Ejemplo n.º 1
0
        public static bool UpgradeHouse(House house, InventoryItem deed)
        {
            int newModel = 0;

            switch (deed.Id_nb)
            {
            case "housing_alb_cottage_deed":
                newModel = 1;
                break;

            case "housing_alb_house_deed":
                newModel = 2;
                break;

            case "housing_alb_villa_deed":
                newModel = 3;
                break;

            case "housing_alb_mansion_deed":
                newModel = 4;
                break;

            case "housing_mid_cottage_deed":
                newModel = 5;
                break;

            case "housing_mid_house_deed":
                newModel = 6;
                break;

            case "housing_mid_villa_deed":
                newModel = 7;
                break;

            case "housing_mid_mansion_deed":
                newModel = 8;
                break;

            case "housing_hib_cottage_deed":
                newModel = 9;
                break;

            case "housing_hib_house_deed":
                newModel = 10;
                break;

            case "housing_hib_villa_deed":
                newModel = 11;
                break;

            case "housing_hib_mansion_deed":
                newModel = 12;
                break;
            }

            if (newModel == 0)
            {
                return(false);
            }

            // remove all players from the home before we upgrade it
            foreach (GamePlayer player in house.GetAllPlayersInHouse())
            {
                player.LeaveHouse();
            }

            // if there is a consignment merchant, we have to re-initialize since we changed the house
            var merchant = DOLDB <HouseConsignmentMerchant> .SelectObject(DB.Column(nameof(HouseConsignmentMerchant.HouseNumber)).IsEqualTo(house.HouseNumber));

            long oldMerchantMoney = 0;

            if (merchant != null)
            {
                oldMerchantMoney = merchant.Money;
            }

            RemoveHouseItems(house);

            // change the model of the house
            house.Model = newModel;

            // re-add the merchant if there was one
            if (merchant != null)
            {
                house.AddConsignment(oldMerchantMoney);
            }

            // save the house, and broadcast an update
            house.SaveIntoDatabase();
            house.SendUpdate();

            return(true);
        }
Ejemplo n.º 2
0
        public void HandlePacket(GameClient client, GSPacketIn packet)
        {
            try
            {
                packet.ReadByte();                        // 1=Money 0=Item (?)
                int    slot        = packet.ReadByte();   // Item/money slot
                ushort housenumber = packet.ReadShort();  // N° of house
                packet.ReadByte();                        // unknown
                _position = (byte)packet.ReadByte();
                int method   = packet.ReadByte();         // 2=Wall 3=Floor
                int rotation = packet.ReadByte();         // garden items only
                var xpos     = (short)packet.ReadShort(); // x for inside objs
                var ypos     = (short)packet.ReadShort(); // y for inside objs.

                ChatUtil.SendDebugMessage(client, $"HousingPlaceItem: slot: {slot}, position: {_position}, method: {method}, xpos: {xpos}, ypos: {ypos}");

                if (client.Player == null)
                {
                    return;
                }

                // house must exist
                House house = HouseMgr.GetHouse(client.Player.CurrentRegionID, housenumber);
                if (house == null)
                {
                    client.Player.Out.SendInventorySlotsUpdate(null);
                    return;
                }

                if (slot >= 244 && slot <= 248) // money
                {
                    // check that player has permission to pay rent
                    if (!house.CanPayRent(client.Player))
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    long moneyToAdd = _position;
                    switch (slot)
                    {
                    case 248:
                        moneyToAdd *= 1;
                        break;

                    case 247:
                        moneyToAdd *= 100;
                        break;

                    case 246:
                        moneyToAdd *= 10000;
                        break;

                    case 245:
                        moneyToAdd *= 10000000;
                        break;

                    case 244:
                        moneyToAdd *= 10000000000;
                        break;
                    }

                    client.Player.TempProperties.setProperty(HousingConstants.MoneyForHouseRent, moneyToAdd);
                    client.Player.TempProperties.setProperty(HousingConstants.HouseForHouseRent, house);
                    client.Player.Out.SendInventorySlotsUpdate(null);
                    client.Player.Out.SendHousePayRentDialog("Housing07");

                    return;
                }

                // make sure the item dropped still exists
                InventoryItem orgitem = client.Player.Inventory.GetItem((eInventorySlot)slot);
                if (orgitem == null)
                {
                    client.Player.Out.SendInventorySlotsUpdate(null);
                    return;
                }

                if (orgitem.Id_nb == "house_removal_deed")
                {
                    client.Out.SendInventorySlotsUpdate(null);

