ModernUO/Scripts/Multis/HouseSign.cs

283 lines
7.5 KiB
C#

using System;
using System.Collections.Generic;
using Server.Gumps;
using Server.ContextMenus;
namespace Server.Multis
{
public class HouseSign : Item
{
public HouseSign( BaseHouse owner ) : base( 0xBD2 )
{
Owner = owner;
OriginalOwner = Owner.Owner;
Movable = false;
}
public HouseSign( Serial serial ) : base( serial )
{
}
public string GetName()
{
if ( Name == null )
return "An Unnamed House";
return Name;
}
public BaseHouse Owner { get; private set; }
[CommandProperty( AccessLevel.GameMaster )]
public bool RestrictDecay
{
get => ( Owner != null && Owner.RestrictDecay );
set{ if ( Owner != null ) Owner.RestrictDecay = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile OriginalOwner { get; private set; }
public override void OnAfterDelete()
{
base.OnAfterDelete();
if ( Owner != null && !Owner.Deleted )
Owner.Delete();
}
public override void AddNameProperty(ObjectPropertyList list)
{
list.Add( 1061638 ); // A House Sign
}
public override bool ForceShowProperties => ObjectPropertyList.Enabled;
public bool GettingProperties { get; private set; }
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
list.Add( 1061639, Utility.FixHtml( GetName() ) ); // Name: ~1_NAME~
list.Add( 1061640, (Owner?.Owner == null) ? "nobody" : Owner.Owner.Name ); // Owner: ~1_OWNER~
if ( Owner != null )
{
list.Add( Owner.Public ? 1061641 : 1061642 ); // This House is Open to the Public : This is a Private Home
GettingProperties = true;
DecayLevel level = Owner.DecayLevel;
GettingProperties = false;
if ( level == DecayLevel.DemolitionPending )
{
list.Add( 1062497 ); // Demolition Pending
}
else if ( level != DecayLevel.Ageless )
{
if ( level == DecayLevel.Collapsed )
level = DecayLevel.IDOC;
list.Add( 1062028, $"#{1043009 + (int) level}"); // Condition: This structure is ...
}
}
}
public override void OnSingleClick( Mobile from )
{
if ( Owner != null && BaseHouse.DecayEnabled && Owner.DecayPeriod != TimeSpan.Zero )
{
string message;
switch ( Owner.DecayLevel )
{
case DecayLevel.Ageless: message = "ageless"; break;
case DecayLevel.Fairly: message = "fairly worn"; break;
case DecayLevel.Greatly: message = "greatly worn"; break;
case DecayLevel.LikeNew: message = "like new"; break;
case DecayLevel.Slightly: message = "slightly worn"; break;
case DecayLevel.Somewhat: message = "somewhat worn"; break;
default: message = "in danger of collapsing"; break;
}
LabelTo( from, "This house is {0}.", message );
}
base.OnSingleClick( from );
}
public void ShowSign( Mobile m )
{
if ( Owner != null )
{
if ( Owner.IsFriend( m ) && m.AccessLevel < AccessLevel.GameMaster )
{
#region Mondain's Legacy
if ( ( Core.ML && Owner.IsOwner( m ) ) || !Core.ML )
Owner.RefreshDecay();
#endregion
if ( !Core.AOS )
m.SendLocalizedMessage( 501293 ); // Welcome back to the house, friend!
}
if ( Owner.IsAosRules )
m.SendGump( new HouseGumpAOS( HouseGumpPageAOS.Information, m, Owner ) );
else
m.SendGump( new HouseGump( m, Owner ) );
}
}
public void ClaimGump_Callback( Mobile from, bool okay, object state )
{
if ( okay && Owner != null && Owner.Owner == null && Owner.DecayLevel != DecayLevel.DemolitionPending )
{
bool canClaim = false;
if ( Owner.CoOwners == null || Owner.CoOwners.Count == 0 )
canClaim = Owner.IsFriend( from );
else
canClaim = Owner.IsCoOwner( from );
if ( canClaim && !BaseHouse.HasAccountHouse( from ) )
{
Owner.Owner = from;
Owner.LastTraded = DateTime.UtcNow;
}
}
ShowSign( from );
}
public override void OnDoubleClick( Mobile m )
{
if ( Owner == null )
return;
if ( m.AccessLevel < AccessLevel.GameMaster && Owner.Owner == null && Owner.DecayLevel != DecayLevel.DemolitionPending )
{
bool canClaim = false;
if ( Owner.CoOwners == null || Owner.CoOwners.Count == 0 )
canClaim = Owner.IsFriend( m );
else
canClaim = Owner.IsCoOwner( m );
if ( canClaim && !BaseHouse.HasAccountHouse( m ) )
{
/* You do not currently own any house on any shard with this account,
* and this house currently does not have an owner. If you wish, you
* may choose to claim this house and become its rightful owner. If
* you do this, it will become your Primary house and automatically
* refresh. If you claim this house, you will be unable to place
* another house or have another house transferred to you for the
* next 7 days. Do you wish to claim this house?
*/
m.SendGump( new WarningGump( 501036, 32512, 1049719, 32512, 420, 280, ClaimGump_Callback, null ) );
}
}
ShowSign( m );
}
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
{
base.GetContextMenuEntries( from, list );
if ( BaseHouse.NewVendorSystem && from.Alive && Owner != null && Owner.IsAosRules )
{
if ( Owner.AreThereAvailableVendorsFor( from ) )
list.Add( new VendorsEntry( this ) );
if ( Owner.VendorInventories.Count > 0 )
list.Add( new ReclaimVendorInventoryEntry( this ) );
}
}
private class VendorsEntry : ContextMenuEntry
{
private HouseSign m_Sign;
public VendorsEntry( HouseSign sign ) : base( 6211 )
{
m_Sign = sign;
}
public override void OnClick()
{
Mobile from = Owner.From;
if ( !from.CheckAlive() || m_Sign.Deleted || m_Sign.Owner == null || !m_Sign.Owner.AreThereAvailableVendorsFor( from ) )
return;
if ( from.Map != m_Sign.Map || !from.InRange( m_Sign, 5 ) )
{
from.SendLocalizedMessage( 1062429 ); // You must be within five paces of the house sign to use this option.
}
else
{
from.SendGump( new HouseGumpAOS( HouseGumpPageAOS.Vendors, from, m_Sign.Owner ) );
}
}
}
private class ReclaimVendorInventoryEntry : ContextMenuEntry
{
private HouseSign m_Sign;
public ReclaimVendorInventoryEntry( HouseSign sign ) : base( 6213 )
{
m_Sign = sign;
}
public override void OnClick()
{
Mobile from = Owner.From;
if ( m_Sign.Deleted || m_Sign.Owner == null || m_Sign.Owner.VendorInventories.Count == 0 || !from.CheckAlive() )
return;
if ( from.Map != m_Sign.Map || !from.InRange( m_Sign, 5 ) )
{
from.SendLocalizedMessage( 1062429 ); // You must be within five paces of the house sign to use this option.
}
else
{
from.CloseGump( typeof( VendorInventoryGump ) );
from.SendGump( new VendorInventoryGump( m_Sign.Owner, from ) );
}
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( Owner );
writer.Write( OriginalOwner );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 0:
{
Owner = reader.ReadItem() as BaseHouse;
OriginalOwner = reader.ReadMobile();
break;
}
}
if ( Name == "a house sign" )
Name = null;
}
}
}