Logging of staff crafting items, Fixes for the OSI client changes The potion stacking stuff BaseWeapon fix, so that damage increase things don't multiply themselves. admin gump fixes for Firewall Various display tweaks for weight SoS no longer spawn in Tokuno Hiryu hues happified to OSI standards staff now see alliance chat correctly Play barkeeper text increased per OSI Various other OSI skill requirement changes Various unimplemented features of the SE moves EventSink for when the client version is received from client. Client validation moved out of the core. Client version validation now has options to ignore/kick/warn/annoy. Automagically tries to detect current client. Reverted the delayeddamagecontext back to OSI standards. Can no longer use bags of sending in jail. MagerySpell implemented. Now only Magery spells have a circle, and various other properties of 'em. TransformationSpellHelper now implemented. Things moved around for this. Spells now need a Timespan for the cast delay, instead of arbitrarily based on Circle. Circle doesn't make sense for non-Magery spells! Alot of the spellweaving spells added to OSI standards.
968 lines
No EOL
24 KiB
C#
968 lines
No EOL
24 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Server;
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using Server.ContextMenus;
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using Server.Engines.PartySystem;
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using Server.Engines.Quests;
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using Server.Engines.Quests.Doom;
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using Server.Engines.Quests.Haven;
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using Server.Guilds;
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using Server.Misc;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Items
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{
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public class Corpse : Container, ICarvable
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{
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private Mobile m_Owner; // Whos corpse is this?
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private Mobile m_Killer; // Who killed the owner?
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private bool m_Carved; // Has this corpse been carved?
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private List<Mobile> m_Looters; // Who's looted this corpse?
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private List<Item> m_EquipItems; // List of items equiped when the owner died. Ingame, these items display /on/ the corpse, not just inside
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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
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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~"
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private bool m_NoBones; // If true, this corpse will not turn into bones
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private bool m_VisitedByTaxidermist; // Has this corpse yet been visited by a taxidermist?
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private bool m_Channeled; // Has this corpse yet been used to channel spiritual energy? (AOS Spirit Speak)
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// For notoriety:
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private AccessLevel m_AccessLevel; // Which AccessLevel the owner had when he died
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private Guild m_Guild; // Which Guild the owner was in when he died
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private int m_Kills; // How many kills the owner had when he died
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private bool m_Criminal; // Was the owner criminal when he died?
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private DateTime m_TimeOfDeath; // What time was this corpse created?
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private HairInfo m_Hair; // This contains the hair of the owner
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private FacialHairInfo m_FacialHair; // This contains the facial hair of the owner
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public static readonly TimeSpan MonsterLootRightSacrifice = TimeSpan.FromMinutes( 2.0 );
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public override bool IsDecoContainer
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{
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get{ return false; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public DateTime TimeOfDeath
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{
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get{ return m_TimeOfDeath; }
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set{ m_TimeOfDeath = value; }
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}
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public override bool DisplayWeight { get { return false; } }
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public HairInfo Hair { get { return m_Hair; } }
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public FacialHairInfo FacialHair { get { return m_FacialHair; } }
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Carved
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{
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get{ return m_Carved; }
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set{ m_Carved = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool VisitedByTaxidermist
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{
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get{ return m_VisitedByTaxidermist; }
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set{ m_VisitedByTaxidermist = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Channeled
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{
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get{ return m_Channeled; }
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set{ m_Channeled = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public AccessLevel AccessLevel
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{
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get{ return m_AccessLevel; }
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}
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public List<Mobile> Aggressors
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{
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get{ return m_Aggressors; }
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}
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public List<Mobile> Looters
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{
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get{ return m_Looters; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public Mobile Killer
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{
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get{ return m_Killer; }
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}
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public List<Item> EquipItems
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{
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get{ return m_EquipItems; }
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}
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public Guild Guild
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{
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get{ return m_Guild; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public int Kills
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{
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get{ return m_Kills; }
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set{ m_Kills = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Criminal
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{
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get{ return m_Criminal; }
