Ejemplo n.º 1
0
        /// <summary>
        /// Shows a character's attribute screen.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Attributes(CharData ch, string[] str)
        {
            if( ch == null ) return;

            string buf1 = String.Empty;

            if (ch.IsNPC())
            {
                ch.SendText("&nYour attributes are as would be expected for an NPC.\r\n");
                return;
            }

            if (ch.IsImmortal() && str.Length != 0)
            {
                CharData worldChar = ch.GetCharWorld(str[0]);
                if (!worldChar)
                {
                    ch.SendText("No such person.\r\n");
                    return;
                }
                if (worldChar.IsNPC())
                {
                    ch.SendText("NPCs don't have skills!\r\n");
                    return;
                }
            }

            string buf = String.Format(
                "&+WName: &+G{0}&n    &+WLevel: {1}&n\r\n",
                MUDString.PadStr(ch.Name, 17),
                ch.Level);
            buf1 += buf;

            buf = String.Format(
                      "&+WRace:&n {0}          &+WClass:&n {1}     &n&+WSex:&n {2}\r\n",
                      MUDString.PadStr(Race.RaceList[ch.GetRace()].ColorName, 16),
                      MUDString.PadStr(ch.CharacterClass.WholistName, 16),
                      System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase(ch.GetSexString()));
            buf1 += buf;

            // Break a player's size into strings when we get around to it
            // -- Xangis
            if (!ch.IsNPC())
            {
                buf = String.Format(
                          "&+WHeight:&n {0} inches         &+WWeight:&n {1} pounds    &+WSize:&n {2}\r\n",
                          MUDString.PadInt(((PC)ch).Height, 3),
                          MUDString.PadInt(((PC)ch).Weight, 5),
                          Race.SizeString(ch.CurrentSize));
            }
            else
            {
                buf = String.Format("&+WSize:&n  {0}\r\n", ch.CurrentSize);
            }
            buf1 += buf;

            TimeSpan time = TimeSpan.FromTicks(ch.TimePlayed.Ticks) + (DateTime.Now - ch.LogonTime);
            int days = (int)time.TotalHours / 24;
            time = (time - TimeSpan.FromDays(days));
            int hours = (int)time.TotalHours;
            time = (time - TimeSpan.FromHours(hours));
            int minutes = (int)time.TotalMinutes;

            // Age is a hack until we get it coded - Xangis
            buf = String.Format(
                      "\r\n&+BAge:&n {0} years.             &+BPlaying Time:&n {1} days {2} hours {3} minutes.\r\n",
                      MUDString.PadInt(ch.GetAge(), 3), days, hours, minutes);
            buf1 += buf;

            // Need to create a function to display character status strings
            buf = String.Format("&+BStatus:&n  {0}", System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase(Position.PositionString(ch.CurrentPosition)));
            if (!ch.IsNPC() && ch.IsAffected(Affect.AFFECT_BERZERK))
            {
                buf += ", &+Rberzerk&n";
            }
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEMORIZING))
            {
                buf += ", Memorizing";
            }
            if (ch.IsAffected(Affect.AFFECT_CASTING))
            {
                buf += ", Casting";
            }
            if (ch.IsAffected(Affect.AFFECT_SINGING))
            {
                buf += ", Singing";
            }
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEDITATING))
            {
                buf += ", Meditating";
            }
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_CAMPING))
            { /* This is ugly and should be moved to its own function */
                buf += ", Camping";
            }
            buf += ".\r\n\r\n";
            buf1 += buf;

            // We want players to see the same stats for levels 1-50.

            // Should create string converters so that we have no decimals displayed
            // below this point.
            buf = String.Format("     &+cSTR:&n  {0}      &+cArmor Class:&n {1}.\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrStr()), 15), ch.GetAC());
            buf1 += buf;
            buf = String.Format("     &+cAGI:&n  {0}      &+cHitroll:&n     {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrAgi()), 15), StringConversion.BonusString(ch.GetHitroll(ObjTemplate.WearLocation.hand_one)));
            buf1 += buf;
            buf = String.Format("     &+cDEX:&n  {0}      &+cDamroll:&n     {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrDex()), 15), StringConversion.BonusString(ch.GetDamroll(ObjTemplate.WearLocation.hand_one)));
            buf1 += buf;
            buf = String.Format("     &+cCON:&n  {0}      &+cAlignment:&n   {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrCon()), 15), StringConversion.AlignmentString(ch));
            buf1 += buf;
            buf = String.Format("     &n&+cINT:&n  {0}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrInt()), 15));
            buf1 += buf;
            buf = String.Format("     &+cWIS:&n  {0}      &+BSaving Throws&n\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrWis()), 15));
            buf1 += buf;
            buf = String.Format("     &+cPOW:&n  {0}      &+cParalysis:&n {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrPow()), 15), StringConversion.BonusString(-ch.SavingThrows[0]));
            buf1 += buf;
            buf = String.Format("     &+cCHA:&n  {0}      &+cRod:&n       {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrCha()), 15), StringConversion.BonusString(-ch.SavingThrows[1]));
            buf1 += buf;
            buf = String.Format("     &+cLUK:&n  {0}      &+cPetrify:&n   {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrLuck()), 15), StringConversion.BonusString(-ch.SavingThrows[2]));
            buf1 += buf;

