Added IDevourable for PlaugeBeast and any other creatures that devour corpses.

Corpses no longer have booleans all over the place, I converted the main variables to CorpseFlag
Added something to the Repair when deeds are deleted it'll also send a message in regards to repairing
Added OnBefore and OnAfter Convert/Unconvert for Paragon which is used in PlaugeBeast... Basically if the plauge beast is a paragon, then the devour corpse total will increase.
This commit is contained in:
ravenal 2009-10-18 15:49:24 +00:00
parent 123af436f9
commit 5d07b8f64a
5 changed files with 311 additions and 49 deletions

View file

@ -428,6 +428,7 @@ namespace Server.Engines.Craft
}
else if( toDelete )
{
from.SendLocalizedMessage( number );
m_Deed.Delete();
}
}

View file

@ -14,32 +14,69 @@ using Server.Network;
namespace Server.Items
{
public interface IDevourable
{
bool Devour( Corpse corpse );
}
[Flags]
public enum CorpseFlag
{
None = 0x00000000,
/// <summary>
/// Has this corpse been carved?
/// </summary>
Carved = 0x00000001,
/// <summary>
/// If true, this corpse will not turn into bones
/// </summary>
NoBones = 0x00000002,
/// <summary>
/// If true, the corpse has turned into bones
/// </summary>
IsBones = 0x00000004,
/// <summary>
/// Has this corpse yet been visited by a taxidermist?
/// </summary>
VisitedByTaxidermist = 0x00000008,
/// <summary>
/// Has this corpse yet been used to channel spiritual energy? (AOS Spirit Speak)
/// </summary>
Channeled = 0x00000010,
/// <summary>
/// Was the owner criminal when he died?
/// </summary>
Criminal = 0x00000020,
}
public class Corpse : Container, ICarvable
{
private Mobile m_Owner; // Whos corpse is this?
private Mobile m_Killer; // Who killed the owner?
private bool m_Carved; // Has this corpse been carved?
private Mobile m_Owner; // Whos corpse is this?
private Mobile m_Killer; // Who killed the owner?
private CorpseFlag m_Flags; // @see CorpseFlag
private List<Mobile> m_Looters; // Who's looted this corpse?
private List<Item> m_EquipItems; // List of items equiped when the owner died. Ingame, these items display /on/ the corpse, not just inside
private List<Mobile> m_Aggressors; // Anyone from this list will be able to loot this corpse; we attacked them, or they attacked us when we were freely attackable
private List<Mobile> m_Looters; // Who's looted this corpse?
private List<Item> m_EquipItems; // List of items equiped when the owner died. Ingame, these items display /on/ the corpse, not just inside
private List<Mobile> m_Aggressors; // Anyone from this list will be able to loot this corpse; we attacked them, or they attacked us when we were freely attackable
private string m_CorpseName; // Value of the CorpseNameAttribute attached to the owner when he died -or- null if the owner had no CorpseNameAttribute; use "the remains of ~name~"
private bool m_NoBones; // If true, this corpse will not turn into bones
private bool m_VisitedByTaxidermist; // Has this corpse yet been visited by a taxidermist?
private bool m_Channeled; // Has this corpse yet been used to channel spiritual energy? (AOS Spirit Speak)
private string m_CorpseName; // Value of the CorpseNameAttribute attached to the owner when he died -or- null if the owner had no CorpseNameAttribute; use "the remains of ~name~"
private IDevourable m_Devourer; // The creature that devoured this corpse
// For notoriety:
private AccessLevel m_AccessLevel; // Which AccessLevel the owner had when he died
private Guild m_Guild; // Which Guild the owner was in when he died
private int m_Kills; // How many kills the owner had when he died
private bool m_Criminal; // Was the owner criminal when he died?
private AccessLevel m_AccessLevel; // Which AccessLevel the owner had when he died
private Guild m_Guild; // Which Guild the owner was in when he died
private int m_Kills; // How many kills the owner had when he died
private DateTime m_TimeOfDeath; // What time was this corpse created?
private DateTime m_TimeOfDeath; // What time was this corpse created?
private HairInfo m_Hair; // This contains the hair of the owner
private FacialHairInfo m_FacialHair; // This contains the facial hair of the owner
private HairInfo m_Hair; // This contains the hair of the owner
private FacialHairInfo m_FacialHair; // This contains the facial hair of the owner
public static readonly TimeSpan MonsterLootRightSacrifice = TimeSpan.FromMinutes( 2.0 );
@ -76,25 +113,37 @@ namespace Server.Items
public HairInfo Hair { get { return m_Hair; } }
public FacialHairInfo FacialHair { get { return m_FacialHair; } }
[CommandProperty( AccessLevel.GameMaster )]
public bool IsBones
{
get { return GetFlag( CorpseFlag.IsBones ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Devoured
{
get { return (m_Devourer != null); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Carved
{
get{ return m_Carved; }
set{ m_Carved = value; }
get{ return GetFlag( CorpseFlag.Carved ); }
set { SetFlag( CorpseFlag.Carved, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool VisitedByTaxidermist
{
get{ return m_VisitedByTaxidermist; }
set{ m_VisitedByTaxidermist = value; }
get { return GetFlag( CorpseFlag.VisitedByTaxidermist ); }
set { SetFlag( CorpseFlag.VisitedByTaxidermist, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Channeled