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set{ m_Criminal = value; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public Mobile Owner
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{
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get{ return m_Owner; }
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}
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public void TurnToBones()
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{
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if ( Deleted )
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return;
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ProcessDelta();
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SendRemovePacket();
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ItemID = Utility.Random( 0xECA, 9 ); // bone graphic
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Hue = 0;
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ProcessDelta();
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m_NoBones = true;
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BeginDecay( m_BoneDecayTime );
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/*DecayedCorpse c = new DecayedCorpse( Name );
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c.MoveToWorld( Location, Map );
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ArrayList list = Items;
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for ( int i = list.Count - 1; i >= 0; --i )
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{
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if ( i < list.Count )
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c.AddItem( (Item)list[i] );
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}
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Delete();*/
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}
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private static TimeSpan m_DefaultDecayTime = TimeSpan.FromMinutes( 7.0 );
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private static TimeSpan m_BoneDecayTime = TimeSpan.FromMinutes( 7.0 );
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private Timer m_DecayTimer;
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private DateTime m_DecayTime;
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public void BeginDecay( TimeSpan delay )
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{
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if ( m_DecayTimer != null )
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m_DecayTimer.Stop();
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m_DecayTime = DateTime.Now + delay;
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m_DecayTimer = new InternalTimer( this, delay );
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m_DecayTimer.Start();
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}
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public override void OnAfterDelete()
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{
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if ( m_DecayTimer != null )
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m_DecayTimer.Stop();
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m_DecayTimer = null;
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}
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private class InternalTimer : Timer
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{
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private Corpse m_Corpse;
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public InternalTimer( Corpse c, TimeSpan delay ) : base( delay )
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{
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m_Corpse = c;
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Priority = TimerPriority.FiveSeconds;
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}
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protected override void OnTick()
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{
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if ( !m_Corpse.m_NoBones )
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m_Corpse.TurnToBones();
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else
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m_Corpse.Delete();
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}
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}
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public static string GetCorpseName( Mobile m )
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{
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Type t = m.GetType();
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object[] attrs = t.GetCustomAttributes( typeof( CorpseNameAttribute ), true );
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if ( attrs != null && attrs.Length > 0 )
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{
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CorpseNameAttribute attr = attrs[0] as CorpseNameAttribute;
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if ( attr != null )
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return attr.Name;
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}
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return null;
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}
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public static void Initialize()
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{
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Mobile.CreateCorpseHandler += new CreateCorpseHandler( Mobile_CreateCorpseHandler );
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}
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public static Container Mobile_CreateCorpseHandler( Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> initialContent, List<Item> equipItems )
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{
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bool shouldFillCorpse = true;
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//if ( owner is BaseCreature )
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// shouldFillCorpse = !((BaseCreature)owner).IsBonded;
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Corpse c;
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if( owner is MilitiaFighter )
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c = new MilitiaFighterCorpse( owner, hair, facialhair, shouldFillCorpse ? equipItems : new List<Item>() );
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else
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c = new Corpse( owner, hair, facialhair, shouldFillCorpse ? equipItems : new List<Item>() );
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owner.Corpse = c;
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if ( shouldFillCorpse )
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{
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for ( int i = 0; i < initialContent.Count; ++i )
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{
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Item item = initialContent[i];
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if ( Core.AOS && owner.Player && item.Parent == owner.Backpack )
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c.AddItem( item );
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else
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c.DropItem( item );
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if ( owner.Player && Core.AOS )
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c.SetRestoreInfo( item, item.Location );
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}
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}
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else
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{
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c.Carved = true; // TODO: Is it needed?
