancedItems.Add( splitItem, new InstancedItemInfo( splitItem, attackers[j] ) );
m_InstancedItems.Add( splitItem, new InstancedItemInfo( splitItem, attackers[j] ) );
//What happens to the remaining portion? TEMP FOR NOW UNTIL OSI VERIFICATION: Treat as Single Item.
}
//What happens to the remaining portion? TEMP FOR NOW UNTIL OSI VERIFICATION: Treat as Single Item.
}
if ( remainder == 0 )
{
m_InstancedItems.Add( item, new InstancedItemInfo( item, attackers[attackers.Count - 1] ) );
//Add in the original item (which has an equal amount as the others) to the instance for the last attacker, cause it wasn't added above.
}
else
{
m_Unstackables.Add( item );
}
}
else
{
//What happens in this case? TEMP FOR NOW UNTIL OSI VERIFICATION: Treat as Single Item.
m_Unstackables.Add( item );
}
}
if ( remainder == 0 )
{
m_InstancedItems.Add( item, new InstancedItemInfo( item, attackers[attackers.Count - 1] ) );
//Add in the original item (which has an equal amount as the others) to the instance for the last attacker, cause it wasn't added above.
}
else
{
m_Unstackables.Add( item );
}
}
else
{
//What happens in this case? TEMP FOR NOW UNTIL OSI VERIFICATION: Treat as Single Item.
m_Unstackables.Add( item );
}
}
for ( int i = 0; i < m_Unstackables.Count; i++ )
{
Mobile m = attackers[i % attackers.Count];
Item item = m_Unstackables[i];
for ( int i = 0; i < m_Unstackables.Count; i++ )
{
Mobile m = attackers[i % attackers.Count];
Item item = m_Unstackables[i];
m_InstancedItems.Add( item, new InstancedItemInfo( item, m ) );
}
}
m_InstancedItems.Add( item, new InstancedItemInfo( item, m ) );
}
}
public void AddCarvedItem( Item carved, Mobile carver )
{
this.DropItem( carved );
public void AddCarvedItem( Item carved, Mobile carver )
{
this.DropItem( carved );
if ( this.InstancedCorpse )
{
if ( m_InstancedItems == null )
m_InstancedItems = new Dictionary<Item, InstancedItemInfo>();
if ( this.InstancedCorpse )
{
if ( m_InstancedItems == null )
m_InstancedItems = new Dictionary<Item, InstancedItemInfo>();
m_InstancedItems.Add( carved, new InstancedItemInfo( carved, carver ) );
}
}
m_InstancedItems.Add( carved, new InstancedItemInfo( carved, carver ) );
}
}
public override bool IsDecoContainer
public override bool IsDecoContainer
{
get{ return false; }
}
@ -454,8 +454,8 @@ namespace Server.Items
c.SetRestoreInfo( item, item.Location );
}
if ( !owner.Player )
c.AssignInstancedLoot();
if ( !owner.Player )
c.AssignInstancedLoot();
}
else
{
@ -519,7 +519,7 @@ namespace Server.Items
m_Aggressors = new List<Mobile>( owner.Aggressors.Count + owner.Aggressed.Count );
//bool addToAggressors = !( owner is BaseCreature );
bool isBaseCreature = (owner is BaseCreature);
bool isBaseCreature = (owner is BaseCreature);
TimeSpan lastTime = TimeSpan.MaxValue;
@ -547,7 +547,7 @@ namespace Server.Items
lastTime = (DateTime.Now - info.LastCombatTime);
}
if ( !isBaseCreature )
if ( !isBaseCreature )
m_Aggressors.Add( info.Defender );
}
@ -847,7 +847,7 @@ namespace Server.Items
{
base.OnItemUsed( from, item );
if ( from != m_Owner )
if ( item is Food )
from.RevealingAction();
if ( item != this && IsCriminalAction( from ) )
@ -856,8 +856,8 @@ namespace Server.Items
if ( !m_Looters.Contains( from ) )
m_Looters.Add( from );
if ( m_InstancedItems != null && m_InstancedItems.ContainsKey( item ) )
m_InstancedItems.Remove( item );
if ( m_InstancedItems != null && m_InstancedItems.ContainsKey( item ) )
m_InstancedItems.Remove( item );
}
public override void OnItemLifted( Mobile from, Item item )
@ -873,8 +873,8 @@ namespace Server.Items
if ( !m_Looters.Contains( from ) )
m_Looters.Add( from );
if ( m_InstancedItems != null && m_InstancedItems.ContainsKey( item ) )
m_InstancedItems.Remove( item );
if ( m_InstancedItems != null && m_InstancedItems.ContainsKey( item ) )
m_InstancedItems.Remove( item );
}
private class OpenCorpseEntry : ContextMenuEntry
@ -1115,9 +1115,6 @@ namespace Server.Items
#endregion
base.OnDoubleClick( from );
if ( from != m_Owner )
from.RevealingAction();
}
else
{