* 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
418 lines
11 KiB
C#
418 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.ContextMenus;
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using Server.Items;
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using Server.Network;
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namespace Server.Mobiles
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{
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public class Banker : BaseVendor
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{
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private List<SBInfo> m_SBInfos = new List<SBInfo>();
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[Constructible]
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public Banker() : base("the banker")
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{
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}
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public Banker(Serial serial) : base(serial)
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{
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}
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protected override List<SBInfo> SBInfos => m_SBInfos;
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public override NpcGuild NpcGuild => NpcGuild.MerchantsGuild;
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public override void InitSBInfo()
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{
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m_SBInfos.Add(new SBBanker());
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}
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public static int GetBalance(Mobile m)
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{
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long balance = 0;
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if (AccountGold.Enabled && m.Account != null)
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{
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balance = m.Account.GetTotalGold();
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if (balance >= int.MaxValue) return int.MaxValue;
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}
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Container bank = m.FindBankNoCreate();
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if (bank != null)
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{
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List<Gold> gold = bank.FindItemsByType<Gold>();
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List<BankCheck> checks = bank.FindItemsByType<BankCheck>();
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balance += gold.Aggregate(0L, (c, t) => c + t.Amount);
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if (balance >= int.MaxValue)
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return int.MaxValue;
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balance += checks.Aggregate(0L, (c, t) => c + t.Worth);
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}
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return Math.Max(0, (int)Math.Min(int.MaxValue, balance));
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}
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public static int GetBalance(Mobile m, out Item[] gold, out Item[] checks)
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{
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long balance = 0;
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if (AccountGold.Enabled && m.Account != null)
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{
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balance = m.Account.GetTotalGold();
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if (balance > int.MaxValue)
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{
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gold = checks = new Item[0];
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return int.MaxValue;
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}
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}
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Container bank = m.FindBankNoCreate();
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if (bank != null)
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{
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gold = bank.FindItemsByType(typeof(Gold));
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checks = bank.FindItemsByType(typeof(BankCheck));
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balance += gold.OfType<Gold>().Aggregate(0L, (c, t) => c + t.Amount);
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if (balance >= int.MaxValue) return int.MaxValue;
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balance += checks.OfType<BankCheck>().Aggregate(0L, (c, t) => c + t.Worth);
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}
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else
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{
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gold = checks = new Item[0];
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}
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return Math.Max(0, (int)Math.Min(int.MaxValue, balance));
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}
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public static bool Withdraw(Mobile from, int amount)
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{
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// If for whatever reason the TOL checks fail, we should still try old methods for withdrawing currency.
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if (AccountGold.Enabled && from.Account?.WithdrawGold(amount) == true) return true;
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int balance = GetBalance(from, out Item[] gold, out Item[] checks);
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if (balance < amount) return false;
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for (int i = 0; amount > 0 && i < gold.Length; ++i)
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if (gold[i].Amount <= amount)
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{
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amount -= gold[i].Amount;
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gold[i].Delete();
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}
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else
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{
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gold[i].Amount -= amount;
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amount = 0;
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}
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for (int i = 0; amount > 0 && i < checks.Length; ++i)
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{
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BankCheck check = (BankCheck)checks[i];
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if (check.Worth <= amount)
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{
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amount -= check.Worth;
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check.Delete();
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}
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else
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{
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check.Worth -= amount;
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amount = 0;
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}
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}
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return true;
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}
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public static bool Deposit(Mobile from, int amount)
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{
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// If for whatever reason the TOL checks fail, we should still try old methods for depositing currency.
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if (AccountGold.Enabled && from.Account?.DepositGold(amount) == true) return true;
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BankBox box = from.FindBankNoCreate();
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if (box == null) return false;
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List<Item> items = new List<Item>();
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while (amount > 0)
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{
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Item item;
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if (amount < 5000)
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{
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item = new Gold(amount);
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amount = 0;
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}
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else if (amount <= 1000000)
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{
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item = new BankCheck(amount);
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amount = 0;
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}
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else
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{
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item = new BankCheck(1000000);
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amount -= 1000000;
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}
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if (box.TryDropItem(from, item, false))
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{
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items.Add(item);
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}
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else
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{
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item.Delete();
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foreach (Item curItem in items) curItem.Delete();
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return false;
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}
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}
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return true;
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}
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public static int DepositUpTo(Mobile from, int amount)
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{
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// If for whatever reason the TOL checks fail, we should still try old methods for depositing currency.
