using System; using System.Collections; using System.Collections.Generic; using Server.Network; using Server.Engines.Craft; using Server.Factions; using AMA = Server.Items.ArmorMeditationAllowance; using AMT = Server.Items.ArmorMaterialType; using ABT = Server.Items.ArmorBodyType; namespace Server.Items { public abstract class BaseOtherEquipable : Item, ICraftable, IAosAttributes { private Mobile m_Crafter; private CraftQuality m_Quality; private CraftResource m_Resource; private bool m_PlayerConstructed; private AosAttributes m_AosAttributes; private AosArmorAttributes m_AosArmorAttributes; private AosSkillBonuses m_AosSkillBonuses; private BonusAttribute[] m_BonusRandomAttributes; private double m_OriginalWeight; private int m_StrReq = -1, m_DexReq = -1, m_IntReq = -1; public virtual bool AllowMaleWearer{ get{ return true; } } public virtual bool AllowFemaleWearer{ get{ return true; } } public virtual Race RequiredRace { get { return null; } } public virtual int AosStrReq{ get{ return 0; } } public virtual int AosDexReq{ get{ return 0; } } public virtual int AosIntReq{ get{ return 0; } } public virtual int OldStrReq{ get{ return 0; } } public virtual int OldDexReq{ get{ return 0; } } public virtual int OldIntReq{ get{ return 0; } } public virtual CraftResource DefaultResource{ get{ return CraftResource.RegularWood; } } public override void OnAfterDuped( Item newItem ) { BaseOtherEquipable otherEquip = newItem as BaseOtherEquipable; if ( otherEquip == null ) return; otherEquip.m_AosAttributes = new AosAttributes( newItem, m_AosAttributes ); otherEquip.m_AosArmorAttributes = new AosArmorAttributes( newItem, m_AosArmorAttributes ); otherEquip.m_AosSkillBonuses = new AosSkillBonuses( newItem, m_AosSkillBonuses ); otherEquip.m_BonusRandomAttributes = m_BonusRandomAttributes; } #region Getters/Setters [CommandProperty( AccessLevel.GameMaster )] public bool PlayerConstructed { get{ return m_PlayerConstructed; } set{ m_PlayerConstructed = value; } } [CommandProperty( AccessLevel.GameMaster )] public int StrRequirement { get{ return ( m_StrReq == -1 ? Core.AOS ? AosStrReq : OldStrReq : m_StrReq ); } set{ m_StrReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int DexRequirement { get{ return ( m_DexReq == -1 ? Core.AOS ? AosDexReq : OldDexReq : m_DexReq ); } set{ m_DexReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public int IntRequirement { get{ return ( m_IntReq == -1 ? Core.AOS ? AosIntReq : OldIntReq : m_IntReq ); } set{ m_IntReq = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public CraftResource Resource { get { return m_Resource; } set { if ( m_Resource != value ) { if ( Core.AOS && !CraftResources.IsStandard( m_Resource ) ) { BonusAttributesHelper.RemoveAttrsFrom( this, GetResourceBonusAttrs() ); BonusAttributesHelper.RemoveAttrsFrom( this, RandomAttributes ); RandomAttributes = null; } m_Resource = value; Hue = CraftResources.GetHue( m_Resource ); if ( Core.AOS && !CraftResources.IsStandard( m_Resource ) ) { // Enhance sets RandomAttributes so check if it's null/empty first before getting new random attributes. if ( RandomAttributes == null || RandomAttributes.Length == 0 ) RandomAttributes = BonusAttributesHelper.GetRandomAttributes( GetResourceRandomAttrs(), GetResourceAttrs().RandomAttributeCount ); BonusAttributesHelper.ApplyAttributesTo( this, GetResourceBonusAttrs() ); BonusAttributesHelper.ApplyAttributesTo( this, RandomAttributes ); } InvalidateProperties(); } } } [CommandProperty( AccessLevel.GameMaster )] public Mobile Crafter { get{ return m_Crafter; } set{ m_Crafter = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public CraftQuality Quality { get{ return m_Quality; } set{ m_Quality = value; InvalidateProperties(); } } [CommandProperty( AccessLevel.GameMaster )] public AosAttributes Attributes { get{ return m_AosAttributes; } set{} } [CommandProperty( AccessLevel.GameMaster )] public AosArmorAttributes ArmorAttributes { get{ return m_AosArmorAttributes; } set{} } public BonusAttribute[] RandomAttributes { get { return m_BonusRandomAttributes; } set { m_BonusRandomAttributes = value; } } #endregion #region Old Item Serialization Vars /* Only used in serialization