using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using Server;
using Server.Commands;
using Server.Gumps;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using Server.Targeting;

namespace Server.Multis
{
	public enum FoundationType
	{
		Stone,
		DarkWood,
		LightWood,
		Dungeon,
		Brick,
		ElvenGrey,
		ElvenNatural,
		Crystal,
		Shadow
	}

	public class HouseFoundation : BaseHouse
	{
		private DesignState m_Current; // State which is currently visible.
		private DesignState m_Design;  // State of current design.
		private DesignState m_Backup;  // State at last user backup.
		private Item m_SignHanger;     // Item hanging the sign.
		private Item m_Signpost;       // Item supporting the hanger.
		private int m_SignpostGraphic; // ItemID number of the chosen signpost.
		private int m_LastRevision;    // Latest revision number.
		private List<Item> m_Fixtures; // List of fixtures (teleporters and doors) associated with this house.
		private FoundationType m_Type; // Graphic type of this foundation.
		private Mobile m_Customizer;   // Who is currently customizing this -or- null if not customizing.

		public FoundationType Type { get { return m_Type; } set { m_Type = value; } }
		public int LastRevision { get { return m_LastRevision; } set { m_LastRevision = value; } }
		public List<Item> Fixtures { get { return m_Fixtures; } }
		public Item SignHanger { get { return m_SignHanger; } }
		public Item Signpost { get { return m_Signpost; } }
		public int SignpostGraphic { get { return m_SignpostGraphic; } set { m_SignpostGraphic = value; } }
		public Mobile Customizer { get { return m_Customizer; } set { m_Customizer = value; } }

		public override bool IsAosRules { get { return true; } }

		public override bool IsActive { get { return Customizer == null; } }

		public virtual int CustomizationCost { get { return 10000; } }

		public bool IsFixture( Item item )
		{
			return (m_Fixtures != null && m_Fixtures.Contains( item ));
		}

		public override MultiComponentList Components
		{
			get
			{
				if( m_Current == null )
					SetInitialState();

				return m_Current.Components;
			}
		}

		public override int GetMaxUpdateRange()
		{
			return 24;
		}

		public override int GetUpdateRange( Mobile m )
		{
			int w = CurrentState.Components.Width;
			int h = CurrentState.Components.Height-1;
			int v = 18 + ((w > h ? w : h) / 2);

			if( v > 24 )
				v = 24;
			else if( v < 18 )
				v = 18;

			return v;
		}

		public DesignState CurrentState
		{
			get { if( m_Current == null ) SetInitialState(); return m_Current; }
			set { m_Current = value; }
		}

		public DesignState DesignState
		{
			get { if( m_Design == null ) SetInitialState(); return m_Design; }
			set { m_Design = value; }
		}

		public DesignState BackupState
		{
			get { if( m_Backup == null ) SetInitialState(); return m_Backup; }
			set { m_Backup = value; }
		}

		public void SetInitialState()
		{
			// This is a new house, it has not yet loaded a design state
			m_Current = new DesignState( this, GetEmptyFoundation() );
			m_Design = new DesignState( m_Current );
			m_Backup = new DesignState( m_Current );
		}

		public override void OnAfterDelete()
		{
			base.OnAfterDelete();

			if( m_SignHanger != null )
				m_SignHanger.Delete();

			if( m_Signpost != null )
				m_Signpost.Delete();

			if( m_Fixtures == null )
				return;

			for( int i = 0; i < m_Fixtures.Count; ++i )
			{
				Item item = m_Fixtures[i];

				if( item != null )
					item.Delete();
			}

			m_Fixtures.Clear();
		}

		public override void OnLocationChange( Point3D oldLocation )
		{
			base.OnLocationChange( oldLocation );

			int x = Location.X - oldLocation.X;
			int y = Location.Y - oldLocation.Y;
			int z = Location.Z - oldLocation.Z;

			if( m_SignHanger != null )
				m_SignHanger.MoveToWorld( new Point3D( m_SignHanger.X + x, m_SignHanger.Y + y, m_SignHanger.Z + z ), Map );

			if( m_Signpost != null )
				m_Signpost.MoveToWorld( new Point3D( m_Signpost.X + x, m_Signpost.Y + y, m_Signpost.Z + z ), Map );

			if( m_Fixtures == null )
				return;

			for( int i = 0; i < m_Fixtures.Count; ++i )
			{
				Item item = m_Fixtures[i];

				if( Doors.Contains( item ) )
					continue;

				item.MoveToWorld( new Point3D( item.X + x, item.Y + y, item.Z + z ), Map );
			}
		}

		public override void OnMapChange()
		{
			base.OnMapChange();

			if( m_SignHanger != null )
				m_SignHanger.Map = this.Map;

			if( m_Signpost != null )
				m_Signpost.Map = this.Map;

			if( m_Fixtures == null )
				return;

			for( int i = 0; i < m_Fixtures.Count; ++i )
				m_Fixtures[i].Map = this.Map;
		}

		public void ClearFixtures( Mobile from )
		{
			if( m_Fixtures == null )
				return;

			RemoveKeys( from );

			for( int i = 0; i < m_Fixtures.Count; ++i )
			{
				m_Fixtures[i].Delete();
				Doors.Remove( m_Fixtures[i] );
			}

			m_Fixtures.Clear();
		}

		public void AddFixtures( Mobile from, MultiTileEntry[] list )
		{
			if( m_Fixtures == null )
				m_Fixtures = new List<Item>();

			uint keyValue = 0;

			for( int i = 0; i < list.Length; ++i )
			{
				MultiTileEntry mte = list[i];
				int itemID = mte.m_ItemID;

				if( itemID >= 0x181D && itemID < 0x1829 )
				{
					HouseTeleporter tp = new HouseTeleporter( itemID );

					AddFixture( tp, mte );
				}
				else
				{
					BaseDoor door = null;

					if( itemID >= 0x675 && itemID < 0x6F5 )
					{
						int type = (itemID - 0x675) / 16;
						DoorFacing facing = (DoorFacing)(((itemID - 0x675) / 2) % 8);

						switch( type )
						{
							case 0: door = new GenericHouseDoor( facing, 0x675, 0xEC, 0xF3 ); break;
							case 1: door = new GenericHouseDoor( facing, 0x685, 0xEC, 0xF3 ); break;
							case 2: door = new GenericHouseDoor( facing, 0x695, 0xEB, 0xF2 ); break;
							case 3: door = new GenericHouseDoor( facing, 0x6A5, 0xEA, 0xF1 ); break;
							case 4: door = new GenericHouseDoor( facing, 0x6B5, 0xEA, 0xF1 ); break;
							case 5: door = new GenericHouseDoor( facing, 0x6C5, 0xEC, 0xF3 ); break;
							case 6: door = new GenericHouseDoor( facing, 0x6D5, 0xEA, 0xF1 ); break;
							case 7: door = new GenericHouseDoor( facing, 0x6E5, 0xEA, 0xF1 ); break;
						}
					}
					else if( itemID >= 0x314 && itemID < 0x364 )
					{
						int type = (itemID - 0x314) / 16;
						DoorFacing facing = (DoorFacing)(((itemID - 0x314) / 2) % 8);
						door = new GenericHouseDoor( facing, 0x314 + ( type * 16 ), 0xED, 0xF4 );
					}
					else if( itemID >= 0x824 && itemID < 0x834 )
					{
						DoorFacing facing = (DoorFacing)(((itemID - 0x824) / 2) % 8);
						door = new GenericHouseDoor( facing, 0x824, 0xEC, 0xF3 );
					}
					else if( itemID >= 0x839 && itemID < 0x849 )
					{
						DoorFacing facing = (DoorFacing)(((itemID - 0x839) / 2) % 8);
						door = new GenericHouseDoor( facing, 0x839, 0xEB, 0xF2 );
					}
					else if( itemID >= 0x84C && itemID < 0x85C )
					{
						DoorFacing facing = (DoorFacing)(((itemID - 0x84C) / 2) % 8);
						door = new GenericHouseDoor( facing, 0x84C, 0xEC, 0xF3 );
					}
					else if( itemID >= 0x866 && itemID < 0x876 )
					{
						DoorFacing facing = (DoorFacing)(((itemID - 0x866) / 2) % 8);
						door = new GenericHouseDoor( facing, 0x866, 0xEB, 0xF2 );
					}
					else if( itemID >= 0xE8 && itemID < 0xF8 )
					{
						DoorFacing facing = (DoorFacing)(((itemID - 0xE8) / 2) % 8);
						door = new GenericHouseDoor( facing, 0xE8, 0xED, 0xF4 );
					}
					else if( itemID >= 0x1FED && itemID < 0x1FFD )
					{
						DoorFacing facing = (DoorFacing)(((itemID - 0x1FED) / 2) % 8);
						door = new GenericHouseDoor( facing, 0x1FED, 0xEC, 0xF3 );
					}
					else if( itemID >= 0x241F && itemID < 0x2421 )
					{
						//DoorFacing facing = (DoorFacing)(((itemID - 0x241F) / 2) % 8);
						door = new GenericHouseDoor( DoorFacing.NorthCCW, 0x2415, -1, -1 );
					}
					else if( itemID >= 0x2423 && itemID < 0x2425 )
					{
						//DoorFacing facing = (DoorFacing)(((itemID - 0x241F) / 2) % 8);
						//This one and the above one are 'special' cases, ie: OSI had the ItemID pattern discombobulated for these
						door = new GenericHouseDoor( DoorFacing.WestCW, 0x2423, -1, -1 );
					}
					else if( itemID >= 0x2A05 && itemID < 0x2A1D )
					{
						DoorFacing facing = (DoorFacing)((((itemID - 0x2A05) / 2) % 4) + 8);

