* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
158 lines
5.5 KiB
C#
158 lines
5.5 KiB
C#
using Server.Guilds;
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using Server.Items;
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using Server.Multis;
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using Server.Network;
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namespace Server.Gumps
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{
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public class ConfirmHouseResize : Gump
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{
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private BaseHouse m_House;
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private Mobile m_Mobile;
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public ConfirmHouseResize(Mobile mobile, BaseHouse house) : base(110, 100)
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{
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m_Mobile = mobile;
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m_House = house;
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mobile.CloseGump<ConfirmHouseResize>();
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Closable = false;
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AddPage(0);
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AddBackground(0, 0, 420, 280, 0x13BE);
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AddImageTiled(10, 10, 400, 20, 0xA40);
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AddAlphaRegion(10, 10, 400, 20);
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AddHtmlLocalized(10, 10, 400, 20, 1060635, 0x7800); // <CENTER>WARNING</CENTER>
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AddImageTiled(10, 40, 400, 200, 0xA40);
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AddAlphaRegion(10, 40, 400, 200);
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/* You are attempting to resize your house. You will be refunded the house's
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value directly to your bank box. All items in the house will *remain behind*
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and can be *freely picked up by anyone*. Once the house is demolished, however,
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only this account will be able to place on the land for one hour. This *will*
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circumvent the normal 7-day waiting period (if it applies to you). This action
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will not un-condemn any other houses on your account. If you have other,
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grandfathered houses, this action *WILL* condemn them. Are you sure you wish
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to continue?*/
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AddHtmlLocalized(10, 40, 400, 200, 1080196, 0x7F00, false, true);
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AddImageTiled(10, 250, 400, 20, 0xA40);
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AddAlphaRegion(10, 250, 400, 20);
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AddButton(10, 250, 0xFA5, 0xFA7, 1);
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AddButton(210, 250, 0xFA5, 0xFA7, 0);
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AddHtmlLocalized(40, 250, 170, 20, 1011036, 0x7FFF); // OKAY
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AddHtmlLocalized(240, 250, 170, 20, 1011012, 0x7FFF); // CANCEL
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}
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public override void OnResponse(NetState sender, RelayInfo info)
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{
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if (info.ButtonID == 1 && !m_House.Deleted)
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{
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if (m_House.IsOwner(m_Mobile))
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{
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if (m_House.MovingCrate != null || m_House.InternalizedVendors.Count > 0)
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{
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m_Mobile.SendLocalizedMessage(
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1080455); // You can not resize your house at this time. Please remove all items fom the moving crate and try again.
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return;
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}
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if (!Guild.NewGuildSystem && m_House.FindGuildstone() != null)
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{
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m_Mobile.SendLocalizedMessage(501389); // You cannot redeed a house with a guildstone inside.
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return;
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}
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/*else if ( m_House.PlayerVendors.Count > 0 )
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{
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m_Mobile.SendLocalizedMessage( 503236 ); // You need to collect your vendor's belongings before moving.
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return;
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}*/
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if (m_House.HasRentedVendors && m_House.VendorInventories.Count > 0)
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{
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m_Mobile.SendLocalizedMessage(
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1062679); // You cannot do that that while you still have contract vendors or unclaimed contract vendor inventory in your house.
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return;
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}
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if (m_House.HasRentedVendors)
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{
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m_Mobile.SendLocalizedMessage(
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1062680); // You cannot do that that while you still have contract vendors in your house.
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return;
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}
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if (m_House.VendorInventories.Count > 0)
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{
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m_Mobile.SendLocalizedMessage(
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1062681); // You cannot do that that while you still have unclaimed contract vendor inventory in your house.
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return;
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}
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if (m_Mobile.AccessLevel >= AccessLevel.GameMaster)
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{
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m_Mobile.SendMessage("You do not get a refund for your house as you are not a player");
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m_House.RemoveKeys(m_Mobile);
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new TempNoHousingRegion(m_House, m_Mobile);
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m_House.Delete();
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}
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else
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{
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Item toGive;
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if (m_House.IsAosRules)
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{
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if (m_House.Price > 0)
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toGive = new BankCheck(m_House.Price);
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else
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toGive = m_House.GetDeed();
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}
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else
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{
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toGive = m_House.GetDeed();
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if (toGive == null && m_House.Price > 0)
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toGive = new BankCheck(m_House.Price);
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}
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if (toGive != null)
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{
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BankBox box = m_Mobile.BankBox;
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if (box.TryDropItem(m_Mobile, toGive, false))
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{
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if (toGive is BankCheck check)
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m_Mobile.SendLocalizedMessage(1060397,
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check.Worth.ToString()); // ~1_AMOUNT~ gold has been deposited into your bank box.
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m_House.RemoveKeys(m_Mobile);
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new TempNoHousingRegion(m_House, m_Mobile);
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m_House.Delete();
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}
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else
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{
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toGive.Delete();
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m_Mobile.SendLocalizedMessage(500390); // Your bank box is full.
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}
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}
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else
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{
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m_Mobile.SendMessage("Unable to refund house.");
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}
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}
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}
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else
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{
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m_Mobile.SendLocalizedMessage(501320); // Only the house owner may do this.
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}
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}
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else if (info.ButtonID == 0)
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{
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m_Mobile.CloseGump<ConfirmHouseResize>();
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m_Mobile.SendGump(new HouseGumpAOS(HouseGumpPageAOS.Customize, m_Mobile, m_House));
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}
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}
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}
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}
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