using System; using System.Collections; using System.Collections.Generic; using Server; using Server.Gumps; using Server.Items; using Server.Spells; using Server.Multis; using Server.Network; using Server.Targeting; using Server.Accounting; using Server.ContextMenus; using Server.Engines.VeteranRewards; namespace Server.Mobiles { public enum StatueType { Marble, Jade, Bronze } public enum StatuePose { Ready, Casting, Salute, AllPraiseMe, Fighting, HandsOnHips } public enum StatueMaterial { Antique, Dark, Medium, Light } public class CharacterStatue : Mobile, IRewardItem { private StatueType m_Type; private StatuePose m_Pose; private StatueMaterial m_Material; [CommandProperty( AccessLevel.GameMaster )] public StatueType StatueType { get { return m_Type; } set { m_Type = value; InvalidateHues(); InvalidatePose(); } } [CommandProperty( AccessLevel.GameMaster )] public StatuePose Pose { get { return m_Pose; } set { m_Pose = value; InvalidatePose(); } } [CommandProperty( AccessLevel.GameMaster )] public StatueMaterial Material { get { return m_Material; } set { m_Material = value; InvalidateHues(); InvalidatePose(); } } private Mobile m_SculptedBy; private DateTime m_SculptedOn; [CommandProperty( AccessLevel.GameMaster )] public Mobile SculptedBy { get{ return m_SculptedBy; } } [CommandProperty( AccessLevel.GameMaster )] public DateTime SculptedOn { get{ return m_SculptedOn; } } private CharacterStatuePlinth m_Plinth; public CharacterStatuePlinth Plinth { get { return m_Plinth; } set { m_Plinth = value; } } private bool m_IsRewardItem; [CommandProperty( AccessLevel.GameMaster )] public bool IsRewardItem { get{ return m_IsRewardItem; } set{ m_IsRewardItem = value; } } public CharacterStatue( Mobile from, StatueType type ) : base() { m_Type = type; m_Pose = StatuePose.Ready; m_Material = StatueMaterial.Antique; Direction = Direction.South; AccessLevel = AccessLevel.Counselor; Hits = HitsMax; Blessed = true; Frozen = true; CloneBody( from ); CloneClothes( from ); InvalidateHues(); } public CharacterStatue( Serial serial ) : base( serial ) { } public override void OnDoubleClick( Mobile from ) { DisplayPaperdollTo( from ); } public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); if ( m_SculptedBy != null ) { if ( m_SculptedBy.Title != null ) list.Add( 1076202, m_SculptedBy.Title + " " + m_SculptedBy.Name ); // Sculpted by ~1_Name~ else list.Add( 1076202, m_SculptedBy.Name ); // Sculpted by ~1_Name~ } } public override void GetContextMenuEntries( Mobile from, List list ) { base.GetContextMenuEntries( from, list ); if ( from.Alive && m_SculptedBy != null ) { BaseHouse house = BaseHouse.FindHouseAt( this ); if ( ( house != null && house.IsCoOwner( from ) ) || (int) from.AccessLevel > (int) AccessLevel.Counselor ) list.Add( new DemolishEntry( this ) ); } } public override void OnAfterDelete() { base.OnAfterDelete(); if ( m_Plinth != null && !m_Plinth.Deleted ) m_Plinth.Delete(); } protected override void OnMapChange( Map oldMap ) { InvalidatePose(); if ( m_Plinth != null ) m_Plinth.Map = Map; } protected override void OnLocationChange( Point3D oldLocation ) { InvalidatePose(); if ( m_Plinth != null ) m_Plinth.Location = new Point3D( X, Y, Z - 5 ); } public override bool CanBeRenamedBy( Mobile from ) { return false; } public override bool CanBeDamaged() { return false; } public void OnRequestedAnimation( Mobile from ) { from.Send( new UpdateStatueAnimation( this, 1, m_Animation, m_Frames ) ); } public override void OnAosSingleClick( Mobile from ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.WriteEncodedInt( (int) 0 ); // version writer.Write( (int) m_Type ); writer.Write( (int) m_Pose ); writer.Write( (int) m_Material ); writer.Write( (Mobile) m_SculptedBy ); writer.Write( (DateTime) m_SculptedOn ); writer.Write( (Item) m_Plinth ); writer.Write( (bool) m_IsRewardItem ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); m_Type = (StatueType) reader.ReadInt(); m_Pose = (StatuePose) reader.ReadInt(); m_Material = (StatueMaterial) reader.ReadInt(); m_SculptedBy = reader.ReadMobile(); m_SculptedOn = reader.ReadDateTime(); m_Plinth = reader.ReadItem() as