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}
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Point3D loc = owner.Location;
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Map map = owner.Map;
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if ( map == null || map == Map.Internal )
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{
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loc = owner.LogoutLocation;
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map = owner.LogoutMap;
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}
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c.MoveToWorld( loc, map );
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return c;
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}
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public override bool IsPublicContainer{ get{ return true; } }
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public Corpse( Mobile owner, List<Item> equipItems ) : this( owner, null, null, equipItems )
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{
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}
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public Corpse( Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> equipItems )
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: base( 0x2006 )
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{
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// To supress console warnings, stackable must be true
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Stackable = true;
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Amount = owner.Body; // protocol defines that for itemid 0x2006, amount=body
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Stackable = false;
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Movable = false;
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Hue = owner.Hue;
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Direction = owner.Direction;
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Name = owner.Name;
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m_Owner = owner;
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m_CorpseName = GetCorpseName( owner );
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m_TimeOfDeath = DateTime.Now;
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m_AccessLevel = owner.AccessLevel;
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m_Guild = owner.Guild as Guild;
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m_Kills = owner.Kills;
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m_Criminal = owner.Criminal;
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m_Hair = hair;
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m_FacialHair = facialhair;
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#if false
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// This corpse does not turn to bones if:
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// (the owner is not a player) and (the owner doesn't have a human body)
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m_NoBones = !owner.Player && !owner.Body.IsHuman;
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#else
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// This corpse does not turn to bones if:
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// (the owner is not a player)
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m_NoBones = !owner.Player;
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#endif
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m_Looters = new List<Mobile>();
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m_EquipItems = equipItems;
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m_Aggressors = new List<Mobile>( owner.Aggressors.Count + owner.Aggressed.Count );
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bool addToAggressors = !( owner is BaseCreature );
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TimeSpan lastTime = TimeSpan.MaxValue;
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for ( int i = 0; i < owner.Aggressors.Count; ++i )
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{
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AggressorInfo info = owner.Aggressors[i];
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if ( (DateTime.Now - info.LastCombatTime) < lastTime )
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{
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m_Killer = info.Attacker;
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lastTime = (DateTime.Now - info.LastCombatTime);
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}
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if ( addToAggressors && !info.CriminalAggression )
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m_Aggressors.Add( info.Attacker );
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}
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for ( int i = 0; i < owner.Aggressed.Count; ++i )
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{
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AggressorInfo info = owner.Aggressed[i];
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if ( (DateTime.Now - info.LastCombatTime) < lastTime )
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{
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m_Killer = info.Defender;
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lastTime = (DateTime.Now - info.LastCombatTime);
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}
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if ( addToAggressors )
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m_Aggressors.Add( info.Defender );
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}
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if ( !addToAggressors )
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{
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BaseCreature bc = (BaseCreature)owner;
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Mobile master = bc.GetMaster();
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if( master != null )
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m_Aggressors.Add( master );
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List<DamageStore> rights = BaseCreature.GetLootingRights( bc.DamageEntries, bc.HitsMax );
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for ( int i = 0; i < rights.Count; ++i )
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{
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DamageStore ds = rights[i];
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if ( ds.m_HasRight )
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m_Aggressors.Add( ds.m_Mobile );
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}
