Wow, I have been away for a while. This system is most definitely NOT compatible with the current SVN. I have been asked to get back into hosting a UO shard so I will take a look at RunUO 2.1 and retool my system to work with the current SVN's over the holiday.
Does this work with runuo 2.1R605? Thought I'd ask before wrecking my server.
I have a current version ready with the newest SVN working. I will post it when I am able to pack it up with the generic distro files.
Any chance you're still working on packing this up? I'de like to check it out
Scripts: Compiling C# scripts...failed (1 errors, 3 warnings)
Warnings:
+ Custom/Government System/Vendor/CityPlayerVendor.cs:
CS0108: Line 258: 'Server.Mobiles.CityPlayerVendor.Dismiss(Server.Mobile)' h
ides inherited member 'Server.Mobiles.PlayerVendor.Dismiss(Server.Mobile)'. Use
the new keyword if hiding was intended.
+ Custom/Government System/Vendor/CityContractOfEmployment.cs:
CS0642: Line 56: Possible mistaken empty statement
+ Custom/Government System/PlayerGovernmentSystem.cs:
CS0162: Line 612: Unreachable code detected
Errors:
+ Engines/VeteranRewards/Character Statue Maker/CharacterStatue.cs:
CS1502: Line 608: The best overloaded method match for 'Server.Items.BaseAdd
on.CheckHouse(Server.Mobile, Server.Point3D, Server.Map, int, ref System.Collect
ions.Generic.List<Server.Multis.BaseHouse>)' has some invalid arguments
CS1503: Line 608: Argument '5': cannot convert from 'ref Server.Multis.BaseH
ouse' to 'ref System.Collections.Generic.List<Server.Multis.BaseHouse>'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Gumps;
using Server.Items;
using Server.Spells;
using Server.Multis;
using Server.Network;
using Server.Targeting;
using Server.Accounting;
using Server.ContextMenus;
using Server.Engines.VeteranRewards;
namespace Server.Mobiles
{
public enum StatueType
{
Marble,
Jade,
Bronze
}
public enum StatuePose
{
Ready,
Casting,
Salute,
AllPraiseMe,
Fighting,
HandsOnHips
}
public enum StatueMaterial
{
Antique,
Dark,
Medium,
Light
}
public class CharacterStatue : Mobile, IRewardItem
{
private StatueType m_Type;
private StatuePose m_Pose;
private StatueMaterial m_Material;
[CommandProperty( AccessLevel.GameMaster )]
public StatueType StatueType
{
get { return m_Type; }
set { m_Type = value; InvalidateHues(); InvalidatePose(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public StatuePose Pose
{
get { return m_Pose; }
set { m_Pose = value; InvalidatePose(); }
}
[CommandProperty( AccessLevel.GameMaster )]
public StatueMaterial Material
{
get { return m_Material; }
set { m_Material = value; InvalidateHues(); InvalidatePose(); }
}
private Mobile m_SculptedBy;
private DateTime m_SculptedOn;
[CommandProperty( AccessLevel.GameMaster )]
public Mobile SculptedBy
{
get{ return m_SculptedBy; }
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime SculptedOn
{
get{ return m_SculptedOn; }
}
private CharacterStatuePlinth m_Plinth;
public CharacterStatuePlinth Plinth
{
get { return m_Plinth; }
set { m_Plinth = value; }
}
private bool m_IsRewardItem;
[CommandProperty( AccessLevel.GameMaster )]
public bool IsRewardItem