						int sound = (itemID >= 0x2A0D && itemID < 0x2a15) ? 0x539 : -1;

						door = new GenericHouseDoor( facing, 0x29F5 + (8 * ((itemID - 0x2A05) / 8)), sound, sound );
					}
					else if( itemID == 0x2D46 )
					{
						door = new GenericHouseDoor( DoorFacing.NorthCW, 0x2D46, 0xEA, 0xF1, false );
					}
					else if( itemID == 0x2D48 || itemID == 0x2FE2 )
					{
						door = new GenericHouseDoor( DoorFacing.SouthCCW, itemID, 0xEA, 0xF1, false );
					}
					else if( itemID >= 0x2D63 && itemID < 0x2D70 )
					{
						int mod = (itemID - 0x2D63)/2%2;
						DoorFacing facing = ( ( mod == 0 ) ? DoorFacing.SouthCCW : DoorFacing.WestCCW );
						
						int type = (itemID - 0x2D63) / 4;

						door = new GenericHouseDoor( facing, 0x2D63 + 4*type + mod*2, 0xEA, 0xF1, false );
					}
					else if( itemID == 0x2FE4 || itemID == 0x31AE )
					{
						door = new GenericHouseDoor( DoorFacing.WestCCW, itemID, 0xEA, 0xF1, false );
					}
					else if( itemID >= 0x319C && itemID < 0x31AE )
					{
						//special case for 0x31aa <-> 0x31a8 (a9)

						int mod = (itemID - 0x319C) / 2 % 2;

						bool specialCase = (itemID == 0x31AA || itemID == 0x31A8);

						DoorFacing facing;

						if ( itemID == 0x31AA || itemID == 0x31A8 )
							facing = ((mod == 0) ? DoorFacing.NorthCW : DoorFacing.EastCW);
						else
							facing = ((mod == 0) ? DoorFacing.EastCW : DoorFacing.NorthCW);

						int type = (itemID - 0x319C) / 4;

						door = new GenericHouseDoor( facing, 0x319C + 4 * type + mod * 2, 0xEA, 0xF1, false );
					}
					else if( itemID >= 0x367B && itemID < 0x369B )
					{
						int type = (itemID - 0x367B) / 16;
						DoorFacing facing = (DoorFacing)(((itemID - 0x367B) / 2) % 8);

						switch( type )
						{
							case 0: door = new GenericHouseDoor( facing, 0x367B, 0xED, 0xF4 ); break;	//crystal
							case 1: door = new GenericHouseDoor( facing, 0x368B, 0xEC, 0x3E7 ); break;	//shadow
						}
					}

					if( door != null )
					{
						if( keyValue == 0 )
							keyValue = CreateKeys( from );

						door.Locked = true;
						door.KeyValue = keyValue;

						AddDoor( door, mte.m_OffsetX, mte.m_OffsetY, mte.m_OffsetZ );
						m_Fixtures.Add( door );
					}
				}
			}

			for( int i = 0; i < m_Fixtures.Count; ++i )
			{
				Item fixture = m_Fixtures[i];

				if( fixture is HouseTeleporter )
				{
					HouseTeleporter tp = (HouseTeleporter)fixture;

					for( int j = 1; j <= m_Fixtures.Count; ++j )
					{
						HouseTeleporter check = m_Fixtures[(i + j) % m_Fixtures.Count] as HouseTeleporter;

						if( check != null && check.ItemID == tp.ItemID )
						{
							tp.Target = check;
							break;
						}
					}
				}
				else if( fixture is BaseHouseDoor )
				{
					BaseHouseDoor door = (BaseHouseDoor)fixture;

					if( door.Link != null )
						continue;

					DoorFacing linkFacing;
					int xOffset, yOffset;

					switch( door.Facing )
					{
						default:
						case DoorFacing.WestCW: linkFacing = DoorFacing.EastCCW; xOffset = 1; yOffset = 0; break;
						case DoorFacing.EastCCW: linkFacing = DoorFacing.WestCW; xOffset = -1; yOffset = 0; break;
						case DoorFacing.WestCCW: linkFacing = DoorFacing.EastCW; xOffset = 1; yOffset = 0; break;
						case DoorFacing.EastCW: linkFacing = DoorFacing.WestCCW; xOffset = -1; yOffset = 0; break;
						case DoorFacing.SouthCW: linkFacing = DoorFacing.NorthCCW; xOffset = 0; yOffset = -1; break;
						case DoorFacing.NorthCCW: linkFacing = DoorFacing.SouthCW; xOffset = 0; yOffset = 1; break;
						case DoorFacing.SouthCCW: linkFacing = DoorFacing.NorthCW; xOffset = 0; yOffset = -1; break;
						case DoorFacing.NorthCW: linkFacing = DoorFacing.SouthCCW; xOffset = 0; yOffset = 1; break;
						case DoorFacing.SouthSW: linkFacing = DoorFacing.SouthSE; xOffset = 1; yOffset = 0; break;
						case DoorFacing.SouthSE: linkFacing = DoorFacing.SouthSW; xOffset = -1; yOffset = 0; break;
						case DoorFacing.WestSN: linkFacing = DoorFacing.WestSS; xOffset = 0; yOffset = 1; break;
						case DoorFacing.WestSS: linkFacing = DoorFacing.WestSN; xOffset = 0; yOffset = -1; break;
					}

					for( int j = i + 1; j < m_Fixtures.Count; ++j )
					{
						BaseHouseDoor check = m_Fixtures[j] as BaseHouseDoor;

						if( check != null && check.Link == null && check.Facing == linkFacing && (check.X - door.X) == xOffset && (check.Y - door.Y) == yOffset && (check.Z == door.Z) )
						{
							check.Link = door;
							door.Link = check;
							break;
						}
					}
				}
			}
		}

		public void AddFixture( Item item, MultiTileEntry mte )
		{
			m_Fixtures.Add( item );
			item.MoveToWorld( new Point3D( X + mte.m_OffsetX, Y + mte.m_OffsetY, Z + mte.m_OffsetZ ), Map );
		}

		public static void GetFoundationGraphics( FoundationType type, out int east, out int south, out int post, out int corner )
		{
			switch( type )
			{
				default:
				case FoundationType.DarkWood: corner = 0x0014; east = 0x0015; south = 0x0016; post = 0x0017; break;
				case FoundationType.LightWood: corner = 0x00BD; east = 0x00BE; south = 0x00BF; post = 0x00C0; break;
				case FoundationType.Dungeon: corner = 0x02FD; east = 0x02FF; south = 0x02FE; post = 0x0300; break;
				case FoundationType.Brick: corner = 0x0041; east = 0x0043; south = 0x0042; post = 0x0044; break;
				case FoundationType.Stone: corner = 0x0065; east = 0x0064; south = 0x0063; post = 0x0066; break;

				case FoundationType.ElvenGrey: corner = 0x2DF7; east = 0x2DF9; south = 0x2DFA; post = 0x2DF8; break;
				case FoundationType.ElvenNatural: corner = 0x2DFB; east = 0x2DFD; south = 0x2DFE; post = 0x2DFC; break;

				case FoundationType.Crystal: corner = 0x3672; east = 0x3671; south = 0x3670; post = 0x3673; break;
				case FoundationType.Shadow: corner = 0x3676; east = 0x3675; south = 0x3674; post = 0x3677; break;
			}
		}

		public static void ApplyFoundation( FoundationType type, MultiComponentList mcl )
		{
			int east, south, post, corner;

			GetFoundationGraphics( type, out east, out south, out post, out corner );

			int xCenter = mcl.Center.X;
			int yCenter = mcl.Center.Y;

			mcl.Add( post, 0 - xCenter, 0 - yCenter, 0 );
			mcl.Add( corner, mcl.Width - 1 - xCenter, mcl.Height - 2 - yCenter, 0 );

			for( int x = 1; x < mcl.Width; ++x )
			{
				mcl.Add( south, x - xCenter, 0 - yCenter, 0 );

				if( x < mcl.Width-1 )
					mcl.Add( south, x - xCenter, mcl.Height - 2 - yCenter, 0 );
			}

			for( int y = 1; y < mcl.Height - 1; ++y )
			{
				mcl.Add( east, 0 - xCenter, y - yCenter, 0 );

				if( y < mcl.Height - 2 )
					mcl.Add( east, mcl.Width - 1 - xCenter, y - yCenter, 0 );
			}
		}

		public static void AddStairsTo( ref MultiComponentList mcl )
		{
			// copy the original..
			mcl = new MultiComponentList( mcl );

			mcl.Resize( mcl.Width, mcl.Height + 1 );

			int xCenter = mcl.Center.X;
			int yCenter = mcl.Center.Y;
			int y = mcl.Height - 1;

			for( int x = 0; x < mcl.Width; ++x )
				mcl.Add( 0x63, x - xCenter, y - yCenter, 0 );
		}

		public MultiComponentList GetEmptyFoundation()
		{
			// Copy original foundation layout
			MultiComponentList mcl = new MultiComponentList( MultiData.GetComponents( ItemID ) );

			mcl.Resize( mcl.Width, mcl.Height + 1 );

			int xCenter = mcl.Center.X;
			int yCenter = mcl.Center.Y;
			int y = mcl.Height - 1;