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if (AccountGold.Enabled && from.Account?.DepositGold(amount) == true) return amount;
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BankBox box = from.FindBankNoCreate();
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if (box == null) return 0;
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int amountLeft = amount;
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while (amountLeft > 0)
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{
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Item item;
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int amountGiven;
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if (amountLeft < 5000)
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{
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item = new Gold(amountLeft);
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amountGiven = amountLeft;
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}
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else if (amountLeft <= 1000000)
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{
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item = new BankCheck(amountLeft);
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amountGiven = amountLeft;
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}
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else
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{
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item = new BankCheck(1000000);
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amountGiven = 1000000;
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}
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if (box.TryDropItem(from, item, false))
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{
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amountLeft -= amountGiven;
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}
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else
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{
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item.Delete();
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break;
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}
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}
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return amount - amountLeft;
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}
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public static void Deposit(Container cont, int amount)
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{
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while (amount > 0)
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{
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Item item;
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if (amount < 5000)
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{
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item = new Gold(amount);
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amount = 0;
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}
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else if (amount <= 1000000)
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{
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item = new BankCheck(amount);
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amount = 0;
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}
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else
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{
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item = new BankCheck(1000000);
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amount -= 1000000;
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}
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cont.DropItem(item);
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}
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}
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public override bool HandlesOnSpeech(Mobile from)
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{
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if (from.InRange(Location, 12))
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return true;
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return base.HandlesOnSpeech(from);
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}
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public override void OnSpeech(SpeechEventArgs e)
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{
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if (!e.Handled && e.Mobile.InRange(Location, 12))
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for (int i = 0; i < e.Keywords.Length; ++i)
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{
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int keyword = e.Keywords[i];
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switch (keyword)
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{
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case 0x0000: // *withdraw*
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{
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e.Handled = true;
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if (e.Mobile.Criminal)
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{
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Say(500389); // I will not do business with a criminal!
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break;
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}
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string[] split = e.Speech.Split(' ');
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if (split.Length >= 2)
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{
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Container pack = e.Mobile.Backpack;
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if (!int.TryParse(split[1], out int amount))
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break;
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if (!Core.ML && amount > 5000 || Core.ML && amount > 60000)
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Say(500381); // Thou canst not withdraw so much at one time!
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else if (pack?.Deleted != false || !(pack.TotalWeight < pack.MaxWeight) ||
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!(pack.TotalItems < pack.MaxItems))
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Say(1048147); // Your backpack can't hold anything else.
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else if (amount > 0)
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{
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BankBox box = e.Mobile.FindBankNoCreate();
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if (box == null || !Withdraw(e.Mobile, amount))
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Say(500384); // Ah, art thou trying to fool me? Thou hast not so much gold!
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else
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{
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pack.DropItem(new Gold(amount));
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Say(1010005); // Thou hast withdrawn gold from thy account.
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}
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}
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}
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break;
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}
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case 0x0001: // *balance*
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{
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e.Handled = true;
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if (e.Mobile.Criminal)
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{
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Say(500389); // I will not do business with a criminal!
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break;
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}
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if (AccountGold.Enabled && e.Mobile.Account != null)
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Say(1155855,
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$"{e.Mobile.Account.TotalPlat:#,0}\t{e.Mobile.Account.TotalGold:#,0}"); // Thy current bank balance is ~1_AMOUNT~ platinum and ~2_AMOUNT~ gold.
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else
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Say(1042759,
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GetBalance(e.Mobile).ToString("#,0")); // Thy current bank balance is ~1_AMOUNT~ gold.
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break;
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}
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case 0x0002: // *bank*
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{
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e.Handled = true;
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if (e.Mobile.Criminal)
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{
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Say(500378); // Thou art a criminal and cannot access thy bank box.
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break;
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}
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e.Mobile.BankBox.Open();
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break;
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}
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case 0x0003: // *check*
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{
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e.Handled = true;
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if (AccountGold.Enabled)
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break;
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if (e.Mobile.Criminal)
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{
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Say(500389); // I will not do business with a criminal!
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break;
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}
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string[] split = e.Speech.Split(' ');
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if (split.Length >= 2)
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{
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if (!int.TryParse(split[1], out int amount))
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break;
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if (amount < 5000)
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Say(1010006); // We cannot create checks for such a paltry amount of gold!
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else if (amount > 1000000)
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Say(1010007); // Our policies prevent us from creating checks worth that much!
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else
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{
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BankCheck check = new BankCheck(amount);
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BankBox box = e.Mobile.BankBox;
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if (!box.TryDropItem(e.Mobile, check, false))
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{
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Say(500386); // There's not enough room in your bankbox for the check!
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check.Delete();
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}
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else if (!box.ConsumeTotal(typeof(Gold), amount))
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{
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Say(500384); // Ah, art thou trying to fool me? Thou hast not so much gold!
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check.Delete();
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}
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else
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{
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Say(1042673, AffixType.Append, amount.ToString(),
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""); // Into your bank box I have placed a check in the amount of:
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}
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}
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}
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break;
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}
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}
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}
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base.OnSpeech(e);
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}
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public override void AddCustomContextEntries(Mobile from, List<ContextMenuEntry> list)
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{
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if (from.Alive)
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list.Add(new OpenBankEntry(from, this));
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base.AddCustomContextEntries(from, list);
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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