public override void OnDoubleClick(Mobile from) { if (!this.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it. } else if (from.AccessLevel < AccessLevel.GameMaster && BaseHouse.AtAccountHouseLimit(from)) { if (BaseHouse.AccountHouseLimit == 1) { from.SendLocalizedMessage(501271); // You already own a house, you may not place another! } else { from.SendMessage("You already own {0} houses, you may not place any more!", BaseHouse.AccountHouseLimit.ToString()); } } else { from.SendLocalizedMessage(1010433); /* House placement cancellation could result in a * 60 second delay in the return of your deed. */ from.Target = new HousePlacementTarget(this); } }
public override void OnDoubleClick(Mobile m) { if (m.AccessLevel != AccessLevel.Player) { new TownHouseSetupGump(m, this); } else if (!Visible) { return; } else if (CanBuyHouse(m) && !BaseHouse.AtAccountHouseLimit(m)) //UOSI: Changed to AtAccountHouseLimit as function HasAccountHouse does not exist. { new TownHouseConfirmGump(m, this); } else { m.SendMessage("You cannot purchase this house."); } }
public void OnPlacement(Mobile from, Point3D p) { if (this.Deleted) { return; } if (!this.IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it. } else if (from.AccessLevel < AccessLevel.GameMaster && BaseHouse.AtAccountHouseLimit(from)) { if (BaseHouse.AccountHouseLimit == 1) { from.SendLocalizedMessage(501271); // You already own a house, you may not place another! } else { from.SendMessage("You already own {0} houses, you may not place any more!", BaseHouse.AccountHouseLimit.ToString()); } } else { ArrayList toMove; Point3D center = new Point3D(p.X - this.m_Offset.X, p.Y - this.m_Offset.Y, p.Z - this.m_Offset.Z); HousePlacementResult res = HousePlacement.Check(from, this.m_MultiID, center, out toMove); switch (res) { case HousePlacementResult.Valid: { BaseHouse house = this.GetHouse(from); house.MoveToWorld(center, from.Map); this.Delete(); for (int i = 0; i < toMove.Count; ++i) { object o = toMove[i]; if (o is Mobile) { ((Mobile)o).Location = house.BanLocation; } else if (o is Item) { ((Item)o).Location = house.BanLocation; } } break; } case HousePlacementResult.BadItem: case HousePlacementResult.BadLand: case HousePlacementResult.BadStatic: case HousePlacementResult.BadRegionHidden: { from.SendLocalizedMessage(1043287); // The house could not be created here. Either something is blocking the house, or the house would not be on valid terrain. break; } case HousePlacementResult.NoSurface: { from.SendMessage("The house could not be created here. Part of the foundation would not be on any surface."); break; } case HousePlacementResult.BadRegion: { from.SendLocalizedMessage(501265); // Housing cannot be created in this area. break; } case HousePlacementResult.BadRegionTemp: { from.SendLocalizedMessage(501270); //Lord British has decreed a 'no build' period, thus you cannot build this house at this time. break; } case HousePlacementResult.BadRegionRaffle: { from.SendLocalizedMessage(1150493); // You must have a deed for this plot of land in order to build here. break; } case HousePlacementResult.NoQueenLoyalty: { from.SendLocalizedMessage(1113707, "10000"); // You must have at lease ~1_MIN~ loyalty to the Gargoyle Queen to place a house in Ter Mur. break; } } } }
public void PlacementWarning_Callback(Mobile from, bool okay, object state) { if (!from.CheckAlive() || from.Backpack == null || from.Backpack.FindItemByType(typeof(HousePlacementTool)) == null) { return; } PreviewHouse prevHouse = (PreviewHouse)state; if (!okay) { prevHouse.Delete(); return; } if (prevHouse.Deleted) { /* Too much time has passed and the test house you created has been deleted. * Please try again! */ from.SendGump(new NoticeGump(1060637, 30720, 1060647, 32512, 320, 180, null, null)); return; } Point3D center = prevHouse.Location; Map map = prevHouse.Map; prevHouse.Delete(); ArrayList toMove; //Point3D center = new Point3D( p.X - m_Offset.X, p.Y - m_Offset.Y, p.Z - m_Offset.Z ); HousePlacementResult res = HousePlacement.Check(from, m_MultiID, center, out toMove); switch (res) { case HousePlacementResult.Valid: { if (from.AccessLevel < AccessLevel.GameMaster && BaseHouse.AtAccountHouseLimit(from)) { if (BaseHouse.AccountHouseLimit == 1) { from.SendLocalizedMessage(501271); // You already own a house, you may not place another! } else { from.SendMessage("You already own {0} houses, you may not place any more!", BaseHouse.AccountHouseLimit.ToString()); } } else { BaseHouse house = ConstructHouse(from); if (house == null) { return; } house.Price = m_Cost; if (from.AccessLevel >= AccessLevel.GameMaster) { from.SendMessage("{0} gold would have been withdrawn from your bank if you were not a GM.", m_Cost.ToString()); } else { if (Banker.Withdraw(from, m_Cost)) { from.SendLocalizedMessage(1060398, m_Cost.ToString()); // ~1_AMOUNT~ gold has been withdrawn from your bank box. } else { house.RemoveKeys(from); house.Delete(); from.SendLocalizedMessage(1060646); // You do not have the funds available in your bank box to purchase this house. Try placing a smaller house, or adding gold or checks to your bank box. return; } } house.MoveToWorld(center, from.Map); if (house is HouseFoundation) { ((HouseFoundation)house).OnPlacement(); } for (int i = 0; i < toMove.Count; ++i) { object o = toMove[i]; if (o is Mobile) { ((Mobile)o).Location = house.BanLocation; } else if (o is Item) { ((Item)o).Location = house.BanLocation; } } } break; } case HousePlacementResult.BadItem: case HousePlacementResult.BadLand: case HousePlacementResult.BadStatic: case HousePlacementResult.BadRegionHidden: case HousePlacementResult.NoSurface: { from.SendLocalizedMessage(1043287); // The house could not be created here. Either something is blocking the house, or the house would not be on valid terrain. break; } case HousePlacementResult.BadRegion: { from.SendLocalizedMessage(501265); // Housing cannot be created in this area. break; } case HousePlacementResult.BadRegionTemp: { from.SendLocalizedMessage(501270); // Lord British has decreed a 'no build' period, thus you cannot build this house at this time. break; } case HousePlacementResult.BadRegionRaffle: { from.SendLocalizedMessage(1150493); // You must have a deed for this plot of land in order to build here. break; } case HousePlacementResult.InvalidCastleKeep: { from.SendLocalizedMessage(1061122); // Castles and keeps cannot be created here. break; } case HousePlacementResult.NoQueenLoyalty: { from.SendLocalizedMessage(1113707, "10000"); // You must have at lease ~1_MIN~ loyalty to the Gargoyle Queen to place a house in Ter Mur. break; } } }