			ApplyFoundation( m_Type, mcl );

			for( int x = 1; x < mcl.Width; ++x )
				mcl.Add( 0x751, x - xCenter, y - yCenter, 0 );

			return mcl;
		}

		public override Rectangle2D[] Area
		{
			get
			{
				MultiComponentList mcl = Components;

				return new Rectangle2D[] { new Rectangle2D( mcl.Min.X, mcl.Min.Y, mcl.Width, mcl.Height ) };
			}
		}

		public override Point3D BaseBanLocation { get { return new Point3D( Components.Min.X, Components.Height - 1 - Components.Center.Y, 0 ); } }

		public void CheckSignpost()
		{
			MultiComponentList mcl = this.Components;

			int x = mcl.Min.X;
			int y = mcl.Height - 2 - mcl.Center.Y;

			if( CheckWall( mcl, x, y ) )
			{
				if( m_Signpost != null )
					m_Signpost.Delete();

				m_Signpost = null;
			}
			else if( m_Signpost == null )
			{
				m_Signpost = new Static( m_SignpostGraphic );
				m_Signpost.MoveToWorld( new Point3D( X + x, Y + y, Z + 7 ), Map );
			}
			else
			{
				m_Signpost.ItemID = m_SignpostGraphic;
				m_Signpost.MoveToWorld( new Point3D( X + x, Y + y, Z + 7 ), Map );
			}
		}

		public bool CheckWall( MultiComponentList mcl, int x, int y )
		{
			x += mcl.Center.X;
			y += mcl.Center.Y;

			if( x >= 0 && x < mcl.Width && y >= 0 && y < mcl.Height )
			{
				StaticTile[] tiles = mcl.Tiles[x][y];

				for( int i = 0; i < tiles.Length; ++i )
				{
					StaticTile tile = tiles[i];

					if( tile.Z == 7 && tile.Height == 20 )
						return true;
				}
			}

			return false;
		}

		public HouseFoundation( Mobile owner, int multiID, int maxLockdowns, int maxSecures )
			: base( multiID, owner, maxLockdowns, maxSecures )
		{
			m_SignpostGraphic = 9;

			m_Fixtures = new List<Item>();

			int x = Components.Min.X;
			int y = Components.Height - 1 - Components.Center.Y;

			m_SignHanger = new Static( 0xB98 );
			m_SignHanger.MoveToWorld( new Point3D( X + x, Y + y, Z + 7 ), Map );

			CheckSignpost();

			SetSign( x, y, 7 );
		}

		public HouseFoundation( Serial serial )
			: base( serial )
		{
		}

		public void BeginCustomize( Mobile m )
		{
			if( !m.CheckAlive() )
				return;

			RelocateEntities();

			foreach( Item item in GetItems() )
			{
				item.Location = BanLocation;
			}

			foreach( Mobile mobile in GetMobiles() )
			{
				if( mobile != m )
					mobile.Location = BanLocation;
			}

			DesignContext.Add( m, this );
			m.Send( new BeginHouseCustomization( this ) );

			NetState ns = m.NetState;
			if( ns != null )
				SendInfoTo( ns );

			DesignState.SendDetailedInfoTo( ns );
		}

		public override void SendInfoTo( NetState state, bool sendOplPacket )
		{
			base.SendInfoTo( state, sendOplPacket );

			DesignContext context = DesignContext.Find( state.Mobile );
			DesignState stateToSend;

			if( context != null && context.Foundation == this )
				stateToSend = DesignState;
			else
				stateToSend = CurrentState;

			stateToSend.SendGeneralInfoTo( state );
		}

		public override void Serialize( GenericWriter writer )
		{
			writer.Write( (int)5 ); // version

			writer.Write( m_Signpost );
			writer.Write( (int)m_SignpostGraphic );

			writer.Write( (int)m_Type );

			writer.Write( m_SignHanger );

			writer.Write( (int)m_LastRevision );
			writer.Write( m_Fixtures, true );

			CurrentState.Serialize( writer );
			DesignState.Serialize( writer );
			BackupState.Serialize( writer );

			base.Serialize( writer );
		}

		private int m_DefaultPrice;

		public override int DefaultPrice { get { return m_DefaultPrice; } }

		public override void Deserialize( GenericReader reader )
		{
			int version = reader.ReadInt();

			switch( version )
			{
				case 5:
				case 4:
				{
					m_Signpost = reader.ReadItem();
					m_SignpostGraphic = reader.ReadInt();

					goto case 3;
				}
				case 3:
				{
					m_Type = (FoundationType)reader.ReadInt();

					goto case 2;
				}
				case 2:
				{
					m_SignHanger = reader.ReadItem();

					goto case 1;
				}
				case 1:
				{
					if( version < 5 )
						m_DefaultPrice = reader.ReadInt();

					goto case 0;
				}
				case 0:
				{
					if( version < 3 )
						m_Type = FoundationType.Stone;

					if( version < 4 )
						m_SignpostGraphic = 9;

					m_LastRevision = reader.ReadInt();
					m_Fixtures = reader.ReadStrongItemList();

					m_Current = new DesignState( this, reader );
					m_Design = new DesignState( this, reader );
					m_Backup = new DesignState( this, reader );

					break;
				}
			}

			base.Deserialize( reader );
		}

		public bool IsHiddenToCustomizer( Item item )
		{
			return (item == m_Signpost || item == m_SignHanger || item == Sign || (m_Fixtures != null && m_Fixtures.Contains( item )));
		}

		public static void Initialize()
		{
			PacketHandlers.RegisterExtended( 0x1E, true, new OnPacketReceive( QueryDesignDetails ) );

			PacketHandlers.RegisterEncoded( 0x02, true, new OnEncodedPacketReceive( Designer_Backup ) );
			PacketHandlers.RegisterEncoded( 0x03, true, new OnEncodedPacketReceive( Designer_Restore ) );
			PacketHandlers.RegisterEncoded( 0x04, true, new OnEncodedPacketReceive( Designer_Commit ) );
			PacketHandlers.RegisterEncoded( 0x05, true, new OnEncodedPacketReceive( Designer_Delete ) );
			PacketHandlers.RegisterEncoded( 0x06, true, new OnEncodedPacketReceive( Designer_Build ) );
			PacketHandlers.RegisterEncoded( 0x0C, true, new OnEncodedPacketReceive( Designer_Close ) );
			PacketHandlers.RegisterEncoded( 0x0D, true, new OnEncodedPacketReceive( Designer_Stairs ) );
			PacketHandlers.RegisterEncoded( 0x0E, true, new OnEncodedPacketReceive( Designer_Sync ) );
			PacketHandlers.RegisterEncoded( 0x10, true, new OnEncodedPacketReceive( Designer_Clear ) );
			PacketHandlers.RegisterEncoded( 0x12, true, new OnEncodedPacketReceive( Designer_Level ) );

			PacketHandlers.RegisterEncoded( 0x13, true, new OnEncodedPacketReceive( Designer_Roof ) ); // Samurai Empire roof
			PacketHandlers.RegisterEncoded( 0x14, true, new OnEncodedPacketReceive( Designer_RoofDelete ) ); // Samurai Empire roof

			PacketHandlers.RegisterEncoded( 0x1A, true, new OnEncodedPacketReceive( Designer_Revert ) );

			CommandSystem.Register( "DesignInsert", AccessLevel.GameMaster, new CommandEventHandler( DesignInsert_OnCommand ) );

			EventSink.Speech += new SpeechEventHandler( EventSink_Speech );
		}

		private static void EventSink_Speech( SpeechEventArgs e )
		{
			if( DesignContext.Find( e.Mobile ) != null )
			{
				e.Mobile.SendLocalizedMessage( 1061925 ); // You cannot speak while customizing your house.
				e.Blocked = true;
			}
		}

		public static void Designer_Sync( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client requested state synchronization
				 *  - Resend full house state
				 */

				DesignState design = context.Foundation.DesignState;

				// Resend full house state
				design.SendDetailedInfoTo( state );
			}
		}

		public static void Designer_Clear( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client chose to clear the design
				 *  - Restore empty foundation
				 *     - Construct new design state from empty foundation
				 *     - Assign constructed state to foundation
				 *  - Update revision
				 *  - Update client with new state
				 */

				// Restore empty foundation : Construct new design state from empty foundation
				DesignState newDesign = new DesignState( context.Foundation, context.Foundation.GetEmptyFoundation() );

				// Restore empty foundation : Assign constructed state to foundation
				context.Foundation.DesignState = newDesign;

				// Update revision
				newDesign.OnRevised();

				// Update client with new state
				context.Foundation.SendInfoTo( state );
				newDesign.SendDetailedInfoTo( state );
			}
		}

		public static void Designer_Restore( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client chose to restore design to the last backup state
				 *  - Restore backup
				 *     - Construct new design state from backup state
				 *     - Assign constructed state to foundation
				 *  - Update revision
				 *  - Update client with new state
				 */

				// Restore backup : Construct new design state from backup state
				DesignState backupDesign = new DesignState( context.Foundation.BackupState );

				// Restore backup : Assign constructed state to foundation
				context.Foundation.DesignState = backupDesign;

				// Update revision;
				backupDesign.OnRevised();

				// Update client with new state
				context.Foundation.SendInfoTo( state );
				backupDesign.SendDetailedInfoTo( state );
			}
		}

		public static void Designer_Backup( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client chose to backup design state
				 *  - Construct a copy of the current design state
				 *  - Assign constructed state to backup state field
				 */

				// Construct a copy of the current design state
				DesignState copyState = new DesignState( context.Foundation.DesignState );