            buf = String.Format("                                &+cBreath:&n    {0}\r\n",
                      StringConversion.BonusString(-ch.SavingThrows[3]));
            buf1 += buf;

            buf = String.Format("&+BWimpy:        &n{0}               &+cSpell:&n     {1}\r\n",
                      MUDString.PadInt(ch.Wimpy, 4), StringConversion.BonusString(-ch.SavingThrows[4]));
            buf1 += buf;

            buf = String.Format("&+BLoad Carried: &n{0} pounds ({1})\r\n",
                      MUDString.PadInt(ch.CarryWeight, 3), StringConversion.WeightString(ch));
            buf1 += buf;

            ch.SendText(buf1);
            return;
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Sends ability scores when rolling stats or applying bonuses.  Used to avoid repetitive code.
        /// </summary>
        /// <param name="ch"></param>
        private void SendAbilityScores(CharData ch)
        {
            string text = String.Format( "\r\n\r\nStr: {0}    Int: {1}\r\nDex: {2}    Wis: {3}\r\nAgi: {4}    Cha: {5}\r\nCon: {6}\r\nPow: {7}\r\n\r\n",
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrStr() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrInt() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrDex() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrWis() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrAgi() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrCha() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrCon() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrPow() ), 17 ) );

            WriteToBuffer( text );
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Per-tick mana recovery.
        /// </summary>
        /// <param name="ch"></param>
        /// <returns></returns>
        public static int ManaGain( CharData ch )
        {
            int gain;
            int percent = 0;

            if( ch == null )
            {
                Log.Error( "ManaGain(): null ch", 0 );
                return 0;
            }

            if( ch.IsNPC() )
            {
                gain = 4 + ch.Level / 10;
            }
            else
            {
                /* at 17 gain == base 5, at 34 gain == base 6, at 51 gain == base 7 */
                gain = 4 + ch.Level / 17;
                percent = 100;

                switch( ch.CurrentPosition )
                {
                    case Position.sleeping:
                        percent += 100;
                        break;
                    case Position.resting:
                        percent += 50;
                        if (ch.HasActionBit(PC.PLAYER_MEDITATING))
                        {
                            percent += 50;
                            int number = MUDMath.NumberPercent();
                            if( number < ( (PC)ch ).SkillAptitude[ "meditate" ] )
                                percent += 150;
                            ch.PracticeSkill( "meditate" );
                        }
                        break;
                }

                if( ( (PC)ch ).Hunger == 0 )
                {
                    percent -= 50;
                }
                if( ( (PC)ch ).Thirst == 0 )
                {
                    percent -= 50;
                }

            }

            if( percent < 0 )
                percent = 0;

            gain = ( gain * percent ) / 100;
            if (!ch.IsClass(CharClass.Names.bard))
                gain = ( gain * ch.GetCurrPow() ) / 100;
            else
                gain = ( gain * ch.GetCurrCha() ) / 100;

            return Math.Min( gain, ch.MaxMana - ch.CurrentMana );
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Summoning an elemental.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="spell"></param>
        /// <param name="level"></param>
        /// <param name="indexNumber"></param>
        public static void SummonElem(CharData ch, Spell spell, int level, int indexNumber)
        {
            int numpets = 0;
            foreach (CharData petChar in Database.CharList)
            {
                if (petChar != ch && petChar.Master == ch &&
                        petChar.IsNPC() && petChar.HasActionBit(MobTemplate.ACT_PET))
                    numpets++;
            }