{
get{ return m_Channeled; }
set{ m_Channeled = value; }
get { return GetFlag( CorpseFlag.Channeled ); }
set { SetFlag( CorpseFlag.Channeled, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
@ -139,8 +188,8 @@ namespace Server.Items
[CommandProperty( AccessLevel.GameMaster )]
public bool Criminal
{
get{ return m_Criminal; }
set{ m_Criminal = value; }
get { return GetFlag( CorpseFlag.Criminal ); }
set { SetFlag( CorpseFlag.Criminal, value ); }
}
[CommandProperty( AccessLevel.GameMaster )]
@ -160,7 +209,9 @@ namespace Server.Items
Hue = 0;
ProcessDelta();
m_NoBones = true;
SetFlag( CorpseFlag.NoBones, true );
SetFlag( CorpseFlag.IsBones, true );
BeginDecay( m_BoneDecayTime );
}
@ -201,7 +252,7 @@ namespace Server.Items
protected override void OnTick()
{
if ( !m_Corpse.m_NoBones )
if ( !m_Corpse.GetFlag( CorpseFlag.NoBones ) )
m_Corpse.TurnToBones();
else
m_Corpse.Delete();
@ -307,14 +358,14 @@ namespace Server.Items
m_AccessLevel = owner.AccessLevel;
m_Guild = owner.Guild as Guild;
m_Kills = owner.Kills;
m_Criminal = owner.Criminal;
SetFlag( CorpseFlag.Criminal, owner.Criminal );
m_Hair = hair;
m_FacialHair = facialhair;
// This corpse does not turn to bones if: the owner is not a player
m_NoBones = !owner.Player;
SetFlag( CorpseFlag.NoBones, !owner.Player );
m_Looters = new List<Mobile>();
m_EquipItems = equipItems;
@ -371,6 +422,8 @@ namespace Server.Items
}
BeginDecay( m_DefaultDecayTime );
DevourCorpse();
}
private void AssignInstancedLoot()
@ -383,11 +436,23 @@ namespace Server.Items
{
}
protected bool GetFlag( CorpseFlag flag )
{
return ((m_Flags & flag) != 0);
}
protected void SetFlag( CorpseFlag flag, bool on )
{
m_Flags = (on ? m_Flags | flag : m_Flags & ~flag);
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 10 ); // version
writer.Write( (int) 11 ); // version
writer.Write( (int)m_Flags );
writer.WriteDeltaTime( m_TimeOfDeath );
@ -415,8 +480,6 @@ namespace Server.Items
}
}
writer.Write( m_VisitedByTaxidermist );
writer.Write( m_DecayTimer != null );
if ( m_DecayTimer != null )
@ -425,20 +488,15 @@ namespace Server.Items
writer.Write( m_Looters );
writer.Write( m_Killer );
writer.Write( (bool) m_Carved );
writer.Write( m_Aggressors );
writer.Write( m_Owner );
writer.Write( m_NoBones );
writer.Write( (string) m_CorpseName );
writer.Write( (int) m_AccessLevel );
writer.Write( (Guild) m_Guild );
writer.Write( (int) m_Kills );
writer.Write( (bool) m_Criminal );
writer.Write( m_EquipItems );
}
@ -451,6 +509,43 @@ namespace Server.Items
switch ( version )
{
case 11:
{
// Version 11, we move all bools to a CorpseFlag
m_Flags = (CorpseFlag)reader.ReadInt();
m_TimeOfDeath = reader.ReadDeltaTime();
int count = reader.ReadInt();
for( int i = 0; i < count; ++i )
{
Item item = reader.ReadItem();
if( reader.ReadBool() )
SetRestoreInfo( item, reader.ReadPoint3D() );
else if( item != null )
SetRestoreInfo( item, item.Location );
}
if( reader.ReadBool() )
BeginDecay( reader.ReadDeltaTime() - DateTime.Now );
m_Looters = reader.ReadStrongMobileList();
m_Killer = reader.ReadMobile();
m_Aggressors = reader.ReadStrongMobileList();
m_Owner = reader.ReadMobile();
m_CorpseName = reader.ReadString();
m_AccessLevel = (AccessLevel)reader.ReadInt();
reader.ReadInt(); // guild reserve
m_Kills = reader.ReadInt();
m_EquipItems = reader.ReadStrongItemList();
break;
}
case 10:
{
m_TimeOfDeath = reader.ReadDeltaTime();
@ -475,7 +570,7 @@ namespace Server.Items
}
case 8:
{
m_VisitedByTaxidermist = reader.ReadBool();
SetFlag( CorpseFlag.VisitedByTaxidermist, reader.ReadBool() );
goto case 7;
}
@ -495,7 +590,7 @@ namespace Server.Items
}
case 5:
{
m_Carved = reader.ReadBool();
SetFlag( CorpseFlag.Carved, reader.ReadBool() );
goto case 4;
}
@ -513,7 +608,7 @@ namespace Server.Items
}
case 2:
{
m_NoBones = reader.ReadBool();
SetFlag( CorpseFlag.NoBones, reader.ReadBool() );
goto case 1;
}
@ -540,7 +635,7 @@ namespace Server.Items
m_AccessLevel = (AccessLevel)reader.ReadInt();
reader.ReadInt(); // guild reserve
m_Kills = reader.ReadInt();
m_Criminal = reader.ReadBool();
SetFlag( CorpseFlag.Criminal, reader.ReadBool() );
m_EquipItems = reader.ReadStrongItemList();
@ -549,6 +644,15 @@ namespace Server.Items
}
}
public bool DevourCorpse()
{
if( Devoured || Deleted || m_Killer == null || m_Killer.Deleted || !m_Killer.Alive || !(m_Killer is IDevourable) || m_Owner == null || m_Owner.Deleted )
return false;
m_Devourer = (IDevourable)m_Killer; // Set the devourer the killer
return m_Devourer.Devour( this ); // Devour the corpse if it hasn't
}
public override void SendInfoTo( NetState state, bool sendOplPacket )
{
base.SendInfoTo( state, sendOplPacket );
@ -780,7 +884,7 @@ namespace Server.Items
if ( gathered && !didntFit )
{
m_Carved = true;
SetFlag( CorpseFlag.Carved, true );
if ( ItemID == 0x2006 )
{
@ -941,7 +1045,7 @@ namespace Server.Items
Mobile dead = m_Owner;
if ( m_Carved || dead == null )
if ( GetFlag( CorpseFlag.Carved ) || dead == null )
{
from.SendLocalizedMessage( 500485 ); // You see nothing useful to carve from the corpse.
}
@ -956,7 +1060,7 @@ namespace Server.Items
new RightArm().MoveToWorld( Location, Map );
new Head( dead.Name ).MoveToWorld( Location, Map );
m_Carved = true;
SetFlag( CorpseFlag.Carved, true );
ProcessDelta();
SendRemovePacket();