{
get{ return m_IsRewardItem; }
set{ m_IsRewardItem = value; }
}
public CharacterStatue( Mobile from, StatueType type ) : base()
{
m_Type = type;
m_Pose = StatuePose.Ready;
m_Material = StatueMaterial.Antique;
Direction = Direction.South;
AccessLevel = AccessLevel.Counselor;
Hits = HitsMax;
Blessed = true;
Frozen = true;
CloneBody( from );
CloneClothes( from );
InvalidateHues();
}
public CharacterStatue( Serial serial ) : base( serial )
{
}
public override void OnDoubleClick( Mobile from )
{
DisplayPaperdollTo( from );
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( m_SculptedBy != null )
{
if ( m_SculptedBy.Title != null )
list.Add( 1076202, m_SculptedBy.Title + " " + m_SculptedBy.Name ); // Sculpted by ~1_Name~
else
list.Add( 1076202, m_SculptedBy.Name ); // Sculpted by ~1_Name~
}
}
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
{
base.GetContextMenuEntries( from, list );
if ( from.Alive && m_SculptedBy != null )
{
BaseHouse house = BaseHouse.FindHouseAt( this );
if ( ( house != null && house.IsCoOwner( from ) ) || (int) from.AccessLevel > (int) AccessLevel.Counselor )
list.Add( new DemolishEntry( this ) );
}
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
if ( m_Plinth != null && !m_Plinth.Deleted )
m_Plinth.Delete();
}
protected override void OnMapChange( Map oldMap )
{
InvalidatePose();
if ( m_Plinth != null )
m_Plinth.Map = Map;
}
protected override void OnLocationChange( Point3D oldLocation )
{
InvalidatePose();
if ( m_Plinth != null )
m_Plinth.Location = new Point3D( X, Y, Z - 5 );
}
public override bool CanBeRenamedBy( Mobile from )
{
return false;
}
public override bool CanBeDamaged()
{
return false;
}
public void OnRequestedAnimation( Mobile from )
{
from.Send( new UpdateStatueAnimation( this, 1, m_Animation, m_Frames ) );
}
public override void OnAosSingleClick( Mobile from )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( (int) 0 ); // version
writer.Write( (int) m_Type );
writer.Write( (int) m_Pose );
writer.Write( (int) m_Material );
writer.Write( (Mobile) m_SculptedBy );
writer.Write( (DateTime) m_SculptedOn );
writer.Write( (Item) m_Plinth );
writer.Write( (bool) m_IsRewardItem );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
m_Type = (StatueType) reader.ReadInt();
m_Pose = (StatuePose) reader.ReadInt();
m_Material = (StatueMaterial) reader.ReadInt();
m_SculptedBy = reader.ReadMobile();
m_SculptedOn = reader.ReadDateTime();
m_Plinth = reader.ReadItem() as CharacterStatuePlinth;
m_IsRewardItem = reader.ReadBool();
InvalidatePose();
Frozen = true;
if( m_SculptedBy == null || Map == Map.Internal )
{
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( Delete ) );
}
}
public void Sculpt( Mobile by )
{
m_SculptedBy = by;
m_SculptedOn = DateTime.Now;
InvalidateProperties();
}
public void Demolish( Mobile by )
{
CharacterStatueDeed deed = new CharacterStatueDeed( null );
if ( by.PlaceInBackpack( deed ) )
{
Delete();
deed.Statue = this;
deed.IsRewardItem = m_IsRewardItem;
if ( m_Plinth != null )
m_Plinth.Delete();
}
else
{
by.SendLocalizedMessage( 500720 ); // You don't have enough room in your backpack!