                    // make sure player has owner permissions
                    if (!house.HasOwnerPermissions(client.Player))
                    {
                        ChatUtil.SendSystemMessage(client.Player, "You don't own this house!");
                        return;
                    }

                    client.Player.TempProperties.setProperty(DeedWeak, new WeakRef(orgitem));
                    client.Player.TempProperties.setProperty(TargetHouse, house);
                    client.Player.Out.SendCustomDialog(LanguageMgr.GetTranslation(client.Account.Language, "WARNING: You are about to delete this house and all indoor and outdoor items attached to it!"), HouseRemovalDialog);

                    return;
                }

                if (orgitem.Id_nb.Contains("cottage_deed") || orgitem.Id_nb.Contains("house_deed") ||
                    orgitem.Id_nb.Contains("villa_deed") || orgitem.Id_nb.Contains("mansion_deed"))
                {
                    client.Out.SendInventorySlotsUpdate(null);

                    // make sure player has owner permissions
                    if (!house.HasOwnerPermissions(client.Player))
                    {
                        ChatUtil.SendSystemMessage(client, "You may not change other peoples houses");

                        return;
                    }

                    client.Player.TempProperties.setProperty(DeedWeak, new WeakRef(orgitem));
                    client.Player.TempProperties.setProperty(TargetHouse, house);
                    client.Player.Out.SendMessage("Warning:\n This will remove *all* items from your current house!", eChatType.CT_System, eChatLoc.CL_PopupWindow);
                    client.Player.Out.SendCustomDialog("Are you sure you want to upgrade your House?", HouseUpgradeDialog);

                    return;
                }

                if (orgitem.Name == "deed of guild transfer")
                {
                    // player needs to be in a guild to xfer a house to a guild
                    if (client.Player.Guild == null)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        ChatUtil.SendSystemMessage(client, "You must be a member of a guild to do that");
                        return;
                    }

                    // player needs to own the house to be able to xfer it
                    if (!house.HasOwnerPermissions(client.Player))
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        ChatUtil.SendSystemMessage(client, "You do not own this house.");
                        return;
                    }

                    // guild can't already have a house
                    if (client.Player.Guild.GuildOwnsHouse)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        ChatUtil.SendSystemMessage(client, "Your Guild already owns a house.");
                        return;
                    }

                    // player needs to be a GM in the guild to xfer his personal house to the guild
                    if (!client.Player.Guild.HasRank(client.Player, Guild.eRank.Leader))
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        ChatUtil.SendSystemMessage(client, "You are not the leader of a guild.");
                        return;
                    }

                    if (HouseMgr.HouseTransferToGuild(client.Player, house))
                    {
                        // This will still take the item even if player answers NO to confirmation.
                        // I'm fixing consignment, not housing, and frankly I'm sick of fixing stuff!  :)  - tolakram
                        client.Player.Inventory.RemoveItem(orgitem);
                        InventoryLogging.LogInventoryAction(client.Player, "(HOUSE;" + housenumber + ")", eInventoryActionType.Other, orgitem.Template, orgitem.Count);
                        client.Player.Guild.UpdateGuildWindow();
                    }

                    return;
                }

                if (house.CanChangeInterior(client.Player, DecorationPermissions.Remove))
                {
                    if (orgitem.Name == "interior banner removal")
                    {
                        house.IndoorGuildBanner = false;
                        ChatUtil.SendSystemMessage(client.Player, "Scripts.Player.Housing.InteriorBannersRemoved", null);
                        return;
                    }

                    if (orgitem.Name == "interior shield removal")
                    {
                        house.IndoorGuildShield = false;
                        ChatUtil.SendSystemMessage(client.Player, "Scripts.Player.Housing.InteriorShieldsRemoved", null);
                        return;
                    }

                    if (orgitem.Name == "carpet removal")
                    {
                        house.Rug1Color = 0;
                        house.Rug2Color = 0;
                        house.Rug3Color = 0;
                        house.Rug4Color = 0;
                        ChatUtil.SendSystemMessage(client.Player, "Scripts.Player.Housing.CarpetsRemoved", null);
                        return;
                    }
                }