View file

@ -955,6 +955,22 @@ namespace Server.Mobiles
base.OnBeforeSpawn( location, m );
}
public virtual void OnBeforeParagonConvert()
{
}
public virtual void OnAfterParagonConvert()
{
}
public virtual void OnBeforeParagonUnConvert()
{
}
public virtual void OnAfterParagonUnConvert()
{
}
public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
{
if ( !Alive || IsDeadPet )

View file

@ -46,6 +46,8 @@ namespace Server.Mobiles
if ( bc.IsParagon )
return;
bc.OnBeforeParagonConvert();
bc.Hue = Hue;
if ( bc.HitsMaxSeed >= 0 )
@ -88,6 +90,8 @@ namespace Server.Mobiles
if( Math.Abs( bc.Karma ) > 32000 )
bc.Karma = 32000 * Math.Sign( bc.Karma );
}
bc.OnAfterParagonConvert();
}
public static void UnConvert( BaseCreature bc )
@ -95,6 +99,7 @@ namespace Server.Mobiles
if ( !bc.IsParagon )
return;
bc.OnBeforeParagonUnConvert();
bc.Hue = 0;
if ( bc.HitsMaxSeed >= 0 )
@ -126,6 +131,8 @@ namespace Server.Mobiles
bc.Fame = (int)( bc.Fame / FameBuff );
if ( bc.Karma != 0 )
bc.Karma = (int)( bc.Karma / KarmaBuff );
bc.OnAfterParagonUnConvert();
}
public static bool CheckConvert( BaseCreature bc )

