using System; using System.Collections; using Server; using Server.Multis; using Server.Gumps; using System.Collections.Generic; using Server.ContextMenus; namespace Server.Items { public class MetalHouseDoor : BaseHouseDoor { [Constructable] public MetalHouseDoor( DoorFacing facing ) : base( facing, 0x675 + (2 * (int)facing), 0x676 + (2 * (int)facing), 0xEC, 0xF3, BaseDoor.GetOffset( facing ) ) { } public MetalHouseDoor( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) // Default Serialize method { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) // Default Deserialize method { base.Deserialize( reader ); int version = reader.ReadInt(); } } public class DarkWoodHouseDoor : BaseHouseDoor { [Constructable] public DarkWoodHouseDoor( DoorFacing facing ) : base( facing, 0x6A5 + (2 * (int)facing), 0x6A6 + (2 * (int)facing), 0xEA, 0xF1, BaseDoor.GetOffset( facing ) ) { } public DarkWoodHouseDoor( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) // Default Serialize method { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) // Default Deserialize method { base.Deserialize( reader ); int version = reader.ReadInt(); } } public class GenericHouseDoor : BaseHouseDoor { [Constructable] public GenericHouseDoor( DoorFacing facing, int baseItemID, int openedSound, int closedSound ) : this( facing, baseItemID, openedSound, closedSound, true ) { } [Constructable] public GenericHouseDoor( DoorFacing facing, int baseItemID, int openedSound, int closedSound, bool autoAdjust ) : base( facing, baseItemID + (autoAdjust ? (2 * (int)facing) : 0), baseItemID + 1 + (autoAdjust ? (2 * (int)facing) : 0), openedSound, closedSound, BaseDoor.GetOffset( facing ) ) { } public GenericHouseDoor( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) // Default Serialize method { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) // Default Deserialize method { base.Deserialize( reader ); int version = reader.ReadInt(); } } public abstract class BaseHouseDoor : BaseDoor, ISecurable { private DoorFacing m_Facing; private SecureLevel m_Level; [CommandProperty( AccessLevel.GameMaster )] public DoorFacing Facing { get{ return m_Facing; } set{ m_Facing = value; } } [CommandProperty( AccessLevel.GameMaster )] public SecureLevel Level { get{ return m_Level; } set{ m_Level = value; } } public override void GetContextMenuEntries( Mobile from, List list ) { base.GetContextMenuEntries( from, list ); SetSecureLevelEntry.AddTo( from, this, list ); } public BaseHouseDoor( DoorFacing facing, int closedID, int openedID, int openedSound, int closedSound, Point3D offset ) : base( closedID, openedID, openedSound, closedSound, offset ) { m_Facing = facing; m_Level = SecureLevel.Anyone; } public BaseHouse FindHouse() { Point3D loc; if ( Open ) loc = new Point3D( X - Offset.X, Y - Offset.Y, Z - Offset.Z ); else loc = this.Location; return BaseHouse.FindHouseAt( loc, Map, 20 ); } public bool CheckAccess( Mobile m ) { BaseHouse house = FindHouse(); if ( house == null ) return false; if ( !house.IsAosRules ) return true; if ( house.Public ? house.IsBanned( m ) : !house.HasAccess( m ) ) return false; return house.HasSecureAccess( m, m_Level ); } public override void OnOpened( Mobile from ) { BaseHouse house = FindHouse(); if ( house != null && house.IsFriend( from ) && from.AccessLevel == AccessLevel.Player && house.RefreshDecay() ) from.SendLocalizedMessage( 1043293 ); // Your house's age and contents have been refreshed. if ( house != null && house.Public && !house.IsFriend( from ) ) house.Visits++; } public override bool UseLocks() { BaseHouse house = FindHouse(); return ( house == null || !house.IsAosRules ); } public override void Use( Mobile from ) { if ( !CheckAccess( from ) ) from.SendLocalizedMessage( 1061637 ); // You are not allowed to access this. else base.Use( from ); } public BaseHouseDoor( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 1 ); // version writer.Write( (int) m_Level ); writer.Write( (int) m_Facing ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 1: { m_Level = (SecureLevel)reader.ReadInt(); goto case 0; } case 0: { if ( version < 1 ) m_Level = SecureLevel.Anyone; m_Facing = (DoorFacing)reader.ReadInt(); break; } } } public override bool IsInside( Mobile from ) { int x,y,w,h; const int r = 2; const int bs = r*2+1; const int ss = r+1; switch ( m_Facing ) { case DoorFacing.WestCW: case DoorFacing.EastCCW: x = -r; y = -r; w = bs; h = ss; break; case DoorFacing.EastCW: case DoorFacing.WestCCW: x = -r; y = 0; w = bs; h = ss; break; case DoorFacing.SouthCW: case DoorFacing.NorthCCW: x = -r; y = -r; w = ss; h = bs; break; case DoorFacing.NorthCW: case DoorFacing.SouthCCW: x = 0; y = -r; w = ss; h = bs; break; //No way to test the 'insideness' of SE Sliding doors on OSI, so leaving them default to false until furthur information gained default: return false; } int rx = from.X - X; int ry = from.Y - Y; int az = Math.Abs( from.Z - Z ); return ( rx >= x && rx < (x+w) && ry >= y && ry < (y+h) && az <= 4 ); } } }