				// Assign constructed state to backup state field
				context.Foundation.BackupState = copyState;
			}
		}

		public static void Designer_Revert( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client chose to revert design state to currently visible state
				 *  - Revert design state
				 *     - Construct a copy of the current visible state
				 *     - Freeze fixtures in constructed state
				 *     - Assign constructed state to foundation
				 *     - If a signpost is needed, add it
				 *  - Update revision
				 *  - Update client with new state
				 */

				// Revert design state : Construct a copy of the current visible state
				DesignState copyState = new DesignState( context.Foundation.CurrentState );

				// Revert design state : Freeze fixtures in constructed state
				copyState.FreezeFixtures();

				// Revert design state : Assign constructed state to foundation
				context.Foundation.DesignState = copyState;

				// Revert design state : If a signpost is needed, add it
				context.Foundation.CheckSignpost();

				// Update revision
				copyState.OnRevised();

				// Update client with new state
				context.Foundation.SendInfoTo( state );
				copyState.SendDetailedInfoTo( state );
			}
		}

		public void EndConfirmCommit( Mobile from )
		{
			int oldPrice = Price;
			int newPrice = oldPrice + CustomizationCost + ((DesignState.Components.List.Length - ( CurrentState.Components.List.Length + CurrentState.Fixtures.Length )) * 500);
			int cost = newPrice - oldPrice;

			if ( !this.Deleted ) { // Temporary Fix. We should be booting a client out of customization mode in the delete handler.
				if ( from.AccessLevel >= AccessLevel.GameMaster && cost != 0 )
				{
					from.SendMessage( "{0} gold would have been {1} your inn chest if you were not a GM.", cost.ToString(), ((cost > 0 )? "withdrawn from" : "deposited into" ) );
				}
				else
				{
					if ( cost > 0 )
					{
						if ( Innkeeper.Withdraw( from, cost ) )
						{
							from.SendLocalizedMessage( 1060398, cost.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your inn chest.
						}
						else
						{
							from.SendLocalizedMessage( 1061903 ); // You cannot commit this house design, because you do not have the necessary funds in your inn chest to pay for the upgrade.  Please back up your design, obtain the required funds, and commit your design again.
							return;
						}
					}
					else if ( cost < 0 )
					{
						if ( Innkeeper.Deposit( from, -cost ) )
							from.SendLocalizedMessage( 1060397, ( -cost ).ToString() ); // ~1_AMOUNT~ gold has been deposited into your inn chest.
						else
							return;
					}
				}
			}

			/* Client chose to commit current design state
				 *  - Commit design state
				 *     - Construct a copy of the current design state
				 *     - Clear visible fixtures
				 *     - Melt fixtures from constructed state
				 *     - Add melted fixtures from constructed state
				 *     - Assign constructed state to foundation
				 *  - Update house price
				 *  - Remove design context
				 *  - Notify the client that customization has ended
				 *  - Notify the core that the foundation has changed and should be resent to all clients
				 *  - If a signpost is needed, add it
				 *  - Eject all from house
				 *  - Restore relocated entities
				 */

			// Commit design state : Construct a copy of the current design state
			DesignState copyState = new DesignState( DesignState );

			// Commit design state : Clear visible fixtures
			ClearFixtures( from );

			// Commit design state : Melt fixtures from constructed state
			copyState.MeltFixtures();

			// Commit design state : Add melted fixtures from constructed state
			AddFixtures( from, copyState.Fixtures );

			// Commit design state : Assign constructed state to foundation
			CurrentState = copyState;

			// Update house price
			Price = newPrice - CustomizationCost;

			// Remove design context
			DesignContext.Remove( from );

			// Notify the client that customization has ended
			from.Send( new EndHouseCustomization( this ) );

			// Notify the core that the foundation has changed and should be resent to all clients
			Delta( ItemDelta.Update );
			ProcessDelta();
			CurrentState.SendDetailedInfoTo( from.NetState );

			// If a signpost is needed, add it
			CheckSignpost();

			// Eject all from house
			from.RevealingAction();

			foreach( Item item in GetItems() )
				item.Location = BanLocation;

			foreach( Mobile mobile in GetMobiles() )
				mobile.Location = BanLocation;

			// Restore relocated entities
			RestoreRelocatedEntities();
		}

		public static void Designer_Commit( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				int oldPrice = context.Foundation.Price;
				int newPrice = oldPrice + context.Foundation.CustomizationCost + ((context.Foundation.DesignState.Components.List.Length - ( context.Foundation.CurrentState.Components.List.Length + context.Foundation.Fixtures.Count) ) * 500);
				int innBalance = Innkeeper.GetBalance( from );

				from.SendGump( new ConfirmCommitGump( from, context.Foundation, innBalance, oldPrice, newPrice ) );
			}
		}

		public int MaxLevels
		{
			get
			{
				MultiComponentList mcl = this.Components;

				if( mcl.Width >= 14 || mcl.Height >= 14 )
					return 4;
				else
					return 3;
			}
		}

		public static int GetLevelZ( int level, HouseFoundation house )
		{
			if( level < 1 || level > house.MaxLevels )
				level = 1;

			return (level-1)*20 + 7;

			/*
			switch( level )
			{
				default:
				case 1: return 07;
				case 2: return 27;
				case 3: return 47;
				case 4: return 67;
			}
			 * */
		}

		public static int GetZLevel( int z, HouseFoundation house )
		{
			int level = (z - 7)/20 +1;

			if( level < 1 || level > house.MaxLevels )
				level = 1;

			return level;
		}

		private static ComponentVerification m_Verification;

		public static ComponentVerification Verification
		{
			get
			{
				if ( m_Verification == null )
					m_Verification = new ComponentVerification();

				return m_Verification;
			}
		}

		public static bool ValidPiece( int itemID )
		{
			return ValidPiece( itemID, false );
		}

		public static bool ValidPiece( int itemID, bool roof )
		{
			itemID &= TileData.MaxItemValue;

			if ( !roof && ( TileData.ItemTable[itemID].Flags & TileFlag.Roof ) != 0 )
				return false;
			else if ( roof && ( TileData.ItemTable[itemID].Flags & TileFlag.Roof ) == 0 )
				return false;

			return Verification.IsItemValid( itemID );
		}

		private static int[] m_BlockIDs = new int[]
			{
				0x3EE, 0x709, 0x71E, 0x721,
				0x738, 0x750, 0x76C, 0x788,
				0x7A3, 0x7BA, 0x35D2, 0x3609
			};

		private static int[] m_StairSeqs = new int[]
			{
				0x3EF, 0x70A, 0x722, 0x739,
				0x751, 0x76D, 0x789, 0x7A4
			};

		private static int[] m_StairIDs = new int[]
			{
				0x71F, 0x736, 0x737, 0x749,
				0x35D4, 0x35D3, 0x35D6, 0x35D5,
				0x360B, 0x360A, 0x360D, 0x360C,
				0x7BB, 0x7BC
			};

		public static bool IsStairBlock( int id )
		{
			int delta = -1;

			for( int i = 0; delta < 0 && i < m_BlockIDs.Length; ++i )
				delta = (m_BlockIDs[i] - id);

			return (delta == 0);

			//if ID matches one of the the items in m_BlockIDs, return true
		}

		public static bool IsStair( int id, ref int dir )
		{
			//dir n=0 w=1 s=2 e=3
			int delta = -4;

			for( int i = 0; delta < -3 && i < m_StairSeqs.Length; ++i )
				delta = (m_StairSeqs[i] - id);

			if( delta >= -3 && delta <= 0 )
			{
				dir = -delta;
				return true;
			}

			delta = -1;

			for( int i = 0; ( delta < 0 || delta > 0 ) && i < m_StairIDs.Length; ++i )
			{
				delta = (m_StairIDs[i] - id);
				dir = i % 4;
			}

			return (delta == 0);
		}

		public static bool DeleteStairs( MultiComponentList mcl, int id, int x, int y, int z )
		{
			int ax = x + mcl.Center.X;
			int ay = y + mcl.Center.Y;

			if( ax < 0 || ay < 0 || ax >= mcl.Width || ay >= (mcl.Height - 1) || z < 7 || ((z - 7) % 5) != 0 )
				return false;

			if( IsStairBlock( id ) )
			{
				StaticTile[] tiles = mcl.Tiles[ax][ay];

				for( int i = 0; i < tiles.Length; ++i )
				{
					StaticTile tile = tiles[i];

					if( tile.Z == (z + 5) )
					{
						id = tile.ID;
						z = tile.Z;

						if( !IsStairBlock( id ) )
							break;
					}
				}
			}

			int dir = 0;

			if( !IsStair( id, ref dir ) )
				return false;

			int height = ((z - 7) % 20) / 5;

			int xStart, yStart;
			int xInc, yInc;

			switch( dir )
			{
				default:
				case 0: // North
				{
					xStart = x;
					yStart = y + height;
					xInc = 0;
					yInc = -1;
					break;
				}
				case 1: // West
				{
					xStart = x + height;
					yStart = y;
					xInc = -1;
					yInc = 0;
					break;
				}
				case 2: // South
				{
					xStart = x;
					yStart = y - height;
					xInc = 0;
					yInc = 1;
					break;
				}
				case 3: // East
				{
					xStart = x - height;
					yStart = y;
					xInc = 1;
					yInc = 0;
					break;
				}
			}

			int zStart = z - (height * 5);

			for( int i = 0; i < 4; ++i )
			{
				x = xStart + (i * xInc);
				y = yStart + (i * yInc);

				for( int j = 0; j <= i; ++j )
					mcl.RemoveXYZH( x, y, zStart + (j * 5), 5 );

				ax = x + mcl.Center.X;
				ay = y + mcl.Center.Y;

				if( ax >= 1 && ax < mcl.Width && ay >= 1 && ay < mcl.Height - 1 )
				{
					StaticTile[] tiles = mcl.Tiles[ax][ay];

					bool hasBaseFloor = false;

					for( int j = 0; !hasBaseFloor && j < tiles.Length; ++j )
						hasBaseFloor = (tiles[j].Z == 7 && tiles[j].ID != 1);

					if( !hasBaseFloor )
						mcl.Add( 0x31F4, x, y, 7 );
				}
			}

			return true;
		}

		public static void Designer_Delete( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client chose to delete a component
				 *  - Read data detailing which component to delete
				 *  - Verify component is deletable
				 *  - Remove the component
				 *  - If needed, replace removed component with a dirt tile
				 *  - Update revision
				 */