View file

@ -2,12 +2,37 @@ using System;
using System.Collections;
using Server.Items;
using Server.Targeting;
using Server.Network;
namespace Server.Mobiles
{
[CorpseName( "a plague beast corpse" )]
public class PlagueBeast : BaseCreature
public class PlagueBeast : BaseCreature, IDevourable
{
private int m_DevourTotal;
private int m_DevourGoal;
private bool m_HasMetalChest = false;
[CommandProperty( AccessLevel.GameMaster )]
public int TotalDevoured
{
get { return m_DevourTotal; }
set { m_DevourTotal = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public int DevourGoal
{
get { return m_DevourGoal; }
set { m_DevourGoal = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public bool HasMetalChest
{
get { return m_HasMetalChest; }
}
[Constructable]
public PlagueBeast() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
@ -43,9 +68,11 @@ namespace Server.Mobiles
if ( Utility.RandomDouble() < 0.80 )
PackItem( new PlagueBeastGland() );
if ( Core.ML && Utility.RandomDouble() < .33 )
if ( Core.ML && Utility.RandomDouble() < 0.33 )
PackItem( Engines.Plants.Seed.RandomPeculiarSeed(4) );
m_DevourTotal = 0;
m_DevourGoal = Utility.RandomMinMax( 15, 25 ); // The goal amount of how many corpses must devour before metal chest is rewarded
}
public override void GenerateLoot()
@ -55,7 +82,24 @@ namespace Server.Mobiles
// TODO: dungeon chest, healthy gland
}
// TODO: Poison attack
public override void OnAfterParagonConvert()
{
m_DevourGoal += 25;
}
public override void OnAfterParagonUnConvert()
{
m_DevourGoal -= 25;
}
public override void OnGaveMeleeAttack( Mobile defender )
{
base.OnGaveMeleeAttack( defender );
defender.ApplyPoison( this, IsParagon ? Poison.Lethal : Poison.Deadly );
defender.FixedParticles( 0x374A, 10, 15, 5021, EffectLayer.Waist );
defender.PlaySound( 0x1CB );
}
public override void OnDamagedBySpell( Mobile caster )
{
@ -119,13 +163,103 @@ namespace Server.Mobiles
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
writer.Write( (int) 1 );
writer.Write( m_HasMetalChest );
writer.Write( m_DevourTotal );
writer.Write( m_DevourGoal );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch( version )
{
case 1:
{
m_HasMetalChest = reader.ReadBool();
m_DevourTotal = reader.ReadInt();
m_DevourGoal = reader.ReadInt();
break;
}
}
}
public override void OnThink()
{
base.OnThink();
// Check to see if we need to devour any corpses
IPooledEnumerable eable = GetItemsInRange( 3 ); // Get all corpses in range
foreach( Item item in eable )
{
if( item is Corpse ) // For each Corpse
{
Corpse corpse = item as Corpse;
// Ensure that the corpse was killed by us
if( corpse != null && corpse.Killer == this && corpse.Owner != null )
{
if( !corpse.DevourCorpse() && !corpse.Devoured )
PublicOverheadMessage( MessageType.Emote, 0x3B2, 1053032 ); // * The plague beast attempts to absorb the remains, but cannot! *
}
}
}
eable.Free();
}
#region IDevourable Members
public bool Devour( Corpse corpse )
{
if( corpse == null || corpse.Owner == null ) // sorry we can't devour because the corpse's owner is null
return false;
if( corpse.Owner.Body.IsHuman )
corpse.TurnToBones(); // Not bones yet, and we are a human body therefore we turn to bones.
IncreaseHits( (int)Math.Ceiling( (double)corpse.Owner.HitsMax * 0.75 ) );
m_DevourTotal++;
PublicOverheadMessage( MessageType.Emote, 0x3B2, 1053033 ); // * The plague beast absorbs the fleshy remains of the corpse *
if( !m_HasMetalChest && m_DevourTotal >= m_DevourGoal )
{
PackItem( new MetalChest() );
m_HasMetalChest = true;
}
return true;
}
#endregion
private void IncreaseHits( int hp )
{
int maxhits = (int)(2000 * (IsParagon ? Paragon.HitsBuff : 1));
if( hp < 1000 && !Core.AOS )
hp = (hp * 100) / 60;
if( HitsMaxSeed >= maxhits )
{
HitsMaxSeed = maxhits;
Hits += hp + Utility.RandomMinMax( 10, 20 ); // increase the hp until it hits if it goes over it'll max at 2000
// Also provide heal for each devour on top of the hp increase
}
else
{
int min = (hp / 2) + 10;
int max = hp + 20;
int hpToIncrease = Utility.RandomMinMax( min, max );
HitsMaxSeed += hpToIncrease;
Hits += hpToIncrease;
// Also provide heal for each devour
}
}
}
}