deed.Delete();
}
}
public void Restore( CharacterStatue from )
{
m_Material = from.Material;
m_Pose = from.Pose;
Direction = from.Direction;
CloneBody( from );
CloneClothes( from );
InvalidateHues();
InvalidatePose();
}
public void CloneBody( Mobile from )
{
Name = from.Name;
BodyValue = from.BodyValue;
HairItemID = from.HairItemID;
FacialHairItemID = from.FacialHairItemID;
}
public void CloneClothes( Mobile from )
{
for ( int i = Items.Count - 1; i >= 0; i -- )
Items[ i ].Delete();
for ( int i = from.Items.Count - 1; i >= 0; i -- )
{
Item item = from.Items[ i ];
if ( item.Layer != Layer.Backpack && item.Layer != Layer.Mount && item.Layer != Layer.Bank )
AddItem( CloneItem( item ) );
}
}
public Item CloneItem( Item item )
{
Item cloned = new Item( item.ItemID );
cloned.Layer = item.Layer;
cloned.Name = item.Name;
cloned.Hue = item.Hue;
cloned.Weight = item.Weight;
cloned.Movable = false;
return cloned;
}
public void InvalidateHues()
{
Hue = 0xB8F + (int) m_Type * 4 + (int) m_Material;
HairHue = Hue;
if ( FacialHairItemID > 0 )
FacialHairHue = Hue;
for ( int i = Items.Count - 1; i >= 0; i -- )
Items[ i ].Hue = Hue;
if ( m_Plinth != null )
m_Plinth.InvalidateHue();
}
private int m_Animation;
private int m_Frames;
public void InvalidatePose()
{
switch ( m_Pose )
{
case StatuePose.Ready:
m_Animation = 4;
m_Frames = 0;
break;
case StatuePose.Casting:
m_Animation = 16;
m_Frames = 2;
break;
case StatuePose.Salute:
m_Animation = 33;
m_Frames = 1;
break;
case StatuePose.AllPraiseMe:
m_Animation = 17;
m_Frames = 4;
break;
case StatuePose.Fighting:
m_Animation = 31;
m_Frames = 5;
break;
case StatuePose.HandsOnHips:
m_Animation = 6;
m_Frames = 1;
break;
}
if( Map != null )
{
ProcessDelta();
Packet p = null;
IPooledEnumerable eable = Map.GetClientsInRange( Location );
foreach( NetState state in eable )
{
state.Mobile.ProcessDelta();
if( p == null )
p = Packet.Acquire( new UpdateStatueAnimation( this, 1, m_Animation, m_Frames ) );
state.Send( p );
}
Packet.Release( p );
eable.Free();
}
}
private class DemolishEntry : ContextMenuEntry
{
private CharacterStatue m_Statue;
public DemolishEntry( CharacterStatue statue ) : base( 6275, 2 )
{
m_Statue = statue;
}
public override void OnClick()
{
if ( m_Statue.Deleted )
return;
m_Statue.Demolish( Owner.From );
}
}
}
public class CharacterStatueDeed : Item, IRewardItem
{
public override int LabelNumber
{
get
{
if ( m_Statue != null )
{
switch ( m_Statue.StatueType )
{
case StatueType.Marble: return 1076189;
case StatueType.Jade: return 1076188;
case StatueType.Bronze: return 1076190;
}
}
return 1076173;
}
}
private CharacterStatue m_Statue;
private bool m_IsRewardItem;
[CommandProperty( AccessLevel.GameMaster )]
public CharacterStatue Statue
{
get { return m_Statue; }
set { m_Statue = value; }
}
[CommandProperty( AccessLevel.GameMaster )]
public StatueType StatueType
{
get
{
if ( m_Statue != null )
return m_Statue.StatueType;
return StatueType.Marble;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public bool IsRewardItem
{
get{ return m_IsRewardItem; }
set{ m_IsRewardItem = value; InvalidateProperties(); }
}
public CharacterStatueDeed( CharacterStatue statue ) : base( 0x14F0 )
{
m_Statue = statue;
LootType = LootType.Blessed;
Weight = 1.0;
}
public CharacterStatueDeed( Serial serial ) : base( serial )
{
}
public override void GetProperties( ObjectPropertyList list )
{
base.GetProperties( list );
if ( m_IsRewardItem )
list.Add( 1076222 ); // 6th Year Veteran Reward
if ( m_Statue != null )
list.Add( 1076231, m_Statue.Name ); // Statue of ~1_Name~
}
public override void OnDoubleClick( Mobile from )
{
Account acct = from.Account as Account;
if ( acct != null && from.AccessLevel == AccessLevel.Player )
{
TimeSpan time = TimeSpan.FromDays( RewardSystem.RewardInterval.TotalDays * 6 ) - ( DateTime.Now - acct.Created );
if ( time > TimeSpan.Zero )
{
from.SendLocalizedMessage( 1008126, true, Math.Ceiling( time.TotalDays / RewardSystem.RewardInterval.TotalDays ).ToString() ); // Your account is not old enough to use this item. Months until you can use this item :
return;
}
}
if ( IsChildOf( from.Backpack ) )
{
if ( !from.IsBodyMod )
{
from.SendLocalizedMessage( 1076194 ); // Select a place where you would like to put your statue.