of other equipables that originally derived from Item */ private bool m_InheritsItem; private int m_OldVersion; protected bool InheritsItem { get{ return m_InheritsItem; } } protected int OldVersion { get{ return m_OldVersion; } } #endregion public CraftAttributeInfo GetResourceAttrs() { CraftResourceInfo info = CraftResources.GetInfo( m_Resource ); if ( info == null ) return CraftAttributeInfo.Blank; return info.AttributeInfo; } public BonusAttribute[] GetResourceBonusAttrs() { CraftAttributeInfo attrInfo = GetResourceAttrs(); return attrInfo.OtherAttributes; } public BonusAttribute[] GetResourceRandomAttrs() { CraftAttributeInfo attrInfo = GetResourceAttrs(); return attrInfo.OtherRandomAttributes; } public int ComputeStatReq( StatType type ) { int v; if ( type == StatType.Str ) v = StrRequirement; else if ( type == StatType.Dex ) v = DexRequirement; else v = IntRequirement; return AOS.Scale( v, 100 - GetLowerStatReq() ); } public BaseOtherEquipable( int itemID ) : base( itemID ) { m_Quality = CraftQuality.Regular; Resource = DefaultResource; m_AosAttributes = new AosAttributes( this ); m_AosArmorAttributes = new AosArmorAttributes( this ); m_AosSkillBonuses = new AosSkillBonuses( this ); m_OriginalWeight = Weight; } public BaseOtherEquipable( Serial serial ) : base( serial ) { } #region Serialization/Deserialization private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf ) { if ( setIf ) flags |= toSet; } private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet ) { return ( (flags & toGet) != 0 ); } [Flags] private enum SaveFlag { None = 0x00000000, Attributes = 0x00000001, ArmorAttributes = 0x00000002, Crafter = 0x00000004, Quality = 0x00000008, Resource = 0x00000010, StrReq = 0x00000020, DexReq = 0x00000040, IntReq = 0x00000080, SkillBonuses = 0x00000100, PlayerConstructed = 0x00000200, BonusRandomAttributes = 0x00000400 } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 1 ); // version SaveFlag flags = SaveFlag.None; SetSaveFlag( ref flags, SaveFlag.Attributes, !m_AosAttributes.IsEmpty ); SetSaveFlag( ref flags, SaveFlag.ArmorAttributes, !m_AosArmorAttributes.IsEmpty ); SetSaveFlag( ref flags, SaveFlag.Crafter, m_Crafter != null ); SetSaveFlag( ref flags, SaveFlag.Quality, m_Quality != CraftQuality.Regular ); SetSaveFlag( ref flags, SaveFlag.Resource, m_Resource != DefaultResource ); SetSaveFlag( ref flags, SaveFlag.StrReq, m_StrReq != -1 ); SetSaveFlag( ref flags, SaveFlag.DexReq, m_DexReq != -1 ); SetSaveFlag( ref flags, SaveFlag.IntReq, m_IntReq != -1 ); SetSaveFlag( ref flags, SaveFlag.SkillBonuses, !m_AosSkillBonuses.IsEmpty ); SetSaveFlag( ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed != false ); SetSaveFlag( ref flags, SaveFlag.BonusRandomAttributes, m_BonusRandomAttributes != null && m_BonusRandomAttributes.Length > 0 ); writer.WriteEncodedInt( (int) flags ); if ( GetSaveFlag( flags, SaveFlag.Attributes ) ) m_AosAttributes.Serialize( writer ); if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) ) m_AosArmorAttributes.Serialize( writer ); if ( GetSaveFlag( flags, SaveFlag.Crafter ) ) writer.Write( (Mobile) m_Crafter ); if ( GetSaveFlag( flags, SaveFlag.Quality ) ) writer.WriteEncodedInt( (int) m_Quality ); if ( GetSaveFlag( flags, SaveFlag.Resource ) ) writer.WriteEncodedInt( (int) m_Resource ); if ( GetSaveFlag( flags, SaveFlag.StrReq ) ) writer.WriteEncodedInt( (int) m_StrReq ); if ( GetSaveFlag( flags, SaveFlag.DexReq ) ) writer.WriteEncodedInt( (int) m_DexReq ); if ( GetSaveFlag( flags, SaveFlag.IntReq ) ) writer.WriteEncodedInt( (int) m_IntReq ); if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) ) m_AosSkillBonuses.Serialize( writer ); if ( GetSaveFlag( flags, SaveFlag.BonusRandomAttributes ) ) { writer.Write( m_BonusRandomAttributes.Length ); for ( int i = 0; i < m_BonusRandomAttributes.Length; i++ ) m_BonusRandomAttributes[i].Serialize( writer ); } } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 1: { SaveFlag flags = (SaveFlag)reader.ReadEncodedInt(); if ( GetSaveFlag( flags, SaveFlag.Attributes ) ) m_AosAttributes = new AosAttributes( this, reader ); else m_AosAttributes = new AosAttributes( this ); if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) ) m_AosArmorAttributes = new AosArmorAttributes( this, reader ); else m_AosArmorAttributes = new AosArmorAttributes( this ); if ( GetSaveFlag( flags, SaveFlag.Crafter ) ) m_Crafter = reader.ReadMobile(); if ( GetSaveFlag( flags, SaveFlag.Quality ) ) m_Quality = (CraftQuality)reader.ReadEncodedInt(); else m_Quality = CraftQuality.Regular; if ( GetSaveFlag( flags, SaveFlag.Resource ) ) m_Resource = (CraftResource)reader.ReadEncodedInt(); else m_Resource = DefaultResource; if ( m_Resource == CraftResource.None ) m_Resource = DefaultResource; if ( GetSaveFlag( flags, SaveFlag.StrReq ) ) m_StrReq = reader.ReadEncodedInt(); else m_StrReq = -1; if ( GetSaveFlag( flags, SaveFlag.DexReq ) ) m_DexReq = reader.ReadEncodedInt(); else m_DexReq = -1; if ( GetSaveFlag( flags, SaveFlag.IntReq ) ) m_IntReq = reader.ReadEncodedInt(); else m_IntReq = -1; if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) ) m_AosSkillBonuses = new AosSkillBonuses( this, reader ); if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) ) m_PlayerConstructed = true; if ( GetSaveFlag( flags, SaveFlag.BonusRandomAttributes ) ) { m_BonusRandomAttributes = new BonusAttribute[reader.ReadInt()]; for( int i = 0; i < m_BonusRandomAttributes.Length; i++ ) m_BonusRandomAttributes[i] = new BonusAttribute( reader ); } break; } case 0: { m_InheritsItem = true; m_OldVersion = version; m_AosAttributes = new AosAttributes( this ); m_AosArmorAttributes = new AosArmorAttributes( this ); m_Quality = CraftQuality.Regular; m_Resource = DefaultResource; m_PlayerConstructed = true; break; } } if ( m_AosSkillBonuses == null ) m_AosSkillBonuses = new AosSkillBonuses( this ); if ( Core.AOS && Parent is Mobile ) m_AosSkillBonuses.AddTo( (Mobile)Parent ); if ( Parent is Mobile ) ((Mobile)Parent).CheckStatTimers(); } #endregion public int GetLowerStatReq() { if ( !Core.AOS ) return 0; int v = m_AosArmorAttributes.LowerStatReq; if ( v > 100 ) v = 100; return v; } public void ModifyWeight() { double v = 0; v = 100 - GetWeightBonus(); Weight = m_OriginalWeight * (v / 100); } public int GetWeightBonus() { CraftAttributeInfo attrInfo = GetResourceAttrs(); int v = Attributes.LowerWeight; if ( v > 100 ) v = 100; return v; } public override bool CanEquip( Mobile from ) { if( !Ethics.Ethic.CheckEquip( from, this ) ) return false; if( from.AccessLevel < AccessLevel.GameMaster ) { if( RequiredRace != null && from.Race != RequiredRace ) { if( RequiredRace == Race.Elf ) from.SendLocalizedMessage( 1072203 ); // Only Elves may use this. else from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName ); return false; } else if( !AllowMaleWearer && !from.Female ) { if( AllowFemaleWearer ) from.SendLocalizedMessage( 1010388 ); // Only females can wear this. else from.SendMessage( "You may not wear this." ); return false; } else if( !AllowFemaleWearer && from.Female ) { if( AllowMaleWearer ) from.SendLocalizedMessage( 1063343 ); // Only males can wear this. else from.SendMessage( "You may not wear this." ); return false; } else { int strReq = ComputeStatReq( StatType.Str ); int dexReq = ComputeStatReq( StatType.Dex ); int intReq = ComputeStatReq( StatType.Int ); if( from.Dex < dexReq ) { from.SendLocalizedMessage( 502077 ); // You do not have enough dexterity to equip this item. return false; } else if( from.Str < strReq ) { from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that. return false; } else if( from.Int < intReq ) { from.SendMessage( "You are not smart enough to equip that." ); return false; } } } return base.CanEquip( from ); } public override bool OnEquip( Mobile from ) { from.CheckStatTimers(); int strBonus = m_AosAttributes.BonusStr; int dexBonus = m_AosAttributes.BonusDex; int intBonus = m_AosAttributes.BonusInt; if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 ) { string modName = this.Serial.ToString(); if ( strBonus != 0 ) from.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) ); if ( dexBonus != 0 ) from.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) ); if ( intBonus != 0 ) from.