				// Read data detailing which component to delete
				int itemID = pvSrc.ReadInt32();
				int x = pvSrc.ReadInt32();
				int y = pvSrc.ReadInt32();
				int z = pvSrc.ReadInt32();

				// Verify component is deletable
				DesignState design = context.Foundation.DesignState;
				MultiComponentList mcl = design.Components;

				int ax = x + mcl.Center.X;
				int ay = y + mcl.Center.Y;

				if( z == 0 && ax >= 0 && ax < mcl.Width && ay >= 0 && ay < (mcl.Height - 1) )
				{
					/* Component is not deletable
					 *  - Resend design state
					 *  - Return without further processing
					 */

					design.SendDetailedInfoTo( state );
					return;
				}

				mcl.Remove( itemID, x, y, z );
				
				int dir = 0;
				
				if( IsStair( itemID, ref dir ) || IsStairBlock( itemID ) )
					design.SendGeneralInfoTo( state );

				// If needed, replace removed component with a dirt tile
				if( ax >= 1 && ax < mcl.Width && ay >= 1 && ay < mcl.Height - 1 )
				{
					StaticTile[] tiles = mcl.Tiles[ax][ay];

					bool hasBaseFloor = false;

					for( int i = 0; !hasBaseFloor && i < tiles.Length; ++i )
						hasBaseFloor = (tiles[i].Z == 7 && tiles[i].ID != 1);

					if( !hasBaseFloor )
					{
						// Replace with a dirt tile
						mcl.Add( 0x31F4, x, y, 7 );
					}
				}

				// Update revision
				design.OnRevised();
			}
		}

		public static void Designer_Stairs( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client chose to add stairs
				 *  - Read data detailing stair type and location
				 *  - Validate stair multi ID
				 *  - Add the stairs
				 *     - Load data describing the stair components
				 *     - Insert described components
				 *  - Update revision
				 */

				// Read data detailing stair type and location
				int itemID = pvSrc.ReadInt32();
				int x = pvSrc.ReadInt32();
				int y = pvSrc.ReadInt32();

				// Validate stair multi ID
				DesignState design = context.Foundation.DesignState;

				if ( !Verification.IsMultiValid( itemID ) )
				{
					/* Specified multi ID is not a stair
					 *  - Resend design state
					 *  - Return without further processing
					 */

					TraceValidity( state, itemID );
					design.SendDetailedInfoTo( state );
					return;
				}

				// Add the stairs
				MultiComponentList mcl = design.Components;

				// Add the stairs : Load data describing stair components
				MultiComponentList stairs = MultiData.GetComponents( itemID );

				// Add the stairs : Insert described components
				int z = GetLevelZ( context.Level, context.Foundation );

				for( int i = 0; i < stairs.List.Length; ++i )
				{
					MultiTileEntry entry = stairs.List[i];

					if( entry.m_ItemID != 1 )
						mcl.Add( entry.m_ItemID, x + entry.m_OffsetX, y + entry.m_OffsetY, z + entry.m_OffsetZ );
				}

				// Update revision
				design.OnRevised();
			}
		}

		[Usage( "DesignInsert" )]
		[Description( "Inserts multiple targeted items into a customizable houses design." )]
		public static void DesignInsert_OnCommand( CommandEventArgs e )
		{
			e.Mobile.Target = new DesignInsertTarget( null );
			e.Mobile.SendMessage( "Target an item to insert it into the house design." );
		}

		private class DesignInsertTarget : Target
		{
			private HouseFoundation m_Foundation;

			public DesignInsertTarget( HouseFoundation foundation )
				: base( -1, false, TargetFlags.None )
			{
				m_Foundation = foundation;
			}

			protected override void OnTargetCancel( Mobile from, TargetCancelType cancelType )
			{
				if( m_Foundation != null )
				{
					from.SendMessage( "Your changes have been committed. Updating..." );

					m_Foundation.Delta( ItemDelta.Update );
				}
			}

			protected override void OnTarget( Mobile from, object obj )
			{
				Item item = obj as Item;

				if( item == null )
				{
					from.Target = new DesignInsertTarget( m_Foundation );
					from.SendMessage( "That is not an item. Try again." );
				}
				else
				{
					HouseFoundation house = BaseHouse.FindHouseAt( item ) as HouseFoundation;

					if( house == null )
					{
						from.Target = new DesignInsertTarget( m_Foundation );
						from.SendMessage( "That item is not inside a customizable house. Try again." );
					}
					else if( m_Foundation != null && house != m_Foundation )
					{
						from.Target = new DesignInsertTarget( m_Foundation );
						from.SendMessage( "That item is not inside the current house; all targeted items must reside in the same house. You may cancel this target and repeat the command." );
					}
					else
					{
						DesignState state = house.CurrentState;
						MultiComponentList mcl = state.Components;

						int x = item.X - house.X;
						int y = item.Y - house.Y;
						int z = item.Z - house.Z;

						if( x >= mcl.Min.X && y >= mcl.Min.Y && x <= mcl.Max.X && y <= mcl.Max.Y )
						{
							mcl.Add( item.ItemID, x, y, z );
							item.Delete();

							state.OnRevised();

							state = house.DesignState;
							mcl = state.Components;

							if( x >= mcl.Min.X && y >= mcl.Min.Y && x <= mcl.Max.X && y <= mcl.Max.Y )
							{
								mcl.Add( item.ItemID, x, y, z );
								state.OnRevised();
							}

							from.Target = new DesignInsertTarget( house );

							if( m_Foundation == null )
								from.SendMessage( "The item has been inserted into the house design. Press ESC when you are finished." );
							else
								from.SendMessage( "The item has been inserted into the house design." );

							m_Foundation = house;
						}
						else
						{
							from.Target = new DesignInsertTarget( m_Foundation );
							from.SendMessage( "That item is not inside a customizable house. Try again." );
						}
					}
				}
			}
		}

		private static void TraceValidity( NetState state, int itemID )
		{
			try
			{
				using ( StreamWriter op = new StreamWriter( "comp_val.log", true ) )
					op.WriteLine( "{0}\t{1}\tInvalid ItemID 0x{2:X4}", state, state.Mobile, itemID );
			}
			catch
			{
			}
		}

		public static void Designer_Build( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client chose to add a component
				 *  - Read data detailing component graphic and location
				 *  - Add component
				 *  - Update revision
				 */

				// Read data detailing component graphic and location
				int itemID = pvSrc.ReadInt32();
				int x = pvSrc.ReadInt32();
				int y = pvSrc.ReadInt32();

				// Add component
				DesignState design = context.Foundation.DesignState;

				if( from.AccessLevel < AccessLevel.GameMaster && !ValidPiece( itemID ) )
				{
					TraceValidity( state, itemID );
					design.SendDetailedInfoTo( state );
					return;
				}

				MultiComponentList mcl = design.Components;

				int z = GetLevelZ( context.Level, context.Foundation );

				if( (y + mcl.Center.Y) == (mcl.Height - 1) )
					z = 0; // Tiles placed on the far-south of the house are at 0 Z

				mcl.Add( itemID, x, y, z );

				// Update revision
				design.OnRevised();
			}
		}

		public static void Designer_Close( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client closed his house design window
				 *  - Remove design context
				 *  - Notify the client that customization has ended
				 *  - Refresh client with current visable design state
				 *  - If a signpost is needed, add it
				 *  - Eject all from house
				 *  - Restore relocated entities
				 */

				// Remove design context
				DesignContext.Remove( from );

				// Notify the client that customization has ended
				from.Send( new EndHouseCustomization( context.Foundation ) );

				// Refresh client with current visible design state
				context.Foundation.SendInfoTo( state );
				context.Foundation.CurrentState.SendDetailedInfoTo( state );

				// If a signpost is needed, add it
				context.Foundation.CheckSignpost();

				// Eject all from house
				from.RevealingAction();

				foreach( Item item in context.Foundation.GetItems() )
					item.Location = context.Foundation.BanLocation;

				foreach( Mobile mobile in context.Foundation.GetMobiles() )
					mobile.Location = context.Foundation.BanLocation;

				// Restore relocated entities
				context.Foundation.RestoreRelocatedEntities();
			}
		}

		public static void Designer_Level( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )
			{
				/* Client is moving to a new floor level
				 *  - Read data detailing the target level
				 *  - Validate target level
				 *  - Update design context with new level
				 *  - Teleport mobile to new level
				 *  - Update client
				 * 
				 */

				// Read data detailing the target level
				int newLevel = pvSrc.ReadInt32();