CharacterStatuePlinth; m_IsRewardItem = reader.ReadBool(); InvalidatePose(); Frozen = true; if( m_SculptedBy == null || Map == Map.Internal ) { Timer.DelayCall( TimeSpan.Zero, new TimerCallback( Delete ) ); } } public void Sculpt( Mobile by ) { m_SculptedBy = by; m_SculptedOn = DateTime.Now; InvalidateProperties(); } public void Demolish( Mobile by ) { CharacterStatueDeed deed = new CharacterStatueDeed( null ); if ( by.PlaceInBackpack( deed ) ) { Delete(); deed.Statue = this; deed.IsRewardItem = m_IsRewardItem; if ( m_Plinth != null ) m_Plinth.Delete(); } else { by.SendLocalizedMessage( 500720 ); // You don't have enough room in your backpack! deed.Delete(); } } public void Restore( CharacterStatue from ) { m_Material = from.Material; m_Pose = from.Pose; Direction = from.Direction; CloneBody( from ); CloneClothes( from ); InvalidateHues(); InvalidatePose(); } public void CloneBody( Mobile from ) { Name = from.Name; BodyValue = from.BodyValue; HairItemID = from.HairItemID; FacialHairItemID = from.FacialHairItemID; } public void CloneClothes( Mobile from ) { for ( int i = Items.Count - 1; i >= 0; i -- ) Items[ i ].Delete(); for ( int i = from.Items.Count - 1; i >= 0; i -- ) { Item item = from.Items[ i ]; if ( item.Layer != Layer.Backpack && item.Layer != Layer.Mount && item.Layer != Layer.Bank ) AddItem( CloneItem( item ) ); } } public Item CloneItem( Item item ) { Item cloned = new Item( item.ItemID ); cloned.Layer = item.Layer; cloned.Name = item.Name; cloned.Hue = item.Hue; cloned.Weight = item.Weight; cloned.Movable = false; return cloned; } public void InvalidateHues() { Hue = 0xB8F + (int) m_Type * 4 + (int) m_Material; HairHue = Hue; if ( FacialHairItemID > 0 ) FacialHairHue = Hue; for ( int i = Items.Count - 1; i >= 0; i -- ) Items[ i ].Hue = Hue; if ( m_Plinth != null ) m_Plinth.InvalidateHue(); } private int m_Animation; private int m_Frames; public void InvalidatePose() { switch ( m_Pose ) { case StatuePose.Ready: m_Animation = 4; m_Frames = 0; break; case StatuePose.Casting: m_Animation = 16; m_Frames = 2; break; case StatuePose.Salute: m_Animation = 33; m_Frames = 1; break; case StatuePose.AllPraiseMe: m_Animation = 17; m_Frames = 4; break; case StatuePose.Fighting: m_Animation = 31; m_Frames = 5; break; case StatuePose.HandsOnHips: m_Animation = 6; m_Frames = 1; break; } if( Map != null ) { ProcessDelta(); Packet p = null; IPooledEnumerable eable = Map.GetClientsInRange( Location ); foreach( NetState state in eable ) { state.Mobile.ProcessDelta(); if( p == null ) p = Packet.Acquire( new UpdateStatueAnimation( this, 1, m_Animation, m_Frames ) ); state.Send( p ); } Packet.Release( p ); eable.Free(); } } private class DemolishEntry : ContextMenuEntry { private CharacterStatue m_Statue; public DemolishEntry( CharacterStatue statue ) : base( 6275, 2 ) { m_Statue = statue; } public override void OnClick() { if ( m_Statue.Deleted ) return; m_Statue.Demolish( Owner.From ); } } } public class CharacterStatueDeed : Item, IRewardItem { public override int LabelNumber { get { if ( m_Statue != null ) { switch ( m_Statue.StatueType ) { case StatueType.Marble: return 1076189; case StatueType.Jade: return 1076188; case StatueType.Bronze: return 1076190; } } return 1076173; } } private CharacterStatue m_Statue; private bool m_IsRewardItem; [CommandProperty( AccessLevel.GameMaster )] public CharacterStatue Statue { get { return m_Statue; } set { m_Statue = value; } } [CommandProperty( AccessLevel.GameMaster )] public StatueType StatueType { get { if ( m_Statue != null ) return m_Statue.StatueType; return StatueType.Marble; } } [CommandProperty( AccessLevel.GameMaster )] public bool IsRewardItem { get{ return m_IsRewardItem; } set{ m_IsRewardItem = value; InvalidateProperties(); } } public CharacterStatueDeed( CharacterStatue statue ) : base( 0x14F0 ) { m_Statue = statue; LootType = LootType.Blessed; Weight = 1.0; } public CharacterStatueDeed( Serial serial ) : base( serial ) { } public override void GetProperties( ObjectPropertyList list ) { base.GetProperties( list ); if ( m_IsRewardItem ) list.Add( 1076222 ); // 6th Year Veteran Reward if ( m_Statue != null ) list.Add( 