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// TMW2: Moubootaur Legends scripts.
// Author:
//    Jesusalva
// Description:
//    Real Estate System
//    Doorbell allows you to purchase mobilia, besides loading it when server starts
//    Each layer can have 32 different furniture pieces because bitmask limit.
//    This file is custom to every room

// ESTATE_ID → Instance ID of the Estate (required for NPCs, expire)
// ESTATE_RENTTIME → When the rent will expire
// ESTATE_MOBILIA_2 → Bitmask of mobilia currently purchased on Monster Collision (6) (Use on walls only)
// ESTATE_MOBILIA_4 → Bitmask of mobilia currently purchased on Air Collision (2)
// ESTATE_MOBILIA_8 → Bitmask of mobilia currently purchased on Water Collision (3)
// ESTATE_MOBILIA_32 → Bitmask of mobilia currently purchased on Yellow Collision (4)
// ESTATE_MOBILIA_64 → Bitmask of mobilia currently purchased on Normal Collision (1)
// ESTATE_MOBILIA_128 → Bitmask of mobilia currently purchased on Player Collision (5)

// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first.

// The sign is the main controller
024-14,32,34,0	script	Doorbell#RES_PPL	NPC_NO_SPRITE,{
    // Name, Layer, Price, ID, x1, y1, x2, y2,
    function create_object {
        array_push(.nams$, getarg(0));
        array_push(.layer, getarg(1));
        array_push(.price, getarg(2));
        array_push(.objid, getarg(3));
        array_push(.x1, getarg(4));
        array_push(.y1, getarg(5));
        array_push(.x2, getarg(6));
        array_push(.y2, getarg(7));
        return;
    }
    function re2_sellprice;
    function re2_togglemobilia;
    function re2_hasmobilia;

    .id=getcharid(0);
    goto L_Manage;
// Managment Menu
L_Manage:
    mesc l("@@'s Apartment", strcharinfo(0));
    mesc ".:: "+ l("Managment Menu") + " ::.";

    .@gp=REAL_ESTATE_CREDITS+Zeny;
    mesc l("Rent time available: @@", FuzzyTime(ESTATE_RENTTIME));
    mesc l("Total Credits and GP: @@", format_number(.@gp));
    mes "";

    next;
    select
        l("Leave"),
        l("Manage Furniture"),
        rif(is_staff(), l("Reload NPC Data"));

    switch (@menu) {
        case 1:
            close;
            break;
        case 2:
            goto L_Furniture;
            break;
        case 3:
            addtimer2(150, instance_npcname("NPCs#RES_PPL")+"::OnReload");
            close;
            break;
    }
    goto L_Manage;

L_Furniture:
    mesc l("@@'s Estate", strcharinfo(0));
    mesc ".:: "+ l("Furniture Menu") + " ::.";

    .@gp=REAL_ESTATE_CREDITS+Zeny;
    mesc l("Total Credits and GP: @@", format_number(.@gp));

    next;
    select
        l("Finish"),
        l("Manage Beds"),
        l("Manage Utilities"),
        l("Manage Luxury furniture"),
        l("Manage Decoration"),
        l("Manage Chairs"),
        l("Manage Paintings");
    mes "";

    switch (@menu) {
        case 1:
            goto L_Manage;
            break;
        case 2:
            mesc ".:: "+ l("Beds") + " ::.", 3;
            @re_col=RES_OBJECTS;
            break;
        case 3:
            mesc ".:: "+ l("Utilities") + " ::.", 3;
            @re_col=RES_UTILITIES;
            break;
        case 4:
            mesc ".:: "+ l("Luxury furniture") + " ::.", 3;
            @re_col=RES_LUXURY;
            break;
        case 5:
            mesc ".:: "+ l("Decoration") + " ::.", 3;
            @re_col=RES_DECORATION;
            break;
        case 6:
            mesc ".:: "+ l("Chairs") + " ::.", 3;
            @re_col=RES_SITTABLE;
            break;
        case 7:
            mesc ".:: "+ l("Paintings") + " ::.", 3;
            @re_col=RES_WALLDECORATION;
            break;
    }

// L_ContinuousLoop
// Requires the following variables:
//  @re_col
//      Target Collision ID
L_ContinuousLoop:
    deletearray @valid_ids;

    // Create a second array (@valid_ids) with the ID of objects within @re_col group
    for (.@i=0; .@i < getarraysize(.layer); .@i++) {
        //debugmes "Found object ID %d named %s on layer %s coords (%d,%d) - Looking for layer %d", .@i, .nams$[.@i], .layer[.@i], .x1[.@i], .y1[.@i], @re_col;
        if (.layer[.@i] == @re_col)
            array_push(@valid_ids, .@i);
    }
    //debugmes "Found %d valid objects", getarraysize(@valid_ids);

    // Create the menu with @valid_ids - Check if you already have the item to decide if you're buying or selling
    @menuentries$="Finish:";
    for (.@j=0; .@j < getarraysize(@valid_ids); .@j++) {
        .@i=@valid_ids[.@j];
        if (re2_hasmobilia(.id, .layer[.@i], .objid[.@i]))
            @menuentries$+=l("Sell ")+.nams$[.@i]+l(" for ") + format_number( re2_sellprice(.id,.price[.@i]) ) +":";
        else
            @menuentries$+=l("Purchase ")+.nams$[.@i]+(" for ") + format_number( .price[.@i] )+":";
    }
    select (@menuentries$);
    mes "";

    // First option to return to previous menu
    if (@menu == 1)
        goto L_Furniture;

    // Otherwise, we know then that (@menu-2) is the ID in @valid_ids
    // So we save .@id with the correct ID in object arrays.
    // We also calculate how much aggregated money you have.
    .@id=@valid_ids[@menu-2];
    .@gp=REAL_ESTATE_CREDITS+Zeny;

    if (re2_hasmobilia(.id, .layer[.@id], .objid[.@id])) {
        // If you have the mobilia, you're selling it for Mobiliary Credits
        delcells realestate_cellname(.id, .@id);
        re2_togglemobilia(.id, .layer[.@id], .objid[.@id]);
        addtimer2(150, "NPCs#RES_PPL::OnReload");
        REAL_ESTATE_CREDITS+=re2_sellprice(.id,.price[.@i]);
        mesc l("Sale successful!");
        next;
    } else {
        // Else, you're buying it, so we must check if you have the moolah first
        .@price=.price[.@id];
        if (.@gp > .@price) {
            realestate_payment(.@price);
            setcells "ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
            areatimer("ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], 10, "::OnSlide");
            re2_togglemobilia(.id, .layer[.@id], .objid[.@id]);
            addtimer2(150, "NPCs#RES_PPL::OnReload");
            mesc l("Purchase successful!");
            next;
        } else {
            mesc l("Not enough funds!");
            next;
        }
    }

    // This loops forever
    goto L_ContinuousLoop;


// When using setcells() a player could get trapped!
// This label will slide the player back to entrance, which should be a safe spot
OnSlide:
    slide 33, 33;
    end;

OnInit:
    .sex = G_OTHER;
    .distance = 3;

    // Arrays
    // We go element by element on the array building the menu
    .nams$="";
    .layer=0;
    .price=0;
    .objid=0;
    .x1=0;
    .y1=0;
    .x2=0;
    .y2=0;

    // Furniture Settings
    // Name, Collision Layer, Price, ID, x1, y1, x2, y2
    // For Collision Layer, see constants.conf ("Real Estate Collisions")
    create_object("Placeholder" ,99,999999,99999, 99, 99, 99, 99);

    create_object("Red Bed"     , 5,  5000,    1, 25, 29, 26, 32);
    create_object("Blue Bed"    , 5,  5000,    2, 27, 29, 28, 32);

    create_object("Wardrobe"    , 1,  7000,    1, 25, 26, 26, 26);
    create_object("Cauldron"    , 1,  5000,    2, 28, 27, 29, 27);
    create_object("Empty Shelf" , 1,  2000,    4, 34, 26, 34, 26);
    create_object("Bookshelf"   , 1,  2000,    8, 35, 26, 35, 26);
    create_object("Bottle Shelf", 1,  2000,   16, 36, 26, 36, 26);
    create_object("Beer Shelf"  , 1,  2000,   32, 37, 26, 37, 26);

    create_object("Piano"       , 3, 10000,    1, 31, 26, 33, 26);

    create_object("Right Desk"  , 2,  5000,    2, 36, 30, 38, 32);

    create_object("Right Chair" , 4,  2000,    2, 37, 29, 37, 29);

    create_object("Painting 01" , 6,  3000,    1, 27, 23, 27, 23);
    create_object("Painting 02" , 6,  3000,    2, 29, 24, 29, 24);
    create_object("Painting 03" , 6,  3000,    4, 32, 23, 32, 23);
    create_object("Painting 04" , 6,  3000,    8, 35, 23, 35, 23);
    end;

OnReload:
    // Load Mobilia already existing
    debugmes "[REAL ESTATE] Now loading mobilia";
    for (.@i=0; .@i < getarraysize(.layer); .@i++) {
        switch (.layer[.@i]) {
            case 1:
                if (ESTATE_MOBILIA_64 & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 2:
                if (ESTATE_MOBILIA_4 & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 3:
                if (ESTATE_MOBILIA_8 & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 4:
                if (ESTATE_MOBILIA_32 & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 5:
                if (ESTATE_MOBILIA_128 & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 6:
                if (ESTATE_MOBILIA_2 & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            default:
                break;
        }
    }
    debugmes "Found %d valid objects", getarraysize(.valid_ids);
    for (.@j=0; .@j < getarraysize(.valid_ids); .@j++) {
        .@id=.valid_ids[.@j];
        setcells "ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
    }
    deletearray .valid_ids;
    end;


    // Additional crap needed because instance system
    // Previously declared functions here. Copy paste from functions/, but without $.
    function re2_sellprice
    {
        .@timeleft=ESTATE_RENTTIME-gettimetick(2); // Number of seconds
        .@daysleft=.@timeleft/86400; // Number of days left of rent
        .@weeksleft=.@timeleft/604800; // Number of weeks left of rent
        return (getarg(1)/max(1, 6-.@weeksleft)) - max(0, 45-.@daysleft);
    }
    function re2_togglemobilia
    {
        switch (getarg(1)) {
            case 1:
                ESTATE_MOBILIA_64 = ESTATE_MOBILIA_64 ^ getarg(2); break;
            case 2:
                ESTATE_MOBILIA_4 = ESTATE_MOBILIA_4 ^ getarg(2); break;
            case 3:
                ESTATE_MOBILIA_8 = ESTATE_MOBILIA_8 ^ getarg(2); break;
            case 4:
                ESTATE_MOBILIA_32 = ESTATE_MOBILIA_32 ^ getarg(2); break;
            case 5:
                ESTATE_MOBILIA_128 = ESTATE_MOBILIA_128 ^ getarg(2); break;
            case 6:
                ESTATE_MOBILIA_2 = ESTATE_MOBILIA_2 ^ getarg(2); break;
            default:
                debugmes("[ERROR] [CRITICAL] [REAL ESTATE]: Object %d have Invalid Collision Type: %d (must range 1~6)", getarg(2), getarg(1)); break;
        }
        if (getarg(3, "error") != "error") { addtimer2(150, "NPCs#RES_PPL::OnReload"); }
        return;
    }
    function re2_hasmobilia
    {
        switch (getarg(1)) {
            case 1:
                return ESTATE_MOBILIA_64 & getarg(2);
            case 2:
                return ESTATE_MOBILIA_4 & getarg(2);
            case 3:
                return ESTATE_MOBILIA_8 & getarg(2);
            case 4:
                return ESTATE_MOBILIA_32 & getarg(2);
            case 5:
                return ESTATE_MOBILIA_128 & getarg(2);
            case 6:
                return ESTATE_MOBILIA_2 & getarg(2);
            default:
                debugmes("[ERROR] [CRITICAL] [REAL ESTATE]: Object %d have Invalid Collision Type: %d (must range 1~6)", getarg(2), getarg(1)); return false;
        }
        return false;
    }

}