public CGroundTypeGump(CellarDeed2 Cellar) : base(50, 50) { m_Cellar = Cellar; Closable = true; Disposable = true; Dragable = true; Resizable = false; AddPage(0); AddBackground(30, 29, 130, 190, 5120); AddImageTiled(35, 58, 130, 10, 5121); AddHtml(37, 34, 276, 19, @"<BASEFONT COLOR=WHITE>Cellar Ground Type</BASEFONT>", (bool)false, (bool)false); AddLabel(65, 65, 1149, @"Grass"); AddImageTiledButton(45, 65, 11400, 11400, (int)Buttons.Grass, GumpButtonType.Reply, 0, 11400, 0, 10, 10, 0); AddLabel(65, 90, 1149, @"Dirt"); AddImageTiledButton(45, 90, 11400, 11400, (int)Buttons.Dirt, GumpButtonType.Reply, 0, 11400, 0, 10, 10, 0); AddLabel(65, 115, 1149, @"Stone"); AddImageTiledButton(45, 115, 11400, 11400, (int)Buttons.Stone, GumpButtonType.Reply, 0, 11400, 0, 10, 10, 0); AddLabel(65, 140, 1149, @"Dark Stone"); AddImageTiledButton(45, 140, 11400, 11400, (int)Buttons.DStone, GumpButtonType.Reply, 0, 11400, 0, 10, 10, 0); AddLabel(65, 165, 1149, @"Flagstone"); AddImageTiledButton(45, 165, 11400, 11400, (int)Buttons.Flagstone, GumpButtonType.Reply, 0, 11400, 0, 10, 10, 0); AddLabel(65, 190, 1149, @"Wood"); AddImageTiledButton(45, 190, 11400, 11400, (int)Buttons.Wood, GumpButtonType.Reply, 0, 11400, 0, 10, 10, 0); }
public override void OnChop(Mobile from) { CellarDeed2 deed = new CellarDeed2(); if (from != null) { from.AddToBackpack(deed); } this.Delete(); }
public override void OnChop(Mobile from) { CellarDeed2 deed = new CellarDeed2(); if ( from != null ) from.AddToBackpack(deed); this.Delete(); }
private void TryInitialise() { if (!this.m_initialised && this.Map != Map.Internal && this.Location != Point3D.Zero) { this.m_initialised = true; BaseHouse house = (BaseHouse.FindHouseAt((BaseAddon)this)); m_House = house; n_Map = ((BaseAddon)this).Map; CellarDeed2 gt = (CellarDeed2)Deed; Point3D hsp = new Point3D(this.X, this.Y, this.Z); Sector s = n_Map.GetSector(hsp); int houseYOffset = this.Y - house.Y; int houseXOffset = this.X - house.X; int type = (int)gt.m_LandType; if (null != house.Area && house.Area.Length > 0) { //Find the minimum z value, so we can ensure it is all underground. int minz = 150; for (int i = 0; i < house.Area.Length; ++i) { Rectangle2D area = house.Area[i]; int width = area.Width; int height = area.Height; for (int rx = 0; rx < width; ++rx) { for (int ry = 0; ry < height; ++ry) { int vx = rx + area.X - houseXOffset; int vy = ry + area.Y - houseYOffset; minz = Math.Min(n_Map.GetAverageZ(vx, vy) - 40, minz); } } } minz = minz - this.Z; //Place components for (int i = 0; i < house.Area.Length; ++i) { Rectangle2D area = house.Area[i]; int width = area.Width; int height = area.Height; for (int rx = 0; rx < width; ++rx) { for (int ry = 0; ry < height; ++ry) { int vx = rx + area.X - houseXOffset; int vy = ry + area.Y - houseYOffset; AddComponent(new AddonComponent(type), vx, vy, minz); } } } this.m_topTeleporter.ZOffset = minz; AddComponent(new CellarTeleporter4(-minz), 0, 0, minz); } } }