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) ); } return base.OnEquip( from ); } public override void OnAdded( object parent ) { if ( parent is Mobile ) { Mobile from = (Mobile)parent; if ( Core.AOS ) m_AosSkillBonuses.AddTo( from ); } } public override void OnRemoved( object parent ) { if ( parent is Mobile ) { Mobile m = (Mobile)parent; string modName = this.Serial.ToString(); m.RemoveStatMod( modName + "Str" ); m.RemoveStatMod( modName + "Dex" ); m.RemoveStatMod( modName + "Int" ); if ( Core.AOS ) m_AosSkillBonuses.Remove(); m.CheckStatTimers(); } base.OnRemoved( parent ); } public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); if ( m_Crafter != null ) list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~ if ( m_Quality == CraftQuality.Exceptional ) list.Add( 1060636 ); // exceptional if ( m_AosSkillBonuses != null ) m_AosSkillBonuses.GetProperties( list ); int prop; if ( ( m_Resource >= CraftResource.OakWood && m_Resource <= CraftResource.Frostwood ) && Hue == CraftResources.GetHue( m_Resource ) ) list.Add( CraftResources.GetLocalizationNumber( m_Resource ) ); if ( (prop = m_AosAttributes.WeaponDamage) != 0 ) list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~% if ( (prop = m_AosAttributes.DefendChance) != 0 ) list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~% if ( (prop = m_AosAttributes.BonusDex ) != 0 ) list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~ if ( (prop = m_AosAttributes.EnhancePotions) != 0 ) list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~% if ( (prop = m_AosAttributes.CastRecovery) != 0 ) list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~ if ( (prop = m_AosAttributes.CastSpeed) != 0 ) list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~ if ( (prop = m_AosAttributes.AttackChance) != 0 ) list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~% if ( (prop = m_AosAttributes.BonusHits) != 0 ) list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~ if ( (prop = m_AosAttributes.BonusInt) != 0 ) list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~ if ( (prop = m_AosAttributes.LowerManaCost) != 0 ) list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~% if ( (prop = m_AosAttributes.LowerRegCost) != 0 ) list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~% if ( (prop = GetLowerStatReq()) != 0 ) list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~% if ( (prop = m_AosAttributes.Luck) != 0 ) list.Add( 1060436, prop.ToString() ); // luck ~1_val~ if ( (prop = m_AosAttributes.BonusMana) != 0 ) list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~ if ( (prop = m_AosAttributes.RegenMana) != 0 ) list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~ if ( (prop = m_AosAttributes.NightSight) != 0 ) list.Add( 1060441 ); // night sight if ( (prop = m_AosAttributes.ReflectPhysical) != 0 ) list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~% if ( (prop = m_AosAttributes.RegenStam) != 0 ) list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~ if ( (prop = m_AosAttributes.RegenHits) != 0 ) list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~ if ( (prop = m_AosAttributes.SpellChanneling) != 0 ) list.Add( 1060482 ); // spell channeling if ( (prop = m_AosAttributes.SpellDamage) != 0 ) list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~% if ( (prop = m_AosAttributes.BonusStam) != 0 ) list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~ if ( (prop = m_AosAttributes.BonusStr) != 0 ) list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~ if ( (prop = m_AosAttributes.WeaponSpeed) != 0 ) list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~% if ( (prop = ComputeStatReq( StatType.Str )) > 0 ) list.Add( 1061170, prop.ToString() ); // strength requirement ~1_val~ } #region ICraftable Members public virtual int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue ) { if ( Core.ML ) { Quality = (CraftQuality)quality; if ( makersMark ) Crafter = from; Type resourceType = typeRes; if ( resourceType == null ) resourceType = craftItem.Resources.GetAt( 0 ).ItemType; Resource = CraftResources.GetFromType( resourceType ); PlayerConstructed = true; CraftContext context = craftSystem.GetContext( from ); if ( context != null && context.DoNotColor ) Hue = 0; } return quality; } #endregion } }