from.Target = new CharacterStatueTarget( this, StatueType );
}
else
from.SendLocalizedMessage( 1073648 ); // You may only proceed while in your original state...
}
else
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
}
public override void OnDelete()
{
base.OnDelete();
if ( m_Statue != null )
m_Statue.Delete();
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.WriteEncodedInt( (int) 0 ); // version
writer.Write( (Mobile) m_Statue );
writer.Write( (bool) m_IsRewardItem );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadEncodedInt();
m_Statue = reader.ReadMobile() as CharacterStatue;
m_IsRewardItem = reader.ReadBool();
}
}
public class CharacterStatueTarget : Target
{
private Item m_Maker;
private StatueType m_Type;
public CharacterStatueTarget( Item maker, StatueType type ) : base( -1, true, TargetFlags.None )
{
m_Maker = maker;
m_Type = type;
}
protected override void OnTarget( Mobile from, object targeted )
{
IPoint3D p = targeted as IPoint3D;
Map map = from.Map;
if ( p == null || map == null || m_Maker == null || m_Maker.Deleted )
return;
if ( m_Maker.IsChildOf( from.Backpack ) )
{
SpellHelper.GetSurfaceTop( ref p );
BaseHouse house = null;
Point3D loc = new Point3D( p );
if ( targeted is Item && !((Item) targeted).IsLockedDown && !((Item) targeted).IsSecure && !(targeted is AddonComponent) )
{
from.SendLocalizedMessage( 1076191 ); // Statues can only be placed in houses.
return;
}
else if ( from.IsBodyMod )
{
from.SendLocalizedMessage( 1073648 ); // You may only proceed while in your original state...
return;
}
AddonFitResult result = CouldFit( loc, map, from, ref house );
if ( result == AddonFitResult.Valid )
{
CharacterStatue statue = new CharacterStatue( from, m_Type );
CharacterStatuePlinth plinth = new CharacterStatuePlinth( statue );
house.Addons.Add( plinth );
if ( m_Maker is IRewardItem )
statue.IsRewardItem = ( (IRewardItem) m_Maker).IsRewardItem;
statue.Plinth = plinth;
plinth.MoveToWorld( loc, map );
statue.InvalidatePose();
from.CloseGump( typeof( CharacterStatueGump ) );
from.SendGump( new CharacterStatueGump( m_Maker, statue, from ) );
}
else if ( result == AddonFitResult.Blocked )
from.SendLocalizedMessage( 500269 ); // You cannot build that there.
else if ( result == AddonFitResult.NotInHouse )
from.SendLocalizedMessage( 1076192 ); // Statues can only be placed in houses where you are the owner or co-owner.
else if ( result == AddonFitResult.DoorTooClose )
from.SendLocalizedMessage( 500271 ); // You cannot build near the door.
}
else
from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it.