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}
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BeginDecay( m_DefaultDecayTime );
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}
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public Corpse( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 10 ); // version
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writer.WriteDeltaTime( m_TimeOfDeath );
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List<KeyValuePair<Item, Point3D>> list = ( m_RestoreTable == null ? null : new List<KeyValuePair<Item, Point3D>>( m_RestoreTable ) );
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int count = ( list == null ? 0 : list.Count );
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writer.Write( count );
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for ( int i = 0; i < count; ++i )
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{
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KeyValuePair<Item, Point3D> kvp = list[i];
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Item item = kvp.Key;
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Point3D loc = kvp.Value;
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writer.Write( item );
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if ( item.Location == loc )
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{
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writer.Write( false );
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}
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else
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{
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writer.Write( true );
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writer.Write( loc );
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}
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}
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writer.Write( m_VisitedByTaxidermist );
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writer.Write( m_DecayTimer != null );
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if ( m_DecayTimer != null )
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writer.WriteDeltaTime( m_DecayTime );
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writer.Write( m_Looters );
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writer.Write( m_Killer );
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writer.Write( (bool) m_Carved );
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writer.Write( m_Aggressors );
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writer.Write( m_Owner );
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writer.Write( m_NoBones );
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writer.Write( (string) m_CorpseName );
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writer.Write( (int) m_AccessLevel );
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writer.Write( (Guild) m_Guild );
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writer.Write( (int) m_Kills );
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writer.Write( (bool) m_Criminal );
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writer.Write( m_EquipItems );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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switch ( version )
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{
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case 10:
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{
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m_TimeOfDeath = reader.ReadDeltaTime();
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goto case 9;
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}
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case 9:
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{
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int count = reader.ReadInt();
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for ( int i = 0; i < count; ++i )
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{
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Item item = reader.ReadItem();
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if ( reader.ReadBool() )
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SetRestoreInfo( item, reader.ReadPoint3D() );
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else if ( item != null )
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SetRestoreInfo( item, item.Location );
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}
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goto case 8;
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}
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case 8:
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{
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m_VisitedByTaxidermist = reader.ReadBool();
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goto case 7;
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}
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case 7:
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{
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if ( reader.ReadBool() )
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BeginDecay( reader.ReadDeltaTime() - DateTime.Now );
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goto case 6;
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}
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case 6:
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{
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m_Looters = reader.ReadStrongMobileList();
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m_Killer = reader.ReadMobile();
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goto case 5;
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}
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case 5:
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{
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m_Carved = reader.ReadBool();
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goto case 4;
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}
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case 4:
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{
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m_Aggressors = reader.ReadStrongMobileList();
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goto case 3;
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}
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case 3:
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{
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m_Owner = reader.ReadMobile();
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goto case 2;
