using System; using Server.Gumps; using Server.Multis; using Server.Network; using Server.Targeting; namespace Server.Items { public class HolidayTreeDeed : Item { [Constructable] public HolidayTreeDeed() : base(0x14F0) { this.Hue = 0x488; this.Weight = 1.0; this.LootType = LootType.Blessed; } public HolidayTreeDeed(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1041116; } }// a deed for a holiday tree public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); this.LootType = LootType.Blessed; } public bool ValidatePlacement(Mobile from, Point3D loc) { if (from.AccessLevel >= AccessLevel.GameMaster) return true; if (!from.InRange(this.GetWorldLocation(), 1)) { from.SendLocalizedMessage(500446); // That is too far away. return false; } if (DateTime.UtcNow.Month != 12) { from.SendLocalizedMessage(1005700); // You will have to wait till next December to put your tree back up for display. return false; } Map map = from.Map; if (map == null) return false; BaseHouse house = BaseHouse.FindHouseAt(loc, map, 20); if (house == null || !house.IsFriend(from)) { from.SendLocalizedMessage(1005701); // The holiday tree can only be placed in your house. return false; } if (!map.CanFit(loc, 20)) { from.SendLocalizedMessage(500269); // You cannot build that there. return false; } return true; } public void BeginPlace(Mobile from, HolidayTreeType type) { from.BeginTarget(-1, true, TargetFlags.None, new TargetStateCallback(Placement_OnTarget), type); } public void Placement_OnTarget(Mobile from, object targeted, object state) { IPoint3D p = targeted as IPoint3D; if (p == null) return; Point3D loc = new Point3D(p); if (p is StaticTarget) loc.Z -= TileData.ItemTable[((StaticTarget)p).ItemID].CalcHeight; /* NOTE: OSI does not properly normalize Z positioning here. * A side affect is that you can only place on floors (due to the CanFit call). * That functionality may be desired. And so, it's included in this script. */ if (this.ValidatePlacement(from, loc)) this.EndPlace(from, (HolidayTreeType)state, loc); } public void EndPlace(Mobile from, HolidayTreeType type, Point3D loc) { this.Delete(); HolidayTree tree = new HolidayTree(from, type, loc); BaseHouse house = BaseHouse.FindHouseAt(tree); if (house != null) house.Addons[tree] = from; } public override void OnDoubleClick(Mobile from) { from.CloseGump(typeof(HolidayTreeChoiceGump)); from.SendGump(new HolidayTreeChoiceGump(from, this)); } } public class HolidayTreeChoiceGump : Gump { private readonly Mobile m_From; private readonly HolidayTreeDeed m_Deed; public HolidayTreeChoiceGump(Mobile from, HolidayTreeDeed deed) : base(200, 200) { this.m_From = from; this.m_Deed = deed; this.AddPage(0); this.AddBackground(0, 0, 220, 120, 5054); this.AddBackground(10, 10, 200, 100, 3000); this.AddButton(20, 35, 4005, 4007, 1, GumpButtonType.Reply, 0); this.AddHtmlLocalized(55, 35, 145, 25, 1018322, false, false); // Classic this.AddButton(20, 65, 4005, 4007, 2, GumpButtonType.Reply, 0); this.AddHtmlLocalized(55, 65, 145, 25, 1018321, false, false); // Modern } public override void OnResponse(NetState sender, RelayInfo info) { if (this.m_Deed.Deleted) return; switch ( info.ButtonID ) { case 1: { this.m_Deed.BeginPlace(this.m_From, HolidayTreeType.Classic); break; } case 2: { this.m_Deed.BeginPlace(this.m_From, HolidayTreeType.Modern); break; } } } } }