using System; using Server; using Server.Items; using Server.Mobiles; using Server.Custom.InnRooms; using Server.Multis; using System.Collections.Generic; using Server.ContextMenus; namespace Server.Custom.InnRooms { public class InnDoor : Item { private Mobile m_Renter; private InnRoomHouse m_House; private DateTime m_RentExpires; // Where is the void room located? private Point3D m_RoomLocation; private Map m_RoomMap; [CommandProperty(AccessLevel.GameMaster)] public bool ForceEviction { get { return false; } set { if (value == true) { EvictTenant(); } } } // Configuration private int m_RentCost = 5000; // 5,000 gold per week private TimeSpan m_RentDuration = TimeSpan.FromDays(7); // 1 week [CommandProperty(AccessLevel.GameMaster)] public Mobile Renter { get { return m_Renter; } set { m_Renter = value; InvalidateProperties(); } } [CommandProperty(AccessLevel.GameMaster)] public Point3D RoomLocation { get { return m_RoomLocation; } set { m_RoomLocation = value; } } [CommandProperty(AccessLevel.GameMaster)] public Map RoomMap { get { return m_RoomMap; } set { m_RoomMap = value; } } [Constructable] public InnDoor() : this(0x6E5) { } [Constructable] public InnDoor(int itemID) : base(itemID) // Standard wooden door graphic { Movable = false; Name = "A Vacant Inn Room"; } public InnDoor(Serial serial) : base(serial) { } public override void OnDoubleClick(Mobile from) { if (!from.InRange(GetWorldLocation(), 2)) { from.LocalOverheadMessage(Server.Network.MessageType.Regular, 0x3B2, 1019045); // I can't reach that. return; } // SCENARIO A: The room is VACANT if (m_Renter == null) { if (RoomLocation == Point3D.Zero || RoomMap == null) { from.SendMessage(33, "This door is out of order (No Room Linked)."); return; } if (from.Backpack != null && from.Backpack.ConsumeTotal(typeof(Gold), m_RentCost)) { // Rent the room! m_Renter = from; m_RentExpires = DateTime.UtcNow + m_RentDuration; Name = from.Name + "'s Inn Room"; // Spawn the invisible house controller in the void room m_House = new InnRoomHouse(from); //m_House.MoveToWorld(RoomLocation, RoomMap); // BURY THE STAIRCASE! We spawn the house 20 Z-levels beneath the actual floor. Point3D buriedLocation = new Point3D(RoomLocation.X, RoomLocation.Y, RoomLocation.Z - 20); m_House.MoveToWorld(buriedLocation, RoomMap); from.PlaySound(0x249); from.SendMessage(68, $"You have rented this room for {m_RentDuration.Days} days."); TeleportToRoom(from); } else { from.SendMessage(33, $"You need {m_RentCost} gold in your backpack to rent this room."); } } // SCENARIO B: The room is RENTED else { // Check if the rent has expired if (DateTime.UtcNow > m_RentExpires) { EvictTenant(); from.SendMessage(33, "The rent expired and the room has been cleared. It is now vacant."); return; } // Check Access using your BaseHouse logic! if (m_House != null && (m_House.IsOwner(from) || m_House.IsFriend(from) || m_House.HasAccess(from))) { TeleportToRoom(from); } else { from.SendMessage(33, "The door is locked and you do not have permission to enter."); } } } private void TeleportToRoom(Mobile m) { m.PlaySound(0x1EA); m.MoveToWorld(RoomLocation, RoomMap); m.SendMessage(0x3B2, "You enter the inn room."); } public void EvictTenant() { if (m_Renter != null && m_House != null && !m_House.Deleted) { // 1. Locate the player's bank box BankBox bank = m_Renter.BankBox; if (bank != null) { // 2. Spawn our heavy-duty moving crate InnEvictionCrate crate = new InnEvictionCrate(); // 3. Pack up all Secured Containers // We must iterate backward (Count - 1 to 0) when removing things from lists! for (int i = m_House.Secures.Count - 1; i >= 0; --i) { SecureInfo info = m_House.Secures[i] as SecureInfo; if (info != null && info.Item != null) { Container secureContainer = info.Item; secureContainer.IsSecure = false; secureContainer.IsLockedDown = false; secureContainer.Movable = true; // Drop the entire secured bag/chest into the crate crate.DropItem(secureContainer); } } m_House.Secures.Clear(); // 4. Pack up all individual Locked Down Items for (int i = m_House.LockDowns.Count - 1; i >= 0; --i) { Item item = m_House.LockDowns[i] as Item; if (item != null) { item.IsLockedDown = false; item.Movable = true; // Drop the loose item into the crate crate.DropItem(item); } } m_House.LockDowns.Clear(); // 5. Deliver the crate to the bank! if (crate.Items.Count > 0) { // Using DropItem forces