1076231, m_Statue.Name ); // Statue of ~1_Name~ } public override void OnDoubleClick( Mobile from ) { Account acct = from.Account as Account; if ( acct != null && from.AccessLevel == AccessLevel.Player ) { TimeSpan time = TimeSpan.FromDays( RewardSystem.RewardInterval.TotalDays * 6 ) - ( DateTime.Now - acct.Created ); if ( time > TimeSpan.Zero ) { from.SendLocalizedMessage( 1008126, true, Math.Ceiling( time.TotalDays / RewardSystem.RewardInterval.TotalDays ).ToString() ); // Your account is not old enough to use this item. Months until you can use this item : return; } } if ( IsChildOf( from.Backpack ) ) { if ( !from.IsBodyMod ) { from.SendLocalizedMessage( 1076194 ); // Select a place where you would like to put your statue. from.Target = new CharacterStatueTarget( this, StatueType ); } else from.SendLocalizedMessage( 1073648 ); // You may only proceed while in your original state... } else from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it. } public override void OnDelete() { base.OnDelete(); if ( m_Statue != null ) m_Statue.Delete(); } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.WriteEncodedInt( (int) 0 ); // version writer.Write( (Mobile) m_Statue ); writer.Write( (bool) m_IsRewardItem ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadEncodedInt(); m_Statue = reader.ReadMobile() as CharacterStatue; m_IsRewardItem = reader.ReadBool(); } } public class CharacterStatueTarget : Target { private Item m_Maker; private StatueType m_Type; public CharacterStatueTarget( Item maker, StatueType type ) : base( -1, true, TargetFlags.None ) { m_Maker = maker; m_Type = type; } protected override void OnTarget( Mobile from, object targeted ) { IPoint3D p = targeted as IPoint3D; Map map = from.Map; if ( p == null || map == null || m_Maker == null || m_Maker.Deleted ) return; if ( m_Maker.IsChildOf( from.Backpack ) ) { SpellHelper.GetSurfaceTop( ref p ); BaseHouse house = null; Point3D loc = new Point3D( p ); if ( targeted is Item && !((Item) targeted).IsLockedDown && !((Item) targeted).IsSecure && !(targeted is AddonComponent) ) { from.SendLocalizedMessage( 1076191 ); // Statues can only be placed in houses. return; } else if ( from.IsBodyMod ) { from.SendLocalizedMessage( 1073648 ); // You may only proceed while in your original state... return; } AddonFitResult result = CouldFit( loc, map, from, ref house ); if ( result == AddonFitResult.Valid ) { CharacterStatue statue = new CharacterStatue( from, m_Type ); CharacterStatuePlinth plinth = new CharacterStatuePlinth( statue ); house.Addons.Add( plinth ); if ( m_Maker is IRewardItem ) statue.IsRewardItem = ( (IRewardItem) m_Maker).IsRewardItem; statue.Plinth = plinth; plinth.MoveToWorld( loc, map ); statue.InvalidatePose(); from.CloseGump( typeof( CharacterStatueGump ) ); from.SendGump( new CharacterStatueGump( m_Maker, statue, from ) ); } else if ( result == AddonFitResult.Blocked ) from.SendLocalizedMessage( 500269 ); // You cannot build that there. else if ( result == AddonFitResult.NotInHouse ) from.SendLocalizedMessage( 1076192 ); // Statues can only be placed in houses where you are the owner or co-owner. else if ( result == AddonFitResult.DoorTooClose ) from.SendLocalizedMessage( 500271 ); // You cannot build near the door. } else from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it. } public static AddonFitResult CouldFit( Point3D p, Map map, Mobile from, ref BaseHouse house ) { if ( !map.CanFit( p.X, p.Y, p.Z, 20, true, true, true ) ) return AddonFitResult.Blocked; else if ( !BaseAddon.CheckHouse( from, p, map, 20, ref house ) ) return AddonFitResult.NotInHouse; else return CheckDoors( p, 20, house ); } public static AddonFitResult CheckDoors( Point3D p, int height, BaseHouse house ) { ArrayList doors = house.Doors; for ( int i = 0; i < doors.Count; i ++ ) { BaseDoor door = doors[ i ] as BaseDoor; Point3D doorLoc = door.GetWorldLocation(); int doorHeight = door.ItemData.CalcHeight; if ( Utility.InRange( doorLoc, p, 1 ) && (p.Z == doorLoc.Z || ((p.Z + height) > doorLoc.Z && (doorLoc.Z + doorHeight) > p.Z)) ) return AddonFitResult.DoorTooClose; } return AddonFitResult.Valid; } } }