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}
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case 2:
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{
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m_NoBones = reader.ReadBool();
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goto case 1;
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}
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case 1:
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{
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m_CorpseName = reader.ReadString();
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goto case 0;
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}
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case 0:
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{
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if ( version < 10 )
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m_TimeOfDeath = DateTime.Now;
|
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|
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if ( version < 7 )
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BeginDecay( m_DefaultDecayTime );
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if ( version < 6 )
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m_Looters = new List<Mobile>();
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|
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if ( version < 4 )
|
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m_Aggressors = new List<Mobile>();
|
|
|
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m_AccessLevel = (AccessLevel)reader.ReadInt();
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reader.ReadInt(); // guild reserve
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m_Kills = reader.ReadInt();
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m_Criminal = reader.ReadBool();
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m_EquipItems = reader.ReadStrongItemList();
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break;
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}
|
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}
|
|
}
|
|
|
|
public override void SendInfoTo( NetState state, bool sendOplPacket )
|
|
{
|
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base.SendInfoTo( state, sendOplPacket );
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|
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if ( ItemID == 0x2006 )
|
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{
|
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state.Send( new CorpseContent( state.Mobile, this ) );
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state.Send( new CorpseEquip( state.Mobile, this ) );
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}
|
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}
|
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|
|
public bool IsCriminalAction( Mobile from )
|
|
{
|
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if ( from == m_Owner || from.AccessLevel >= AccessLevel.GameMaster )
|
|
return false;
|
|
|
|
Party p = Party.Get( m_Owner );
|
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|
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if ( p != null && p.Contains( from ) )
|
|
{
|
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PartyMemberInfo pmi = p[m_Owner];
|
|
|
|
if ( pmi != null && pmi.CanLoot )
|
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return false;
|
|
}
|
|
|
|
return ( NotorietyHandlers.CorpseNotoriety( from, this ) == Notoriety.Innocent );
|
|
}
|
|
|
|
public override bool CheckItemUse( Mobile from, Item item )
|
|
{
|
|
if ( !base.CheckItemUse( from, item ) )
|
|
return false;
|
|
|
|
if ( item != this )
|
|
return CanLoot( from );
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool CheckLift( Mobile from, Item item, ref LRReason reject )
|
|
{
|
|
if ( !base.CheckLift( from, item, ref reject ) )
|
|
return false;
|
|
|
|
return CanLoot( from );
|
|
}
|
|
|
|
public override void OnItemUsed( Mobile from, Item item )
|
|
{
|
|
base.OnItemUsed( from, item );
|
|
|
|
if ( from != m_Owner )
|
|
from.RevealingAction();
|
|
|
|
if ( item != this && IsCriminalAction( from ) )
|
|
from.CriminalAction( true );
|
|
|
|
if ( !m_Looters.Contains( from ) )
|
|
m_Looters.Add( from );
|
|
}
|
|
|
|
public override void OnItemLifted( Mobile from, Item item )
|
|
{
|
|
base.OnItemLifted( from, item );
|
|
|
|
if ( item != this && from != m_Owner )
|
|
from.RevealingAction();
|
|
|
|
if ( item != this && IsCriminalAction( from ) )
|
|
from.CriminalAction( true );
|
|
|
|
if ( !m_Looters.Contains( from ) )
|
|
m_Looters.Add( from );
|
|
}
|
|
|
|
private class OpenCorpseEntry : ContextMenuEntry
|
|
{
|
|
public OpenCorpseEntry() : base( 6215, 2 )
|
|
{
|
|
}
|
|
|
|
public override void OnClick()
|
|
{
|
|
Corpse corpse = Owner.Target as Corpse;
|
|
|
|
if ( corpse != null && Owner.From.CheckAlive() )
|
|
corpse.Open( Owner.From, false );
|
|
}
|
|
}
|
|
|
|
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
|
|
{
|
|
base.GetContextMenuEntries( from, list );
|
|
|
|
if ( Core.AOS && m_Owner == from && from.Alive )
|
|
list.Add( new OpenCorpseEntry() );
|
|
}
|
|
|
|
private Dictionary<Item, Point3D> m_RestoreTable;
|
|
|
|
public bool GetRestoreInfo( Item item, ref Point3D loc )
|
|
{
|
|
if ( m_RestoreTable == null || item == null )
|
|
return false;
|
|
|
|
return m_RestoreTable.TryGetValue( item, out loc );
|
|
}
|
|
|
|
public void SetRestoreInfo( Item item, Point3D loc )
|
|
{
|
|
if ( item == null )
|
|
return;
|
|
|
|
if ( m_RestoreTable == null )
|
|
m_RestoreTable = new Dictionary<Item, Point3D>();
|
|
|
|
m_RestoreTable[item] = loc;
|
|
}
|
|
|
|
public void ClearRestoreInfo( Item item )
|
|
{
|
|
if ( m_RestoreTable == null || item == null )
|
|
return;
|
|
|
|
m_RestoreTable.Remove( item );
|
|
|
|
if ( m_RestoreTable.Count == 0 )
|
|
m_RestoreTable = null;
|
|
}
|
|
|
|
public bool CanLoot( Mobile from )
|
|
{
|
|
if ( !IsCriminalAction( from ) )
|
|
return true;
|
|
|
|
Map map = this.Map;
|
|
|
|
if ( map == null || (map.Rules & MapRules.HarmfulRestrictions) != 0 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool CheckLoot( Mobile from )
|
|
{
|
|
if ( !CanLoot( from ) )
|
|
{
|
|
if ( m_Owner == null || !m_Owner.Player )
|
|
from.SendLocalizedMessage( 1005035 ); // You did not earn the right to loot this creature!
|
|
else
|
|
from.SendLocalizedMessage( 1010049 ); // You may not loot this corpse.
|
|
|
|
return false;
|
|
}
|
|
else if ( IsCriminalAction( from ) )
|
|
{
|
|
if ( m_Owner == null || !m_Owner.Player )
|
|
from.SendLocalizedMessage( 1005036 ); // Looting this monster corpse will be a criminal act!
|
|
else
|
|
from.SendLocalizedMessage( 1005038 ); // Looting this corpse will be a criminal act!