}
public static AddonFitResult CouldFit( Point3D p, Map map, Mobile from, ref BaseHouse house )
{
if ( !map.CanFit( p.X, p.Y, p.Z, 20, true, true, true ) )
return AddonFitResult.Blocked;
else if ( !BaseAddon.CheckHouse( from, p, map, 20, ref house ) ) //608
return AddonFitResult.NotInHouse;
else
return CheckDoors( p, 20, house );
}
public static AddonFitResult CheckDoors( Point3D p, int height, BaseHouse house )
{
ArrayList doors = house.Doors;
for ( int i = 0; i < doors.Count; i ++ )
{
BaseDoor door = doors[ i ] as BaseDoor;
Point3D doorLoc = door.GetWorldLocation();
int doorHeight = door.ItemData.CalcHeight;
if ( Utility.InRange( doorLoc, p, 1 ) && (p.Z == doorLoc.Z || ((p.Z + height) > doorLoc.Z && (doorLoc.Z + doorHeight) > p.Z)) )
return AddonFitResult.DoorTooClose;
}
return AddonFitResult.Valid;
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Multis;
using Server.Regions;
using Server.Mobiles;
namespace Server.Items
{
public enum AddonFitResult
{
Valid,
Blocked,
NotInHouse,
DoorsNotClosed,
DoorTooClose,
NoWall
}
public interface IAddon
{
Item Deed{ get; }
bool CouldFit( IPoint3D p, Map map );
}
public abstract class BaseAddon : Item, IChopable, IAddon
{
private List<AddonComponent> m_Components;
public void AddComponent( AddonComponent c, int x, int y, int z )
{
if ( Deleted )
return;
m_Components.Add( c );
c.Addon = this;
c.Offset = new Point3D( x, y, z );
c.MoveToWorld( new Point3D( X + x, Y + y, Z + z ), Map );
}
public BaseAddon() : base( 1 )
{
Movable = false;
Visible = false;
m_Components = new List<AddonComponent>();
}
public virtual bool RetainDeedHue{ get{ return false; } }
public virtual void OnChop( Mobile from )
{
BaseHouse house = BaseHouse.FindHouseAt( this );
PlayerMobile pm = (PlayerMobile)from; //NEW for Player city
bool ismayor = false;
if ( pm.City != null && pm.City.Mayor == pm && PlayerGovernmentSystem.IsAtCity( from ) )
ismayor = true;
if ( house != null && house.IsOwner( from ) && house.Addons.Contains( this ) || ismayor )
{
Effects.PlaySound( GetWorldLocation(), Map, 0x3B3 );
from.SendLocalizedMessage( 500461 ); // You destroy the item.
int hue = 0;
if ( RetainDeedHue )
{
for ( int i = 0; hue == 0 && i < m_Components.Count; ++i )
{
AddonComponent c = m_Components[i];
if ( c.Hue != 0 )
hue = c.Hue;
}
}
Delete();
if ( house != null )
house.Addons.Remove( this );
BaseAddonDeed deed = Deed;
if ( deed != null )
{
if ( RetainDeedHue )
deed.Hue = hue;
from.AddToBackpack( deed );
}
}
}
public virtual BaseAddonDeed Deed{ get{ return null; } }
Item IAddon.Deed
{
get{ return this.Deed; }
}
public List<AddonComponent> Components
{
get
{
return m_Components;
}
}
public BaseAddon( Serial serial ) : base( serial )
{
}
public bool CouldFit( IPoint3D p, Map map )
{
List<BaseHouse> houses = null;
return ( CouldFit( p, map, null, ref houses ) == AddonFitResult.Valid );
}
public virtual AddonFitResult CouldFit( IPoint3D p, Map map, Mobile from, ref List<BaseHouse> houses )
{
if ( PlayerGovernmentSystem.IsAtCity( this ) )
return AddonFitResult.Valid;
if ( Deleted )
return AddonFitResult.Blocked;
if ( houses == null )
houses = new List<BaseHouse>();
foreach ( AddonComponent c in m_Components )
{