				// Validate target level
				if( newLevel < 1 || newLevel > context.MaxLevels )
					newLevel = 1;

				// Update design context with new level
				context.Level = newLevel;

				// Teleport mobile to new level
				from.Location = new Point3D( from.X, from.Y, context.Foundation.Z + GetLevelZ( newLevel, context.Foundation ) );

				// Update client
				context.Foundation.SendInfoTo( state );
			}
		}

		public static void QueryDesignDetails( NetState state, PacketReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			HouseFoundation foundation = World.FindItem( pvSrc.ReadInt32() ) as HouseFoundation;

			if( foundation != null && from.Map == foundation.Map && from.InRange( foundation.GetWorldLocation(), 24 ) && from.CanSee( foundation ) )
			{
				DesignState stateToSend;

				if( context != null && context.Foundation == foundation )
					stateToSend = foundation.DesignState;
				else
					stateToSend = foundation.CurrentState;

				stateToSend.SendDetailedInfoTo( state );
			}
		}

		public static void Designer_Roof( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null && from.AccessLevel >= AccessLevel.GameMaster )
			{
				// Read data detailing component graphic and location
				int itemID = pvSrc.ReadInt32();
				int x = pvSrc.ReadInt32();
				int y = pvSrc.ReadInt32();
				int z = pvSrc.ReadInt32();

				// Add component
				DesignState design = context.Foundation.DesignState;

				if( from.AccessLevel < AccessLevel.GameMaster && !ValidPiece( itemID, true ) )
				{
					TraceValidity( state, itemID );
					design.SendDetailedInfoTo( state );
					return;
				}

				MultiComponentList mcl = design.Components;

				if( z < -3 || z > 12 || z % 3 != 0 )
					z = -3;
				z += GetLevelZ( context.Level, context.Foundation );

				MultiTileEntry[] list = mcl.List;
				for( int i = 0; i < list.Length; i++ )
				{
					MultiTileEntry mte = list[i];

					if( mte.m_OffsetX == x && mte.m_OffsetY == y && GetZLevel( mte.m_OffsetZ, context.Foundation ) == context.Level  && (TileData.ItemTable[mte.m_ItemID & TileData.MaxItemValue].Flags & TileFlag.Roof) != 0 )
						mcl.Remove( mte.m_ItemID, x, y, mte.m_OffsetZ );
				}

				mcl.Add( itemID, x, y, z );

				// Update revision
				design.OnRevised();
			}
		}

		public static void Designer_RoofDelete( NetState state, IEntity e, EncodedReader pvSrc )
		{
			Mobile from = state.Mobile;
			DesignContext context = DesignContext.Find( from );

			if( context != null )	//No need to check if core.SE if trying to remvoe something that shouldn't be able to be placed anyways
			{
				// Read data detailing which component to delete
				int itemID = pvSrc.ReadInt32();
				int x = pvSrc.ReadInt32();
				int y = pvSrc.ReadInt32();
				int z = pvSrc.ReadInt32();

				// Verify component is deletable
				DesignState design = context.Foundation.DesignState;
				MultiComponentList mcl = design.Components;

				if( (TileData.ItemTable[itemID & TileData.MaxItemValue].Flags & TileFlag.Roof) == 0 )
				{
					design.SendDetailedInfoTo( state );
					return;
				}

				mcl.Remove( itemID, x, y, z );

				design.OnRevised();
			}
		}


	}

	public class DesignState
	{
		private HouseFoundation m_Foundation;
		private MultiComponentList m_Components;
		private MultiTileEntry[] m_Fixtures;
		private int m_Revision;
		private Packet m_PacketCache;

		public Packet PacketCache
		{
			get { return m_PacketCache; }
			set
			{
				if( m_PacketCache == value )
					return;

				if( m_PacketCache != null )
					m_PacketCache.Release();

				m_PacketCache = value;
			}
		}

		public HouseFoundation Foundation { get { return m_Foundation; } }
		public MultiComponentList Components { get { return m_Components; } }
		public MultiTileEntry[] Fixtures { get { return m_Fixtures; } }
		public int Revision { get { return m_Revision; } set { m_Revision = value; } }

		public DesignState( HouseFoundation foundation, MultiComponentList components )
		{
			m_Foundation = foundation;
			m_Components = components;
			m_Fixtures = new MultiTileEntry[0];
		}

		public DesignState( DesignState toCopy )
		{
			m_Foundation = toCopy.m_Foundation;
			m_Components = new MultiComponentList( toCopy.m_Components );
			m_Revision = toCopy.m_Revision;
			m_Fixtures = new MultiTileEntry[toCopy.m_Fixtures.Length];

			for( int i = 0; i < m_Fixtures.Length; ++i )
				m_Fixtures[i] = toCopy.m_Fixtures[i];
		}

		public DesignState( HouseFoundation foundation, GenericReader reader )
		{
			m_Foundation = foundation;

			int version = reader.ReadInt();

			switch( version )
			{
				case 0:
				{
					m_Components = new MultiComponentList( reader );

					int length = reader.ReadInt();

					m_Fixtures = new MultiTileEntry[length];

					for( int i = 0; i < length; ++i )
					{
						m_Fixtures[i].m_ItemID = reader.ReadUShort();
						m_Fixtures[i].m_OffsetX = reader.ReadShort();
						m_Fixtures[i].m_OffsetY = reader.ReadShort();
						m_Fixtures[i].m_OffsetZ = reader.ReadShort();
						m_Fixtures[i].m_Flags = reader.ReadInt();
					}

					m_Revision = reader.ReadInt();

					break;
				}
			}
		}

		public void Serialize( GenericWriter writer )
		{
			writer.Write( (int)0 ); // version

			m_Components.Serialize( writer );

			writer.Write( (int)m_Fixtures.Length );

			for( int i = 0; i < m_Fixtures.Length; ++i )
			{
				MultiTileEntry ent = m_Fixtures[i];

				writer.Write( (ushort)ent.m_ItemID );
				writer.Write( (short)ent.m_OffsetX );
				writer.Write( (short)ent.m_OffsetY );
				writer.Write( (short)ent.m_OffsetZ );
				writer.Write( (int)ent.m_Flags );
			}

			writer.Write( (int)m_Revision );
		}

		public void OnRevised()
		{
			lock( this )
			{
				m_Revision = ++m_Foundation.LastRevision;

				if( m_PacketCache != null )
					m_PacketCache.Release();

				m_PacketCache = null;
			}
		}

		public void SendGeneralInfoTo( NetState state )
		{
			if( state != null )
				state.Send( new DesignStateGeneral( m_Foundation, this ) );
		}

		public void SendDetailedInfoTo( NetState state )
		{
			if( state != null )
			{
				lock( this )
				{
					if( m_PacketCache == null )
						DesignStateDetailed.SendDetails( state, m_Foundation, this );
					else
						state.Send( m_PacketCache );
				}
			}
		}

		public void FreezeFixtures()
		{
			OnRevised();

			for( int i = 0; i < m_Fixtures.Length; ++i )
			{
				MultiTileEntry mte = m_Fixtures[i];

				m_Components.Add( mte.m_ItemID, mte.m_OffsetX, mte.m_OffsetY, mte.m_OffsetZ );
			}

			m_Fixtures = new MultiTileEntry[0];
		}

		public void MeltFixtures()
		{
			OnRevised();

			MultiTileEntry[] list = m_Components.List;
			int length = 0;

			for( int i = list.Length - 1; i >= 0; --i )
			{
				MultiTileEntry mte = list[i];

				if( IsFixture( mte.m_ItemID ) )
					++length;
			}

			m_Fixtures = new MultiTileEntry[length];

			for( int i = list.Length - 1; i >= 0; --i )
			{
				MultiTileEntry mte = list[i];

				if( IsFixture( mte.m_ItemID ) )
				{
					m_Fixtures[--length] = mte;
					m_Components.Remove( mte.m_ItemID, mte.m_OffsetX, mte.m_OffsetY, mte.m_OffsetZ );
				}
			}
		}

		public static bool IsFixture( int itemID )
		{
			if( itemID >= 0x675 && itemID < 0x6F5 )
				return true;
			else if( itemID >= 0x314 && itemID < 0x364 )
				return true;
			else if( itemID >= 0x824 && itemID < 0x834 )
				return true;
			else if( itemID >= 0x839 && itemID < 0x849 )
				return true;
			else if( itemID >= 0x84C && itemID < 0x85C )
				return true;
			else if( itemID >= 0x866 && itemID < 0x876 )
				return true;
			else if( itemID >= 0x0E8 && itemID < 0x0F8 )
				return true;
			else if( itemID >= 0x1FED && itemID < 0x1FFD )
				return true;
			else if( itemID >= 0x181D && itemID < 0x1829 )
				return true;
			else if( itemID >= 0x241F && itemID < 0x2421 )
				return true;
			else if( itemID >= 0x2423 && itemID < 0x2425 )
				return true;
			else if( itemID >= 0x2A05 && itemID < 0x2A1D )
				return true;
			else if( itemID >= 0x319C && itemID < 0x31B0 )
				return true;
			else if( itemID == 0x2D46 ||itemID == 0x2D48 || itemID == 0x2FE2 || itemID == 0x2FE4 )	//ML doors begin here.  Note funkyness.
				return true;
			else if( itemID >= 0x2D63 && itemID < 0x2D70 )
				return true;
			else if( itemID >= 0x319C && itemID < 0x31AF )
				return true;
			else if( itemID >= 0x367B && itemID < 0x369B )
				return true;

			return false;
		}
	}

	public class ConfirmCommitGump : Gump
	{
		private HouseFoundation m_Foundation;

		public ConfirmCommitGump( Mobile from, HouseFoundation foundation, int innBalance, int oldPrice, int newPrice )
			: base( 50, 50 )
		{
			m_Foundation = foundation;