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public virtual void Open( Mobile from, bool checkSelfLoot )
|
|
{
|
|
if ( from.AccessLevel > AccessLevel.Player || from.InRange( this.GetWorldLocation(), 2 ) )
|
|
{
|
|
|
|
#region Self Looting
|
|
bool selfLoot = ( checkSelfLoot && ( from == m_Owner ) );
|
|
|
|
if ( selfLoot )
|
|
{
|
|
List<Item> items = new List<Item>( this.Items );
|
|
|
|
bool gathered = false;
|
|
bool didntFit = false;
|
|
|
|
Container pack = from.Backpack;
|
|
|
|
bool checkRobe = true;
|
|
|
|
for ( int i = 0; !didntFit && i < items.Count; ++i )
|
|
{
|
|
Item item = items[i];
|
|
Point3D loc = item.Location;
|
|
|
|
if ( (item.Layer == Layer.Hair || item.Layer == Layer.FacialHair) || !item.Movable || !GetRestoreInfo( item, ref loc ) )
|
|
continue;
|
|
|
|
if ( checkRobe )
|
|
{
|
|
DeathRobe robe = from.FindItemOnLayer( Layer.OuterTorso ) as DeathRobe;
|
|
|
|
if ( robe != null )
|
|
{
|
|
if ( Core.SE )
|
|
{
|
|
robe.Delete();
|
|
}
|
|
else
|
|
{
|
|
Map map = from.Map;
|
|
|
|
if ( map != null && map != Map.Internal )
|
|
robe.MoveToWorld( from.Location, map );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( m_EquipItems.Contains( item ) && from.EquipItem( item ) )
|
|
{
|
|
gathered = true;
|
|
}
|
|
else if ( pack != null && pack.CheckHold( from, item, false, true ) )
|
|
{
|
|
item.Location = loc;
|
|
pack.AddItem( item );
|
|
gathered = true;
|
|
}
|
|
else
|
|
{
|
|
didntFit = true;
|
|
}
|
|
}
|
|
|
|
if ( gathered && !didntFit )
|
|
{
|
|
m_Carved = true;
|
|
|
|
if ( ItemID == 0x2006 )
|
|
{
|
|
ProcessDelta();
|
|
SendRemovePacket();
|
|
ItemID = Utility.Random( 0xECA, 9 ); // bone graphic
|
|
Hue = 0;
|
|
ProcessDelta();
|
|
}
|
|
|
|
from.PlaySound( 0x3E3 );
|
|
from.SendLocalizedMessage( 1062471 ); // You quickly gather all of your belongings.
|
|
return;
|
|
}
|
|
|
|
if ( gathered && didntFit )
|
|
from.SendLocalizedMessage( 1062472 ); // You gather some of your belongings. The rest remain on the corpse.
|
|
}
|
|
|
|
#endregion
|
|
|
|
if ( !CheckLoot( from ) )
|
|
return;
|
|
|
|
#region Quests
|
|
PlayerMobile player = from as PlayerMobile;
|
|
|
|
if ( player != null )
|
|
{
|
|
QuestSystem qs = player.Quest;
|
|
|
|
if ( qs is UzeraanTurmoilQuest )
|
|
{
|
|
GetDaemonBoneObjective obj = qs.FindObjective( typeof( GetDaemonBoneObjective ) ) as GetDaemonBoneObjective;
|
|
|
|
if ( obj != null && obj.CorpseWithBone == this && ( !obj.Completed || UzeraanTurmoilQuest.HasLostDaemonBone( player ) ) )
|
|
{
|
|
Item bone = new QuestDaemonBone();
|
|
|
|
if ( player.PlaceInBackpack( bone ) )
|
|
{
|
|
obj.CorpseWithBone = null;
|
|
player.SendLocalizedMessage( 1049341, "", 0x22 ); // You rummage through the bones and find a Daemon Bone! You quickly place the item in your pack.
|
|
|
|
if ( !obj.Completed )
|
|
obj.Complete();
|
|
}
|
|
else
|
|
{
|
|
bone.Delete();
|
|
player.SendLocalizedMessage( 1049342, "", 0x22 ); // Rummaging through the bones you find a Daemon Bone, but can't pick it up because your pack is too full. Come back when you have more room in your pack.
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
else if ( qs is TheSummoningQuest )
|
|
{
|
|
VanquishDaemonObjective obj = qs.FindObjective( typeof( VanquishDaemonObjective ) ) as VanquishDaemonObjective;
|
|
|
|
if ( obj != null && obj.Completed && obj.CorpseWithSkull == this )
|
|
{
|
|
GoldenSkull sk = new GoldenSkull();
|
|
|
|
if ( player.PlaceInBackpack( sk ) )
|
|
{
|
|
obj.CorpseWithSkull = null;
|
|
player.SendLocalizedMessage( 1050022 ); // For your valor in combating the devourer, you have been awarded a golden skull.
|
|
qs.Complete();
|
|
}
|
|
else
|
|
{
|
|
sk.Delete();
|
|
player.SendLocalizedMessage( 1050023 ); // You find a golden skull, but your backpack is too full to carry it.
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
base.OnDoubleClick( from );
|
|
|
|
if ( from != m_Owner )
|
|
from.RevealingAction();
|
|
}
|
|
else
|
|
{
|
|
from.SendLocalizedMessage( 500446 ); // That is too far away.
|
|
return;
|
|
}
|
|
}
|
|
|
|
public override void OnDoubleClick( Mobile from )
|
|
{
|
|
Open( from, Core.AOS );
|
|
}
|
|
|
|
public override bool CheckContentDisplay( Mobile from )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
public override bool DisplaysContent{ get{ return false; } }
|
|
|
|
public override void AddNameProperty( ObjectPropertyList list )
|
|
{
|
|
if ( ItemID == 0x2006 ) // Corpse form
|
|
{
|
|
if ( m_CorpseName != null )
|
|
list.Add( m_CorpseName );
|
|
else
|
|
list.Add( 1046414, this.Name ); // the remains of ~1_NAME~
|
|
}
|
|
else // Bone form
|
|
{
|
|
list.Add( 1046414, this.Name ); // the remains of ~1_NAME~
|
|
}
|
|
}
|
|
|
|
public override void OnAosSingleClick( Mobile from )
|
|
{
|
|
int hue = Notoriety.GetHue( NotorietyHandlers.CorpseNotoriety( from, this ) );
|
|
ObjectPropertyList opl = this.PropertyList;
|
|
|
|
if ( opl.Header > 0 )
|
|
from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, opl.Header, Name, opl.HeaderArgs ) );
|
|
}
|
|
|
|
public override void OnSingleClick( Mobile from )
|
|
{
|
|
int hue = Notoriety.GetHue( NotorietyHandlers.CorpseNotoriety( from, this ) );
|
|
|
|
if ( ItemID == 0x2006 ) // Corpse form
|
|
{
|
|
if ( m_CorpseName != null )
|
|
from.Send( new AsciiMessage( Serial, ItemID, MessageType.Label, hue, 3, "", m_CorpseName ) );
|
|
else
|
|
from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, 1046414, "", Name ) );
|
|
}
|
|
else // Bone form
|
|
{
|
|
from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, 1046414, "", Name ) );
|
|
}
|
|
}
|
|
|
|
public void Carve( Mobile from, Item item )
|
|
{
|
|
Mobile dead = m_Owner;
|
|
|
|
if ( m_Carved || dead == null )
|
|
{
|
|
from.SendLocalizedMessage( 500485 ); // You see nothing useful to carve from the corpse.
|
|
}
|
|
else if ( ((Body)Amount).IsHuman && ItemID == 0x2006 )
|
|
{
|
|
new Blood( 0x122D ).MoveToWorld( Location, Map );
|
|
|
|
new Torso().MoveToWorld( Location, Map );
|
|
new LeftLeg().MoveToWorld( Location, Map );
|
|
new LeftArm().MoveToWorld( Location, Map );
|
|
new RightLeg().MoveToWorld( Location, Map );
|
|
new RightArm().MoveToWorld( Location, Map );
|
|
new Head( dead.Name ).MoveToWorld( Location, Map );
|
|
|
|
m_Carved = true;
|
|
|
|
ProcessDelta();
|
|
SendRemovePacket();
|
|
ItemID = Utility.Random( 0xECA, 9 ); // bone graphic
|
|
Hue = 0;
|
|
ProcessDelta();
|
|
|
|
if ( IsCriminalAction( from ) )
|
|
from.CriminalAction( true );
|
|
}
|
|
else if ( dead is BaseCreature )
|
|
{
|
|
((BaseCreature)dead).OnCarve( from, this );
|
|
}
|
|
else
|
|
{
|
|
from.SendLocalizedMessage( 500485 ); // You see nothing useful to carve from the corpse.
|
|
}
|
|
}
|
|
}
|
|
} |