                if (house.CanChangeExternalAppearance(client.Player))
                {
                    if (orgitem.Name == "exterior banner removal")
                    {
                        house.OutdoorGuildBanner = false;
                        ChatUtil.SendSystemMessage(client.Player, "Scripts.Player.Housing.OutdoorBannersRemoved", null);
                        return;
                    }

                    if (orgitem.Name == "exterior shield removal")
                    {
                        house.OutdoorGuildShield = false;
                        ChatUtil.SendSystemMessage(client.Player, "Scripts.Player.Housing.OutdoorShieldsRemoved", null);
                        return;
                    }
                }

                int objType = orgitem.Object_Type;
                if (objType == 49) // Garden items
                {
                    method = 1;
                }
                else if (orgitem.Id_nb == "housing_porch_deed" || orgitem.Id_nb == "housing_porch_remove_deed" || orgitem.Id_nb == "housing_consignment_deed")
                {
                    method = 4;
                }
                else if (objType >= 59 && objType <= 64) // Outdoor Roof/Wall/Door/Porch/Wood/Shutter/awning Material item type
                {
                    ChatUtil.SendSystemMessage(client.Player, "Scripts.Player.Housing.HouseUseMaterials", null);
                    return;
                }
                else if (objType == 56 || objType == 52 || (objType >= 69 && objType <= 71)) // Indoor carpets 1-4
                {
                    ChatUtil.SendSystemMessage(client.Player, "Scripts.Player.Housing.HouseUseCarpets", null);
                    return;
                }
                else if (objType == 57 || objType == 58 || // Exterior banner/shield
                         objType == 66 || objType == 67)    // Interior banner/shield
                {
                    method = 6;
                }
                else if (objType == 53 || objType == 55 || objType == 68)
                {
                    method = 5;
                }
                else if (objType == (int)eObjectType.HouseVault)
                {
                    method = 7;
                }

                ChatUtil.SendDebugMessage(client, $"Place Item: method: {method}");

                int pos;
                switch (method)
                {
                case 1:     // GARDEN OBJECT
                {
                    if (client.Player.InHouse)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // no permissions to add to the garden, return
                    if (!house.CanChangeGarden(client.Player, DecorationPermissions.Add))
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // garden is already full, return
                    if (house.OutdoorItems.Count >= Properties.MAX_OUTDOOR_HOUSE_ITEMS)
                    {
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.GardenMaxObjects", null);
                        client.Out.SendInventorySlotsUpdate(new[] { slot });

                        return;
                    }

                    // create an outdoor item to represent the item being placed
                    var oitem = new OutdoorItem
                    {
                        BaseItem = GameServer.Database.FindObjectByKey <ItemTemplate>(orgitem.Id_nb),
                        Model    = orgitem.Model,
                        Position = (byte)_position,
                        Rotation = (byte)rotation
                    };

                    // add item in db
                    pos = GetFirstFreeSlot(house.OutdoorItems.Keys);
                    DBHouseOutdoorItem odbitem = oitem.CreateDBOutdoorItem(housenumber);
                    oitem.DatabaseItem = odbitem;

                    GameServer.Database.AddObject(odbitem);

                    // remove the item from the player's inventory
                    client.Player.Inventory.RemoveItem(orgitem);
                    InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);

                    // add item to outdooritems
                    house.OutdoorItems.Add(pos, oitem);

                    ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.GardenItemPlaced", Properties.MAX_OUTDOOR_HOUSE_ITEMS - house.OutdoorItems.Count);
                    ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.GardenItemPlacedName", orgitem.Name);

                    // update all nearby players
                    foreach (GamePlayer player in WorldMgr.GetPlayersCloseToSpot(house.RegionID, house, WorldMgr.OBJ_UPDATE_DISTANCE))
                    {
                        player.Out.SendGarden(house);
                    }