Point3D p3D = new Point3D( p.X + c.Offset.X, p.Y + c.Offset.Y, p.Z + c.Offset.Z );
if ( !map.CanFit( p3D.X, p3D.Y, p3D.Z, c.ItemData.Height, false, true, ( c.Z == 0 ) ) )
{
//World.Broadcast(1154, true, "Blocked");
return AddonFitResult.Blocked;
}
else if ( !CheckHouse( from, p3D, map, c.ItemData.Height, ref houses ) )
{
//World.Broadcast(1154, true, "Not in House");
return AddonFitResult.NotInHouse;
}
if ( c.NeedsWall )
{
Point3D wall = c.WallPosition;
if ( !IsWall( p3D.X + wall.X, p3D.Y + wall.Y, p3D.Z + wall.Z, map ) )
return AddonFitResult.NoWall;
}
}
foreach ( BaseHouse house in houses )
{
ArrayList doors = house.Doors;
for ( int i = 0; i < doors.Count; ++i )
{
BaseDoor door = doors[i] as BaseDoor;
if ( door != null && door.Open )
return AddonFitResult.DoorsNotClosed;
Point3D doorLoc = door.GetWorldLocation();
int doorHeight = door.ItemData.CalcHeight;
foreach ( AddonComponent c in m_Components )
{
Point3D addonLoc = new Point3D( p.X + c.Offset.X, p.Y + c.Offset.Y, p.Z + c.Offset.Z );
int addonHeight = c.ItemData.CalcHeight;
if ( Utility.InRange( doorLoc, addonLoc, 1 ) && (addonLoc.Z == doorLoc.Z || ((addonLoc.Z + addonHeight) > doorLoc.Z && (doorLoc.Z + doorHeight) > addonLoc.Z)) )
return AddonFitResult.DoorTooClose;
}
}
}
return AddonFitResult.Valid;
}
public static bool CheckHouse( Mobile from, Point3D p, Map map, int height, ref List<BaseHouse> list )
{
BaseHouse house = BaseHouse.FindHouseAt( p, map, height );
if ( from == null )
return true;
if ( house == null )
return false;
if ( !house.IsOwner( from ) )
return false;
if ( !list.Contains( house ) )
list.Add( house );
return true;
}
public static bool IsWall( int x, int y, int z, Map map )
{
if ( map == null )
return false;
StaticTile[] tiles = map.Tiles.GetStaticTiles( x, y, true );
for ( int i = 0; i < tiles.Length; ++i )
{
StaticTile t = tiles[i];
ItemData id = TileData.ItemTable[t.ID & TileData.MaxItemValue];
if ( (id.Flags & TileFlag.Wall) != 0 && (z + 16) > t.Z && (t.Z + t.Height) > z )
return true;
}
return false;
}
public virtual void OnComponentLoaded( AddonComponent c )
{
}
public virtual void OnComponentUsed( AddonComponent c, Mobile from )
{
}
public override void OnLocationChange( Point3D oldLoc )
{
if ( Deleted )
return;
foreach ( AddonComponent c in m_Components )
c.Location = new Point3D( X + c.Offset.X, Y + c.Offset.Y, Z + c.Offset.Z );
}
public override void OnMapChange()
{
if ( Deleted )
return;
foreach ( AddonComponent c in m_Components )
c.Map = Map;
}
public override void OnAfterDelete()
{
base.OnAfterDelete();
foreach ( AddonComponent c in m_Components )
c.Delete();
}
public virtual bool ShareHue{ get{ return true; } }
[Hue, CommandProperty( AccessLevel.GameMaster )]
public override int Hue
{
get
{
return base.Hue;
}
set
{
if ( base.Hue != value )
{
base.Hue = value;
if ( !Deleted && this.ShareHue && m_Components != null )
{
foreach ( AddonComponent c in m_Components )
c.Hue = value;
}
}
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 1 ); // version
writer.WriteItemList<AddonComponent>( m_Components );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 1:
case 0:
{
m_Components = reader.ReadStrongItemList<AddonComponent>();
break;
}
}
if ( version < 1 && Weight == 0 )
Weight = -1;
}
}
}