using System; using System.Collections.Generic; using ModernUO.Serialization; using Server.Accounting; using Server.Collections; using Server.ContextMenus; using Server.Items; using Server.Network; namespace Server.Mobiles; [SerializationGenerator(0, false)] public partial class Banker : BaseVendor { private readonly List m_SBInfos = []; [Constructible] public Banker() : base("the banker") { } protected override List SBInfos => m_SBInfos; public override NpcGuild NpcGuild => NpcGuild.MerchantsGuild; public override void InitSBInfo() { m_SBInfos.Add(new SBBanker()); } public static int GetBalance(Mobile m) { long balance = 0; if (AccountGold.Enabled && m.Account != null) { balance = m.Account.GetTotalGold(); if (balance >= int.MaxValue) { return int.MaxValue; } } var bank = m.FindBankNoCreate(); if (bank != null) { foreach (var gold in bank.FindItemsByType()) { balance += gold.Amount; } if (balance >= int.MaxValue) { return int.MaxValue; } foreach (var check in bank.FindItemsByType()) { balance += check.Worth; } } return (int)Math.Clamp(balance, 0, int.MaxValue); } public static int GetBalance(Mobile m, out List gold, out List checks) { long balance = 0; gold = null; checks = null; if (AccountGold.Enabled && m.Account != null) { balance = m.Account.GetTotalGold(); if (balance >= int.MaxValue) { return int.MaxValue; } } var bank = m.FindBankNoCreate(); if (bank != null) { gold = []; foreach (var g in bank.FindItemsByType()) { balance += g.Amount; gold.Add(g); } if (balance >= int.MaxValue) { return int.MaxValue; } checks = []; foreach (var bc in bank.FindItemsByType()) { balance += bc.Worth; checks.Add(bc); } } return (int)Math.Clamp(balance, 0, int.MaxValue); } private static bool HasRequiredBalance(int requiredBalance, Mobile m, out PooledRefList gold, out PooledRefList checks) { var bank = m.FindBankNoCreate(); if (bank == null) { gold = default; checks = default; return false; } long balance = 0; gold = PooledRefList.Create(); foreach (var g in bank.FindItemsByType()) { balance += g.Amount; gold.Add(g); if (balance >= requiredBalance) { checks = default; return true; } } checks = PooledRefList.Create(); foreach (var bc in bank.FindItemsByType()) { balance += bc.Worth; checks.Add(bc); if (balance >= requiredBalance) { return true; } } gold.Dispose(); checks.Dispose(); return false; } public static bool Withdraw(Mobile from, int amount) { // If for whatever reason the TOL checks fail, we should still try old methods for withdrawing currency. if (AccountGold.Enabled && from.Account?.WithdrawGold(amount) == true) { return true; } if (!HasRequiredBalance(amount, from, out var gold, out var checks)) { return false; } for (var i = 0; amount > 0 && i < gold.Count; ++i) { var g = gold[i]; if (g.Amount <= amount) { amount -= g.Amount; g.Delete(); } else { g.Amount -= amount; amount = 0; } } for (var i = 0; amount > 0 && i < checks.Count; ++i) { var check = checks[i]; if (check.Worth <= amount) { amount -= check.Worth; check.Delete(); } else { check.Worth -= amount; amount = 0; } } gold.Dispose(); checks.Dispose(); return true; } public static bool Deposit(Mobile from, int amount, bool useChecks = true) { // If for whatever reason the TOL checks fail, we should still try old methods for depositing currency. if (amount <= 0 || AccountGold.Enabled && from.Account?.DepositGold(amount) == true) { return true; } var box = from.BankBox; if (box == null) { return false; } using var items = box.ListItemsByType([typeof(Gold), typeof(BankCheck)], false); // Pre-calculate available capacity without modifying anything var remaining = amount; for (var i = 0; i < items.Count && remaining > 0; i++) { var item = items[i]; if (item is Gold g) { remaining -= Math.Min(60000 - g.Amount, remaining); } else if (useChecks && item is BankCheck c) { remaining -= Math.Min(1000000 - c.Worth, remaining); } } // Calculate new item slots needed for the remainder if (remaining > 0) { var slotsNeeded = 0; var r = remaining; while (r > 0) { if (!useChecks || r < 5000) { r -= Math.Min(r, 60000); } else if (r <= 1000000) { r = 0; } else { r -= 1000000; } slotsNeeded++; } var maxItems = box.MaxItems; if (maxItems != 0 && slotsNeeded > maxItems - box.TotalItems) { return false; } } // Capacity verified — execute deposit remaining = amount; for (var i = 0; i < items.Count && remaining > 0; i++) { var item = items[i]; if (item is Gold g && g.Amount < 60000) { var add = Math.Min(60000 - g.Amount, remaining); g.Amount += add; remaining -= add; } else if (useChecks && item is BankCheck c && c.Worth < 1000000) { var add = Math.Min(1000000 - c.Worth, remaining); c.Worth += add; remaining -= add; } } // Create new items for the remainder while (remaining > 0) { if (!useChecks || remaining < 5000) { var pile = Math.Min(remaining, 60000); box.DropItem(new Gold(pile)); remaining -= pile; } else if (remaining <= 1000000) { box.DropItem(new BankCheck(remaining)); remaining = 0; } else { box.DropItem(new BankCheck(1000000)); remaining -= 1000000; } } return true; } public static int DepositUpTo(Mobile from, int amount, bool useChecks = true, int reserveSlots = 0) { // If for whatever reason