using System; using Server; namespace Server.Items { public abstract class BaseSuit : Item { private AccessLevel m_AccessLevel; [CommandProperty( AccessLevel.Administrator )] public AccessLevel AccessLevel{ get{ return m_AccessLevel; } set{ m_AccessLevel = value; } } public BaseSuit( AccessLevel level, int hue, int itemID ) : base( itemID ) { Hue = hue; Weight = 1.0; Movable = false; LootType = LootType.Newbied; Layer = Layer.OuterTorso; m_AccessLevel = level; } public BaseSuit( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version writer.Write( (int) m_AccessLevel ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 0: { m_AccessLevel = (AccessLevel)reader.ReadInt(); break; } } } public bool Validate() { object root = RootParent; if ( root is Mobile && ((Mobile)root).AccessLevel < m_AccessLevel ) { Delete(); return false; } return true; } public override void OnSingleClick( Mobile from ) { if ( Validate() ) base.OnSingleClick( from ); } public override void OnDoubleClick( Mobile from ) { if ( Validate() ) base.OnDoubleClick( from ); } public override bool VerifyMove( Mobile from ) { return ( from.AccessLevel >= m_AccessLevel ); } public override bool OnEquip( Mobile from ) { if ( from.AccessLevel < m_AccessLevel ) from.SendMessage( "You may not wear this." ); return ( from.AccessLevel >= m_AccessLevel ); } } }