			AddPage( 0 );

			AddBackground( 0, 0, 320, 320, 5054 );

			AddImageTiled( 10, 10, 300, 20, 2624 );
			AddImageTiled( 10, 40, 300, 240, 2624 );
			AddImageTiled( 10, 290, 300, 20, 2624 );

			AddAlphaRegion( 10, 10, 300, 300 );

			AddHtmlLocalized( 10, 10, 300, 20, 1062060, 32736, false, false ); // <CENTER>COMMIT DESIGN</CENTER>

			AddHtmlLocalized( 10, 40, 300, 140, (newPrice - oldPrice) <= innBalance ? 1061898 : 1061903, 1023, false, true );

			AddHtmlLocalized( 10, 190, 150, 20, 1061902, 32736, false, false ); // Inn Balance:
			AddLabel( 170, 190, 55, innBalance.ToString() );

			AddHtmlLocalized( 10, 215, 150, 20, 1061899, 1023, false, false ); // Old Value:
			AddLabel( 170, 215, 90, oldPrice.ToString() );

			AddHtmlLocalized( 10, 235, 150, 20, 1061900, 1023, false, false ); // Cost To Commit:
			AddLabel( 170, 235, 90, newPrice.ToString() );

			if ( newPrice - oldPrice < 0 )
			{
				AddHtmlLocalized( 10, 260, 150, 20, 1062059, 992, false, false ); // Your Refund:
				AddLabel( 170, 260, 70, (oldPrice - newPrice).ToString() );
			}
			else
			{
				AddHtmlLocalized( 10, 260, 150, 20, 1061901, 31744, false, false ); // Your Cost:
				AddLabel( 170, 260, 40, (newPrice - oldPrice).ToString() );
			}

			AddButton( 10, 290, 4005, 4007, 1, GumpButtonType.Reply, 0 );
			AddHtmlLocalized( 45, 290, 55, 20, 1011036, 32767, false, false ); // OKAY

			AddButton( 170, 290, 4005, 4007, 0, GumpButtonType.Reply, 0 );
			AddHtmlLocalized( 195, 290, 55, 20, 1011012, 32767, false, false ); // CANCEL
		}

		public override void OnResponse( NetState sender, RelayInfo info )
		{
			if( info.ButtonID == 1 )
				m_Foundation.EndConfirmCommit( sender.Mobile );
		}
	}

	public class DesignContext
	{
		private HouseFoundation m_Foundation;
		private int m_Level;

		public HouseFoundation Foundation { get { return m_Foundation; } }
		public int Level { get { return m_Level; } set { m_Level = value; } }
		public int MaxLevels { get { return m_Foundation.MaxLevels; } }

		public DesignContext( HouseFoundation foundation )
		{
			m_Foundation = foundation;
			m_Level = 1;
		}

		private static Dictionary<Mobile, DesignContext> m_Table = new Dictionary<Mobile, DesignContext>();

		public static Dictionary<Mobile, DesignContext> Table { get { return m_Table; } }

		public static DesignContext Find( Mobile from )
		{
			if( from == null )
				return null;

			DesignContext d;
			m_Table.TryGetValue( from, out d );
			
			return d;
		}

		public static bool Check( Mobile m )
		{
			if( Find( m ) != null )
			{
				m.SendLocalizedMessage( 1062206 ); // You cannot do that while customizing a house.
				return false;
			}

			return true;
		}

		public static void Add( Mobile from, HouseFoundation foundation )
		{
			if( from == null )
				return;

			DesignContext c = new DesignContext( foundation );

			m_Table[from] = c;

			if ( from is PlayerMobile )
				((PlayerMobile)from).DesignContext = c;

			foundation.Customizer = from;

			from.Hidden = true;
			from.Location = new Point3D( foundation.X, foundation.Y, foundation.Z + 7 );

			NetState state = from.NetState;

			if( state == null )
				return;

			List<Item> fixtures = foundation.Fixtures;

			for( int i = 0; fixtures != null && i < fixtures.Count; ++i )
			{
				Item item = fixtures[i];

				state.Send( item.RemovePacket );
			}

			if( foundation.Signpost != null )
				state.Send( foundation.Signpost.RemovePacket );
			
			if( foundation.SignHanger != null )
				state.Send( foundation.SignHanger.RemovePacket );
			
			if( foundation.Sign != null )
				state.Send( foundation.Sign.RemovePacket );
		}

		public static void Remove( Mobile from )
		{
			DesignContext context = Find( from );

			if ( context == null )
				return;

			m_Table.Remove( from );

			if( from is PlayerMobile )
				((PlayerMobile)from).DesignContext = null;

			if( context == null )
				return;

			context.Foundation.Customizer = null;

			NetState state = from.NetState;

			if( state == null )
				return;

			List<Item> fixtures = context.Foundation.Fixtures;

			for( int i = 0; fixtures != null && i < fixtures.Count; ++i )
			{
				Item item = fixtures[i];

				item.SendInfoTo( state );
			}

			if( context.Foundation.Signpost != null )
				context.Foundation.Signpost.SendInfoTo( state );
			
			if( context.Foundation.SignHanger != null )
				context.Foundation.SignHanger.SendInfoTo( state );
			
			if( context.Foundation.Sign != null )
				context.Foundation.Sign.SendInfoTo( state );
		}
	}

	public class BeginHouseCustomization : Packet
	{
		public BeginHouseCustomization( HouseFoundation house )
			: base( 0xBF )
		{
			EnsureCapacity( 17 );

			m_Stream.Write( (short)0x20 );
			m_Stream.Write( (int)house.Serial );
			m_Stream.Write( (byte)0x04 );
			m_Stream.Write( (ushort)0x0000 );
			m_Stream.Write( (ushort)0xFFFF );
			m_Stream.Write( (ushort)0xFFFF );
			m_Stream.Write( (byte)0xFF );
		}
	}

	public class EndHouseCustomization : Packet
	{
		public EndHouseCustomization( HouseFoundation house )
			: base( 0xBF )
		{
			EnsureCapacity( 17 );

			m_Stream.Write( (short)0x20 );
			m_Stream.Write( (int)house.Serial );
			m_Stream.Write( (byte)0x05 );
			m_Stream.Write( (ushort)0x0000 );
			m_Stream.Write( (ushort)0xFFFF );
			m_Stream.Write( (ushort)0xFFFF );
			m_Stream.Write( (byte)0xFF );
		}
	}

	public sealed class DesignStateGeneral : Packet
	{
		public DesignStateGeneral( HouseFoundation house, DesignState state )
			: base( 0xBF )
		{
			EnsureCapacity( 13 );

			m_Stream.Write( (short)0x1D );
			m_Stream.Write( (int)house.Serial );
			m_Stream.Write( (int)state.Revision );
		}
	}

	public sealed class DesignStateDetailed : Packet
	{
		public const int MaxItemsPerStairBuffer = 750;

		private static byte[][] m_PlaneBuffers;
		private static bool[] m_PlaneUsed;

		private static byte[][] m_StairBuffers;

		private static byte[] m_PrimBuffer = new byte[4];

		public void Write( int value )
		{
			m_PrimBuffer[0] = (byte)(value >> 24);
			m_PrimBuffer[1] = (byte)(value >> 16);
			m_PrimBuffer[2] = (byte)(value >>  8);
			m_PrimBuffer[3] = (byte)value;

			m_Stream.UnderlyingStream.Write( m_PrimBuffer, 0, 4 );
		}

		public void Write( short value )
		{
			m_PrimBuffer[0] = (byte)(value >> 8);
			m_PrimBuffer[1] = (byte)value;

			m_Stream.UnderlyingStream.Write( m_PrimBuffer, 0, 2 );
		}

		public void Write( byte value )
		{
			m_Stream.UnderlyingStream.WriteByte( value );
		}

		public void Write( byte[] buffer, int offset, int size )
		{
			m_Stream.UnderlyingStream.Write( buffer, offset, size );
		}

		public static void Clear( byte[] buffer, int size )
		{
			for( int i = 0; i < size; ++i )
				buffer[i] = 0;
		}

		public DesignStateDetailed( int serial, int revision, int xMin, int yMin, int xMax, int yMax, MultiTileEntry[] tiles )
			: base( 0xD8 )
		{
			EnsureCapacity( 17 + (tiles.Length * 5) );

			Write( (byte)0x03 ); // Compression Type
			Write( (byte)0x00 ); // Unknown
			Write( (int)serial );
			Write( (int)revision );
			Write( (short)tiles.Length );
			Write( (short)0 ); // Buffer length : reserved
			Write( (byte)0 ); // Plane count : reserved

			int totalLength = 1; // includes plane count

			int width = (xMax - xMin) + 1;
			int height = (yMax - yMin) + 1;

			if( m_PlaneBuffers == null )
			{
				m_PlaneBuffers = new byte[9][];
				m_PlaneUsed = new bool[9];

				for( int i = 0; i < m_PlaneBuffers.Length; ++i )
					m_PlaneBuffers[i] = new byte[0x400];

				m_StairBuffers = new byte[6][];

				for( int i = 0; i < m_StairBuffers.Length; ++i )
					m_StairBuffers[i] = new byte[MaxItemsPerStairBuffer * 5];
			}
			else
			{
				for( int i = 0; i < m_PlaneUsed.Length; ++i )
					m_PlaneUsed[i] = false;