it into the bank, bypassing standard bank limits bank.DropItem(crate); m_Renter.SendMessage(33, "Your inn room rent has expired. Your belongings have been packed into a crate and placed in your bank box."); } else { // If they didn't have any items in the room, just delete the empty crate crate.Delete(); } } // 6. Demolish the invisible house controller m_House.Delete(); } // 7. Reset the door so a new player can rent it m_Renter = null; m_House = null; Name = "A Vacant Inn Room"; } public override void GetProperties(ObjectPropertyList list) { base.GetProperties(list); if (m_Renter != null) { list.Add(1060658, "Rent Cost\tPaid"); // ~1_val~: ~2_val~ list.Add(1060659, "Expires\t{0}", m_RentExpires.ToString("g")); // ~1_val~: ~2_val~ } else { list.Add(1060658, "Rent Cost\t{0} Gold", m_RentCost); // ~1_val~: ~2_val~ } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); // version writer.Write(m_Renter); writer.WriteItem(m_House); writer.Write(m_RentExpires); writer.Write(m_RoomLocation); writer.Write(m_RoomMap); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); m_Renter = reader.ReadMobile(); m_House = reader.ReadItem() as InnRoomHouse; m_RentExpires = reader.ReadDateTime(); m_RoomLocation = reader.ReadPoint3D(); m_RoomMap = reader.ReadMap(); } // --- 1. THE CONTEXT MENU MENU OVERRIDE --- public override void GetContextMenuEntries(Mobile from, List list) { base.GetContextMenuEntries(from, list); // Only the active renter gets the option to renew if (from.Alive && m_Renter == from) { // 1062400 is the UO Client Cliloc for "Renew Contract" list.Add(new RenewRentEntry(from, this)); } } // --- 2. THE CONTEXT MENU ACTION LOGIC --- private class RenewRentEntry : ContextMenuEntry { private Mobile m_From; private InnDoor m_Door; // The '2' is the interaction range public RenewRentEntry(Mobile from, InnDoor door) : base(1034309, 2) { m_From = from; m_Door = door; } public override void OnClick() { if (m_Door.Deleted || m_Door.Renter != m_From) return; // Check their backpack for the gold if (m_From.Backpack != null && m_From.Backpack.ConsumeTotal(typeof(Gold), m_Door.m_RentCost)) { // Add 7 days to their current expiration time m_Door.m_RentExpires += m_Door.m_RentDuration; m_From.PlaySound(0x249); // Coin jingle sound m_From.SendMessage(68, $"You have paid {m_Door.m_RentCost} gold to extend your rent."); m_From.SendMessage(68, $"Your room is now paid until: {m_Door.m_RentExpires.ToString("g")}"); m_Door.InvalidateProperties(); // Updates the door's mouse-over text } else { m_From.SendMessage(33, $"You need {m_Door.m_RentCost} gold in your backpack to renew this room."); } } } // --- 3. BONUS: DRAG AND DROP RENEWAL --- public override bool OnDragDrop(Mobile from, Item dropped) { // If the renter drops gold directly onto the door... if (from == m_Renter && dropped is Gold) { if (dropped.Amount == m_RentCost) { dropped.Delete(); // Consume the gold m_RentExpires += m_RentDuration; from.PlaySound(0x249); from.SendMessage(68, $"You hand the gold to the landlord and extend your rent."); from.SendMessage(68, $"Your room is now paid until: {m_RentExpires.ToString("g")}"); InvalidateProperties(); return true; } else { from.SendMessage(33, $"You must drop exactly {m_RentCost} gold on the door to renew it."); return false; // Rejects the drop and bounces the gold back to their cursor } } return base.OnDragDrop(from, dropped); } } public class InnEvictionCrate : WoodenBox { public override int DefaultMaxItems { get { return 500; } } public override int DefaultMaxWeight { get { return 5000; } } [Constructable] public InnEvictionCrate() { Name = "Evicted Inn Room Belongings"; Hue = 33; // Bright red } public InnEvictionCrate(Serial serial) : base(serial) { } // 1. This prevents players from putting anything INTO the crate public override bool CheckHold(Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight) { if (m.AccessLevel < AccessLevel.GameMaster) { if (message) m.SendLocalizedMessage(1061145); // "You cannot place items into a house moving crate." return false; } return base.CheckHold(m, item, message, checkItems, plusItems, plusWeight); } // 2. This makes the crate automatically vanish once the player empties it public override void OnItemRemoved(Item item) { base.OnItemRemoved(item); if (this.TotalItems == 0) { Delete(); } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }