ModernUO/Projects/UOContent/Spells/Necromancy/CurseWeapon.cs
Kamron Batman a552cf4138
fix: Fixes various memory leaks and spells (#1786)
### Summary
- Fixes various memory leaks related to spells
- Fixes Spell Plague
- Added ability to determine if `sdi` should take effect for Spell Damage.
- Fixes animal form timer ticking non-stop while logged out.
2024-05-21 19:44:42 -07:00

78 lines
No EOL
2.4 KiB
C#

using System;
using System.Collections.Generic;
using Server.Items;
namespace Server.Spells.Necromancy;
public class CurseWeaponSpell : NecromancerSpell
{
private static readonly SpellInfo _info = new(
"Curse Weapon",
"An Sanct Gra Char",
203,
9031,
Reagent.PigIron
);
private static readonly Dictionary<BaseWeapon, ExpireTimer> _table = new();
public CurseWeaponSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
{
}
public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(0.75);
public override double RequiredSkill => 0.0;
public override int RequiredMana => 7;
public override void OnCast()
{
if (Caster.Weapon is not BaseWeapon weapon || weapon is Fists)
{
Caster.SendLocalizedMessage(501078); // You must be holding a weapon.
}
else if (CheckSequence())
{
/* Temporarily imbues a weapon with a life draining effect.
* Half the damage that the weapon inflicts is added to the necromancer's health.
* The effects lasts for (Spirit Speak skill level / 34) + 1 seconds.
*
* NOTE: Above algorithm is fixed point, should be :
* (Spirit Speak skill level / 3.4) + 1
*
* TODO: What happens if you curse a weapon then give it to someone else? Should they get the drain effect?
*/
Caster.PlaySound(0x387);
Caster.FixedParticles(0x3779, 1, 15, 9905, 32, 2, EffectLayer.Head);
Caster.FixedParticles(0x37B9, 1, 14, 9502, 32, 5, (EffectLayer)255);
Timer.StartTimer(TimeSpan.FromSeconds(0.75), () => Caster.PlaySound(0xFA));
var duration = TimeSpan.FromSeconds(Caster.Skills.SpiritSpeak.Value / 3.4 + 1.0);
_table.TryGetValue(weapon, out var timer);
timer?.Stop();
weapon.Cursed = true;
_table[weapon] = timer = new ExpireTimer(weapon, duration);
timer.Start();
}
FinishSequence();
}
private class ExpireTimer : Timer
{
private BaseWeapon _weapon;
public ExpireTimer(BaseWeapon weapon, TimeSpan delay) : base(delay) => _weapon = weapon;
protected override void OnTick()
{
_weapon.Cursed = false;
Effects.PlaySound(_weapon.GetWorldLocation(), _weapon.Map, 0xFA);
_table.Remove(_weapon);
}
}
}