				Clear( m_PlaneBuffers[0], width * height * 2 );

				for( int i = 0; i < 4; ++i )
				{
					Clear( m_PlaneBuffers[1 + i], (width - 1) * (height - 2) * 2 );
					Clear( m_PlaneBuffers[5 + i], width * (height - 1) * 2 );
				}
			}

			int totalStairsUsed = 0;

			for( int i = 0; i < tiles.Length; ++i )
			{
				MultiTileEntry mte = tiles[i];
				int x = mte.m_OffsetX - xMin;
				int y = mte.m_OffsetY - yMin;
				int z = mte.m_OffsetZ;
				bool floor = (TileData.ItemTable[mte.m_ItemID & TileData.MaxItemValue].Height <= 0);
				int plane, size;

				switch( z )
				{
					case 0: plane = 0; break;
					case 7: plane = 1; break;
					case 27: plane = 2; break;
					case 47: plane = 3; break;
					case 67: plane = 4; break;
					default:
					{
						int stairBufferIndex = (totalStairsUsed / MaxItemsPerStairBuffer);
						byte[] stairBuffer = m_StairBuffers[stairBufferIndex];

						int byteIndex = (totalStairsUsed % MaxItemsPerStairBuffer) * 5;

						stairBuffer[byteIndex++] = (byte)(mte.m_ItemID >> 8);
						stairBuffer[byteIndex++] = (byte)mte.m_ItemID;

						stairBuffer[byteIndex++] = (byte)mte.m_OffsetX;
						stairBuffer[byteIndex++] = (byte)mte.m_OffsetY;
						stairBuffer[byteIndex++] = (byte)mte.m_OffsetZ;

						++totalStairsUsed;

						continue;
					}
				}

				if( plane == 0 )
				{
					size = height;
				}
				else if( floor )
				{
					size = height - 2;
					x -= 1;
					y -= 1;
				}
				else
				{
					size = height - 1;
					plane += 4;
				}

				int index = ((x * size) + y) * 2;

				if( x < 0 || y < 0 || y >= size || (index + 1) >= 0x400 )
				{
					int stairBufferIndex = (totalStairsUsed / MaxItemsPerStairBuffer);
					byte[] stairBuffer = m_StairBuffers[stairBufferIndex];

					int byteIndex = (totalStairsUsed % MaxItemsPerStairBuffer) * 5;

					stairBuffer[byteIndex++] = (byte)(mte.m_ItemID >> 8);
					stairBuffer[byteIndex++] = (byte)mte.m_ItemID;

					stairBuffer[byteIndex++] = (byte)mte.m_OffsetX;
					stairBuffer[byteIndex++] = (byte)mte.m_OffsetY;
					stairBuffer[byteIndex++] = (byte)mte.m_OffsetZ;

					++totalStairsUsed;
				}
				else
				{
					m_PlaneUsed[plane] = true;
					m_PlaneBuffers[plane][index] = (byte)(mte.m_ItemID >> 8);
					m_PlaneBuffers[plane][index + 1] = (byte)mte.m_ItemID;
				}
			}

			int planeCount = 0;

			for( int i = 0; i < m_PlaneBuffers.Length; ++i )
			{
				if( !m_PlaneUsed[i] )
					continue;

				++planeCount;

				int size = 0;

				if( i == 0 )
					size = width * height * 2;
				else if( i < 5 )
					size = (width - 1) * (height - 2) * 2;
				else
					size = width * (height - 1) * 2;

				byte[] inflatedBuffer = m_PlaneBuffers[i];

				int deflatedLength = m_DeflatedBuffer.Length;
				ZLibError ce = Compression.Pack( m_DeflatedBuffer, ref deflatedLength, inflatedBuffer, size, ZLibQuality.Default );

				if( ce != ZLibError.Okay )
				{
					Console.WriteLine( "ZLib error: {0} (#{1})", ce, (int)ce );
					deflatedLength = 0;
					size = 0;
				}

				Write( (byte)(0x20 | i) );
				Write( (byte)size );
				Write( (byte)deflatedLength );
				Write( (byte)(((size >> 4) & 0xF0) | ((deflatedLength >> 8) & 0xF)) );
				Write( m_DeflatedBuffer, 0, deflatedLength );

				totalLength += 4 + deflatedLength;
			}

			int totalStairBuffersUsed = (totalStairsUsed + (MaxItemsPerStairBuffer - 1)) / MaxItemsPerStairBuffer;

			for( int i = 0; i < totalStairBuffersUsed; ++i )
			{
				++planeCount;

				int count = (totalStairsUsed - (i * MaxItemsPerStairBuffer));

				if( count > MaxItemsPerStairBuffer )
					count = MaxItemsPerStairBuffer;

				int size = count * 5;

				byte[] inflatedBuffer = m_StairBuffers[i];

				int deflatedLength = m_DeflatedBuffer.Length;
				ZLibError ce = Compression.Pack( m_DeflatedBuffer, ref deflatedLength, inflatedBuffer, size, ZLibQuality.Default );

				if( ce != ZLibError.Okay )
				{
					Console.WriteLine( "ZLib error: {0} (#{1})", ce, (int)ce );
					deflatedLength = 0;
					size = 0;
				}

				Write( (byte)(9 + i) );
				Write( (byte)size );
				Write( (byte)deflatedLength );
				Write( (byte)(((size >> 4) & 0xF0) | ((deflatedLength >> 8) & 0xF)) );
				Write( m_DeflatedBuffer, 0, deflatedLength );

				totalLength += 4 + deflatedLength;
			}

			m_Stream.Seek( 15, System.IO.SeekOrigin.Begin );

			Write( (short)totalLength ); // Buffer length
			Write( (byte)planeCount ); // Plane count
		}

		private static byte[] m_InflatedBuffer = new byte[0x2000];
		private static byte[] m_DeflatedBuffer = new byte[0x2000];

		private class SendQueueEntry
		{
			public NetState m_NetState;
			public int m_Serial, m_Revision;
			public int m_xMin, m_yMin, m_xMax, m_yMax;
			public DesignState m_Root;
			public MultiTileEntry[] m_Tiles;

			public SendQueueEntry( NetState ns, HouseFoundation foundation, DesignState state )
			{
				m_NetState = ns;
				m_Serial = foundation.Serial;
				m_Revision = state.Revision;
				m_Root = state;

				MultiComponentList mcl = state.Components;

				m_xMin = mcl.Min.X;
				m_yMin = mcl.Min.Y;
				m_xMax = mcl.Max.X;
				m_yMax = mcl.Max.Y;

				m_Tiles = mcl.List;
			}
		}

		private static Queue<SendQueueEntry> m_SendQueue;
		private static object m_SendQueueSyncRoot;
		private static AutoResetEvent m_Sync;
		private static Thread m_Thread;

		static DesignStateDetailed()
		{
			m_SendQueue = new Queue<SendQueueEntry>();
			m_SendQueueSyncRoot = ((ICollection)m_SendQueue).SyncRoot;
			m_Sync = new AutoResetEvent( false );

			m_Thread = new Thread( new ThreadStart( CompressionThread ) );
			m_Thread.Name = "AOS Compression Thread";
			m_Thread.Start();
		}

		public static void CompressionThread()
		{
			while( !Core.Closing )
			{
				m_Sync.WaitOne();

				int count;

				lock ( m_SendQueueSyncRoot )
					count = m_SendQueue.Count;

				while( count > 0 )
				{
					SendQueueEntry sqe = null;

					lock ( m_SendQueueSyncRoot )
						sqe = m_SendQueue.Dequeue();

					try
					{
						Packet p = null;

						lock( sqe.m_Root )
							p = sqe.m_Root.PacketCache;

						if( p == null )
						{
							p = new DesignStateDetailed( sqe.m_Serial, sqe.m_Revision, sqe.m_xMin, sqe.m_yMin, sqe.m_xMax, sqe.m_yMax, sqe.m_Tiles );
							p.SetStatic();

							lock( sqe.m_Root )
							{
								if( sqe.m_Revision == sqe.m_Root.Revision )
									sqe.m_Root.PacketCache = p;
							}
						}

						Timer.DelayCall( TimeSpan.Zero, new TimerStateCallback( SendPacket_Sandbox ), new object[] { sqe.m_NetState, p } );
					}
					catch( Exception e )
					{
						Console.WriteLine( e );

						try
						{
							using( StreamWriter op = new StreamWriter( "dsd_exceptions.txt", true ) )
								op.WriteLine( e );
						}
						catch
						{
						}
					}
					finally
					{
						lock ( m_SendQueueSyncRoot )
							count = m_SendQueue.Count;
					}

					//sqe.m_NetState.Send( new DesignStateDetailed( sqe.m_Serial, sqe.m_Revision, sqe.m_xMin, sqe.m_yMin, sqe.m_xMax, sqe.m_yMax, sqe.m_Tiles ) );
				}
			}
		}

		public static void SendPacket_Sandbox( object state )
		{
			object[] states = (object[])state;
			NetState ns = (NetState)states[0];
			Packet p = (Packet)states[1];

			ns.Send( p );
		}

		public static void SendDetails( NetState ns, HouseFoundation house, DesignState state )
		{
			lock ( m_SendQueueSyncRoot )
				m_SendQueue.Enqueue( new SendQueueEntry( ns, house, state ) );
			m_Sync.Set();
		}
	}
}