                    // save the house
                    house.SaveIntoDatabase();
                    break;
                }

                case 2:     // WALL OBJECT
                case 3:     // FLOOR OBJECT
                {
                    if (client.Player.InHouse == false)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // no permission to add to the interior, return
                    if (!house.CanChangeInterior(client.Player, DecorationPermissions.Add))
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // not a wall object, return
                    if (!IsSuitableForWall(orgitem) && method == 2)
                    {
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.NotWallObject", null);
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // not a floor object, return
                    if (objType != 51 && method == 3)
                    {
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.NotFloorObject", null);
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // interior already has max items, return
                    if (house.IndoorItems.Count >= GetMaxIndoorItemsForHouse(house.Model))
                    {
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.IndoorMaxItems", GetMaxIndoorItemsForHouse(house.Model));
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // create an indoor item to represent the item being placed
                    var iitem = new IndoorItem
                    {
                        Model         = orgitem.Model,
                        Color         = orgitem.Color,
                        X             = xpos,
                        Y             = ypos,
                        Size          = orgitem.DPS_AF > 3 ? orgitem.DPS_AF : 100, // max size is 255
                        Position      = _position,
                        PlacementMode = method,
                        BaseItem      = null
                    };

                    // figure out proper rotation for item
                    int properRotation = client.Player.Heading / 10;
                    properRotation = properRotation.Clamp(0, 360);

                    if (method == 2 && IsSuitableForWall(orgitem))
                    {
                        properRotation = 360;
                        if (objType != 50)
                        {
                            client.Out.SendInventorySlotsUpdate(new[] { slot });
                        }
                    }

                    iitem.Rotation = properRotation;

                    pos = GetFirstFreeSlot(house.IndoorItems.Keys);
                    if (objType == 50 || objType == 51)
                    {
                        // its a housing item, so lets take it!
                        client.Player.Inventory.RemoveItem(orgitem);
                        InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);

                        // set right base item, so we can recreate it on take.
                        if (orgitem.Id_nb.Contains("GuildBanner"))
                        {
                            iitem.BaseItem = orgitem.Template;
                            iitem.Size     = 50;     // Banners have to be reduced in size
                        }
                        else
                        {
                            iitem.BaseItem = GameServer.Database.FindObjectByKey <ItemTemplate>(orgitem.Id_nb);
                        }
                    }

                    DBHouseIndoorItem idbitem = iitem.CreateDBIndoorItem(housenumber);
                    iitem.DatabaseItem = idbitem;
                    GameServer.Database.AddObject(idbitem);

                    house.IndoorItems.Add(pos, iitem);

                    // let player know the item has been placed
                    ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.IndoorItemPlaced", GetMaxIndoorItemsForHouse(house.Model) - house.IndoorItems.Count);

                    switch (method)
                    {
                    case 2:
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.IndoorWallPlaced", orgitem.Name);
                        break;

                    case 3:
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.IndoorFloorPlaced", orgitem.Name);
                        break;
                    }

                    // update furniture for all players in the house
                    foreach (GamePlayer plr in house.GetAllPlayersInHouse())
                    {
                        plr.Out.SendFurniture(house, pos);
                    }

                    break;
                }

                case 4:     // PORCH
                {
                    // no permission to add to the garden, return
                    if (!house.CanChangeGarden(client.Player, DecorationPermissions.Add))
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    switch (orgitem.Id_nb)
                    {
                    case "housing_porch_deed":
                        // try and add the porch
                        if (house.AddPorch())
                        {
                            // remove the original item from the player's inventory
                            client.Player.Inventory.RemoveItem(orgitem);
                            InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);
                        }
                        else
                        {
                            ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.PorchAlready", null);
                            client.Out.SendInventorySlotsUpdate(new[] { slot });
                        }

                        return;

                    case "housing_porch_remove_deed":

                        var consignmentMerchant = house.ConsignmentMerchant;
                        if (consignmentMerchant != null && (consignmentMerchant.DBItems(client.Player).Count > 0 || consignmentMerchant.TotalMoney > 0))
                        {
                            ChatUtil.SendSystemMessage(client, "All items and money must be removed from your consigmment merchant in order to remove the porch!");
                            client.Out.SendInventorySlotsUpdate(new[] { slot });
                            return;
                        }

                        // try and remove the porch
                        if (house.RemovePorch())
                        {
                            // remove the original item from the player's inventory
                            client.Player.Inventory.RemoveItem(orgitem);
                            InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);
                        }
                        else
                        {
                            ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.PorchNone", null);
                            client.Out.SendInventorySlotsUpdate(new[] { slot });
                        }