the TOL checks fail, we should still try old methods for depositing currency. if (AccountGold.Enabled && from.Account?.DepositGold(amount) == true) { return amount; } var box = from.FindBankNoCreate(); if (box == null) { return 0; } var remaining = amount; // Top off existing gold piles and checks using var items = box.ListItemsByType([typeof(Gold), typeof(BankCheck)], false); for (var i = 0; i < items.Count && remaining > 0; i++) { var item = items[i]; if (item is Gold g && g.Amount < 60000) { var add = Math.Min(60000 - g.Amount, remaining); g.Amount += add; remaining -= add; } else if (useChecks && item is BankCheck c && c.Worth < 1000000) { var add = Math.Min(1000000 - c.Worth, remaining); c.Worth += add; remaining -= add; } } if (remaining == 0) { return amount; } // Calculate how many new item slots can be filled int slotsToFill; var maxItems = box.MaxItems; if (maxItems == 0 || from.AccessLevel >= AccessLevel.GameMaster) { slotsToFill = int.MaxValue; } else { slotsToFill = maxItems - box.TotalItems; if (reserveSlots > 0) { // Count slots needed to determine if the full amount fits. // Only reserve if it doesn't — the caller will delete the reserved item on full deposit. var slots = slotsToFill; var r = remaining; while (r > 0) { if (!useChecks || r < 5000) { r -= Math.Min(r, 60000); } else if (r <= 1000000) { r = 0; } else { r -= 1000000; } if (--slots < 0) { slotsToFill -= reserveSlots; break; } } } } // Create new items for the remainder while (remaining > 0 && slotsToFill > 0) { if (!useChecks || remaining < 5000) { var pile = Math.Min(remaining, 60000); box.DropItem(new Gold(pile)); remaining -= pile; } else if (remaining <= 1000000) { box.DropItem(new BankCheck(remaining)); remaining = 0; } else { box.DropItem(new BankCheck(1000000)); remaining -= 1000000; } slotsToFill--; } return amount - remaining; } public static void Deposit(Container cont, int amount) { while (amount > 0) { Item item; if (amount < 5000) { item = new Gold(amount); amount = 0; } else if (amount <= 1000000) { item = new BankCheck(amount); amount = 0; } else { item = new BankCheck(1000000); amount -= 1000000; } cont.DropItem(item); } } public override bool HandlesOnSpeech(Mobile from) => from.InRange(Location, 12) || base.HandlesOnSpeech(from); public override void OnSpeech(SpeechEventArgs e) { if (!e.Handled && e.Mobile.InRange(Location, 12)) { for (var i = 0; i < e.Keywords.Length; ++i) { var keyword = e.Keywords[i]; switch (keyword) { case 0x0000: // *withdraw* { e.Handled = true; if (e.Mobile.Criminal) { Say(500389); // I will not do business with a criminal! break; } var split = e.Speech.Split(' '); if (split.Length >= 2) { var pack = e.Mobile.Backpack; if (!int.TryParse(split[1], out var amount)) { break; } if (!Core.ML && amount > 5000 || Core.ML && amount > 60000) { Say(500381); // Thou canst not withdraw so much at one time! } else if (pack?.Deleted != false || !(pack.TotalWeight < pack.MaxWeight) || !(pack.TotalItems < pack.MaxItems)) { Say(1048147); // Your backpack can't hold anything else. } else if (amount > 0) { if (!Withdraw(e.Mobile, amount)) { Say(500384); // Ah, art thou trying to fool me? Thou hast not so much gold! } else { pack.DropItem(new Gold(amount)); Say(1010005); // Thou hast withdrawn gold from thy account. } } } break; } case 0x0001: // *balance* { e.Handled = true; if (e.Mobile.Criminal) { Say(500389); // I will not do business with a criminal! break; } if (AccountGold.Enabled && e.Mobile.Account != null) { Say( 1155855, $"{e.Mobile.Account.TotalPlat:#,0}\t{e.Mobile.Account.TotalGold:#,0}" ); // Thy current bank balance is ~1_AMOUNT~ platinum and ~2_AMOUNT~ gold. } else { // Thy current bank balance is ~1_AMOUNT~ gold. Say(1042759, $"{GetBalance(e.Mobile):N0}"); } break; } case 0x0002: // *bank* { e.Handled = true; if (e.Mobile.Criminal) { Say(500378); // Thou art a criminal and cannot access thy bank box. break; } e.Mobile.BankBox.Open(); break; } case 0x0003: // *check* { e.Handled = true; if (AccountGold.Enabled) { break; } if (e.Mobile.Criminal) { Say(500389); // I will not do business with a criminal! break; } var split = e.Speech.Split(' '); if (split.Length >= 2) { if (!int.TryParse(split[1], out var amount)) { break; } if (amount < 5000) { Say(1010006); // We cannot create checks for such a paltry amount of gold! } else if (amount > 1000000) { Say(1010007); // Our policies prevent us from creating checks worth that much! } else { var check = new BankCheck(amount); var box = e.Mobile.BankBox; if (!box.TryDropItem(e.Mobile, check, false)) { Say(500386); // There's not enough room in your bankbox for the check! check.Delete(); } else if (!box.ConsumeTotal(typeof(Gold), amount)) { Say(500384); // Ah, art thou trying to fool me? Thou hast not so much gold! check.Delete(); } else { Say( 1042673, // Into your bank box I have placed a check in the amount of: AffixType.Append, amount.ToString(), "" ); } } } break; } } } } base.OnSpeech(e); } public override void AddCustomContextEntries(Mobile from, ref PooledRefList list) { if (from.Alive) { list.Add(new OpenBankEntry()); } base.AddCustomContextEntries(from, ref list); } }