RunUO/Scripts/Engines/Factions/Items/TownStone.cs

87 lines
No EOL
2 KiB
C#

using System;
using Server;
using Server.Mobiles;
using Server.Network;
namespace Server.Factions
{
public class TownStone : BaseSystemController
{
private Town m_Town;
[CommandProperty( AccessLevel.Counselor, AccessLevel.Administrator )]
public Town Town
{
get{ return m_Town; }
set
{
m_Town = value;
AssignName( m_Town == null ? null : m_Town.Definition.TownStoneName );
}
}
public override string DefaultName { get { return "faction town stone"; } }
[Constructable]
public TownStone() : this( null )
{
}
[Constructable]
public TownStone( Town town ) : base( 0xEDE )
{
Movable = false;
Town = town;
}
public override void OnDoubleClick( Mobile from )
{
if ( m_Town == null )
return;
Faction faction = Faction.Find( from );
if ( faction == null && from.AccessLevel < AccessLevel.GameMaster )
return; // TODO: Message?
if ( m_Town.Owner == null || ( from.AccessLevel < AccessLevel.GameMaster && faction != m_Town.Owner ) )
from.SendLocalizedMessage( 1010332 ); // Your faction does not control this town
else if ( !m_Town.Owner.IsCommander( from ) )
from.SendLocalizedMessage( 1005242 ); // Only faction Leaders can use townstones
else if ( FactionGump.Exists( from ) )
from.SendLocalizedMessage( 1042160 ); // You already have a faction menu open.
else if ( from is PlayerMobile )
from.SendGump( new TownStoneGump( (PlayerMobile)from, m_Town.Owner, m_Town ) );
}
public TownStone( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
Town.WriteReference( writer, m_Town );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 0:
{
Town = Town.ReadReference( reader );
break;
}
}
}
}
}