            //just a WAG as far as number...check for some consistency with necro
            int maxpets = ch.Level / 20 + ch.GetCurrCha() / 35;
            if (ch.Level >= Limits.LEVEL_AVATAR)
            {
                string text = String.Format("You can summon at most {0} pets.\r\n", maxpets);
                ch.SendText(text);
            }
            if (numpets >= maxpets)
            {
                ch.SendText("You cannot handle any more pets!\r\n");
                return;
            }
            CharData elemental = Database.CreateMobile(Database.GetMobTemplate(indexNumber));
            elemental.AddToRoom(ch.InRoom);

            elemental.SetCoins(0, 0, 0, 0);
            elemental.Level = 27 + MUDMath.Dice(2, 5);
            elemental.MaxHitpoints = 150 + MUDMath.Dice(16, level / 2);
            elemental.Hitpoints = elemental.MaxHitpoints;
            elemental.ArmorPoints -= (ch.Level * 3 / 2);
            elemental.SetActionBit(MobTemplate.ACT_NOEXP);

            switch (indexNumber)
            {
                case StaticMobs.MOB_NUMBER_EARTH_PECH:
                    SocketConnection.Act("$n&n rises from the ground before your eyes.", elemental,
                         null, null, SocketConnection.MessageTarget.room);
                    break;
                case StaticMobs.MOB_NUMBER_AIR_SLYPH:
                    elemental.ArmorPoints = -130;
                    elemental.PermAgility = 100;
                    SocketConnection.Act("$n&n appears out of thin air.", elemental, null, null, SocketConnection.MessageTarget.room);
                    break;
                case StaticMobs.MOB_NUMBER_FIRE_SERPENT:
                    SocketConnection.Act("$n&n bursts into existence in a roaring ball of flame.",
                         elemental, null, null, SocketConnection.MessageTarget.room);
                    break;
                case StaticMobs.MOB_NUMBER_WATER_NEREID:
                    SocketConnection.Act("$n&n coalesces into existence.", elemental, null, null, SocketConnection.MessageTarget.room);
                    elemental.MaxHitpoints += 100;
                    elemental.Hitpoints = elemental.MaxHitpoints;
                    break;
                default:
                    Log.Error("SummonElem: bad indexNumber in switch: " + indexNumber);
                    ch.SendText("You managed to summon a bad indexNumber! Shame on you.\r\n");
                    break;
            }
            SocketConnection.Act("$N&n says 'Your wish is my command $n&n.'", ch, null, elemental, SocketConnection.MessageTarget.room);
            SocketConnection.Act("$N&n tells you 'Your wish is my command.'", ch, null, elemental, SocketConnection.MessageTarget.character);
            CharData.AddFollower(elemental, ch);
            elemental.Master = ch;
            Affect af = new Affect(Affect.AffectType.spell, spell.Name, level / 2 + MUDMath.Dice(4, level / 2), Affect.Apply.none, 0, Affect.AFFECT_CHARM);
            elemental.AddAffect(af);
            // Set the MobIndex.ACT_PET bit as well
            elemental.SetActionBit(MobTemplate.ACT_PET);
            elemental.FlightLevel = ch.FlightLevel;
            if (ch.Fighting)
            {
                Combat.SetFighting(elemental, ch.Fighting);
            }

            return;
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Gets the cost (cash value) of an object.
        /// </summary>
        /// <param name="customer"></param>
        /// <param name="keeper"></param>
        /// <param name="obj"></param>
        /// <param name="isBuyTransaction"></param>
        /// <returns></returns>
        public static int GetCost(CharData customer, CharData keeper, Object obj, bool isBuyTransaction)
        {
            Shop shop;
            int cost;

            if (!obj)
                return 0;

            if (!(shop = keeper.MobileTemplate.ShopData))
            {
                cost = obj._cost;
            }
            else
            {
                if (isBuyTransaction)
                {
                    cost = obj._cost * shop.PercentBuy / 100;
                }
                else
                {
                    cost = 0;
                    foreach (ObjTemplate.ObjectType itemtype in shop.BuyTypes)
                    {
                        if (obj._itemType == itemtype)
                        {
                            cost = obj._cost * shop.PercentSell / 100;
                            break;
                        }
                    }
                }
            }

            if (obj._itemType == ObjTemplate.ObjectType.staff || obj._itemType == ObjTemplate.ObjectType.wand)
            {
                cost = cost * obj._values[2] / obj._values[1];
            }

            // Modify for charisma. Base 80% / 120%, with 1% bonus per 5 charisma. Capped at 100% to
            // prevent using buy-sell repetition to generate cash from the same item repeatedly.
            if (!isBuyTransaction)
            {
                if (customer.GetCurrCha() < 100)
                {
                    cost = (cost * (80 + customer.GetCurrCha() / 5)) / 100;
                }
            }
            else
            {
                if (customer.GetCurrCha() < 100)
                {
                    cost = (cost * (120 - customer.GetCurrCha() / 5)) / 100;
                }
            }

            return cost;
        }