                        return;

                    case "housing_consignment_deed":
                    {
                        // make sure there is a porch for this consignment merchant!
                        if (!house.Porch)
                        {
                            ChatUtil.SendSystemMessage(client, "Your House needs a Porch first.");
                            client.Out.SendInventorySlotsUpdate(new[] { slot });
                            return;
                        }

                        // try and add a new consignment merchant
                        if (house.AddConsignment(0))
                        {
                            // remove the original item from the player's inventory
                            client.Player.Inventory.RemoveItem(orgitem);
                            InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);
                        }
                        else
                        {
                            ChatUtil.SendSystemMessage(client, "You can not add a Consignment Merchant here.");
                            client.Out.SendInventorySlotsUpdate(new[] { slot });
                        }

                        return;
                    }

                    default:
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.PorchNotItem", null);
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }
                }

                case 5:     // HOOKPOINT
                {
                    if (client.Player.InHouse == false)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // no permission to add to the interior, return
                    if (!house.CanChangeInterior(client.Player, DecorationPermissions.Add))
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // don't allow non-hookpoint items to be dropped on hookpoints
                    if (IsSuitableForHookpoint(orgitem) == false)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // if the hookpoint doesn't exist, prompt player to Log it in the database for us
                    if (house.GetHookpointLocation((uint)_position) == null)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });

                        if (client.Account.PrivLevel == (int)ePrivLevel.Admin)
                        {
                            if (client.Player.TempProperties.getProperty(HousingConstants.AllowAddHouseHookpoint, false))
                            {
                                ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.HookPointID", +_position);
                                ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.HookPointCloser", null);

                                client.Player.Out.SendCustomDialog(LanguageMgr.GetTranslation(client.Account.Language, "Scripts.Player.Housing.HookPointLogLoc"), LogLocation);
                            }
                            else
                            {
                                ChatUtil.SendDebugMessage(client, "use '/house addhookpoints' to allow addition of new housing hookpoints.");
                            }
                        }
                    }
                    else if (house.GetHookpointLocation((uint)_position) != null)
                    {
                        var point = new DBHouseHookpointItem
                        {
                            HouseNumber    = house.HouseNumber,
                            ItemTemplateID = orgitem.Id_nb,
                            HookpointID    = (uint)_position
                        };

                        // If we already have soemthing here, do not place more
                        foreach (var hpitem in GameServer.Database.SelectObjects <DBHouseHookpointItem>("`HouseNumber` = @HouseNumber", new QueryParameter("@HouseNumber", house.HouseNumber)))
                        {
                            if (hpitem.HookpointID == point.HookpointID)
                            {
                                ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.HookPointAlready", null);
                                client.Out.SendInventorySlotsUpdate(new[] { slot });
                                return;
                            }
                        }

                        if (house.HousepointItems.ContainsKey(point.HookpointID) == false)
                        {
                            house.HousepointItems.Add(point.HookpointID, point);
                            house.FillHookpoint((uint)_position, orgitem.Id_nb, client.Player.Heading, 0);
                        }
                        else
                        {
                            string error = $"Hookpoint already has item on attempt to attach {orgitem.Id_nb} to hookpoint {_position} for house {house.HouseNumber}!";
                            Log.ErrorFormat(error);
                            client.Out.SendInventorySlotsUpdate(new[] { slot });
                            throw new Exception(error);
                        }

                        // add the item to the database
                        GameServer.Database.AddObject(point);

                        // remove the original item from the player's inventory
                        client.Player.Inventory.RemoveItem(orgitem);
                        InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);

                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.HookPointAdded", null);

                        // save the house
                        house.SaveIntoDatabase();
                    }
                    else
                    {
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.HookPointNot", null);
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                    }

                    // broadcast updates
                    house.SendUpdate();
                    break;
                }

                case 6:
                {
                    // no permission to change external appearance, return
                    if (!house.CanChangeExternalAppearance(client.Player))
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    if (objType == 57)         // We have outdoor banner
                    {
                        house.OutdoorGuildBanner = true;
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.OutdoorBannersAdded", null);
                        client.Player.Inventory.RemoveItem(orgitem);
                        InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);
                    }
                    else if (objType == 58)         // We have outdoor shield
                    {
                        house.OutdoorGuildShield = true;
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.OutdoorShieldsAdded", null);
                        client.Player.Inventory.RemoveItem(orgitem);
                        InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);
                    }
                    else if (objType == 66)         // We have indoor banner
                    {
                        house.IndoorGuildBanner = true;
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.InteriorBannersAdded", null);
                        client.Player.Inventory.RemoveItem(orgitem);
                        InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);
                    }
                    else if (objType == 67)         // We have indoor shield
                    {
                        house.IndoorGuildShield = true;
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.InteriorShieldsAdded", null);
                        client.Player.Inventory.RemoveItem(orgitem);
                        InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);
                    }
                    else
                    {
                        ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.BadShieldBanner", null);
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                    }

                    // save the house and broadcast updates
                    house.SaveIntoDatabase();
                    house.SendUpdate();
                    break;
                }

                case 7:     // House vault.
                {
                    if (client.Player.InHouse == false)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // make sure the hookpoint position is valid
                    if (_position > HousingConstants.MaxHookpointLocations)
                    {
                        ChatUtil.SendSystemMessage(client, "This hookpoint position is unknown, error logged.");
                        Log.Error($"HOUSING: {client.Player.Name} working with invalid position {_position} in house {house.HouseNumber} model {house.Model}");

                        client.Out.SendInventorySlotsUpdate(new[] { slot });
                        return;
                    }

                    // if hookpoint doesn't exist, prompt player to Log it in the database for us
                    if (house.GetHookpointLocation((uint)_position) == null)
                    {
                        client.Out.SendInventorySlotsUpdate(new[] { slot });

                        if (client.Account.PrivLevel == (int)ePrivLevel.Admin)
                        {
                            if (client.Player.TempProperties.getProperty(HousingConstants.AllowAddHouseHookpoint, false))
                            {
                                ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.HookPointID", +_position);
                                ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.HookPointCloser", null);

                                client.Player.Out.SendCustomDialog(LanguageMgr.GetTranslation(client.Account.Language, "Scripts.Player.Housing.HookPointLogLoc"), LogLocation);
                            }
                            else
                            {
                                ChatUtil.SendDebugMessage(client, "use '/house addhookpoints' to allow addition of new housing hookpoints.");
                            }
                        }

                        return;
                    }

                    // make sure we have space to add another vult
                    int vaultIndex = house.GetFreeVaultNumber();
                    if (vaultIndex < 0)
                    {
                        client.Player.Out.SendMessage("You can't add any more vaults to this house!", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        client.Out.SendInventorySlotsUpdate(new[] { slot });

                        return;
                    }

                    // If we already have soemthing here, do not place more
                    foreach (var hpitem in GameServer.Database.SelectObjects <DBHouseHookpointItem>("`HouseNumber` = @HouseNumber", new QueryParameter("@HouseNumber", house.HouseNumber)))
                    {
                        if (hpitem.HookpointID == _position)
                        {
                            ChatUtil.SendSystemMessage(client, "Scripts.Player.Housing.HookPointAlready", null);
                            client.Out.SendInventorySlotsUpdate(new[] { slot });
                            return;
                        }
                    }

                    // create the new vault and attach it to the house
                    var houseVault = new GameHouseVault(orgitem.Template, vaultIndex);
                    houseVault.Attach(house, (uint)_position, (ushort)((client.Player.Heading + 2048) % 4096));

                    // remove the original item from the player's inventory
                    client.Player.Inventory.RemoveItem(orgitem);
                    InventoryLogging.LogInventoryAction(client.Player, $"(HOUSE;{housenumber})", eInventoryActionType.Other, orgitem.Template, orgitem.Count);

                    // save the house and broadcast uodates
                    house.SaveIntoDatabase();
                    house.SendUpdate();
                    return;
                }

                default:
                {
                    ChatUtil.SendDebugMessage(client, "Place Item: Unknown method, do nothing.");
                    client.Out.SendInventorySlotsUpdate(null);
                    break;
                }
                }
            }
            catch (Exception ex)
            {
                Log.Error("HousingPlaceItemHandler", ex);
                client.Out.SendMessage("Error processing housing action; the error has been logged!", eChatType.CT_Staff, eChatLoc.CL_SystemWindow);
                client.Out.SendInventorySlotsUpdate(null);
            }
        }