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path: root/npc/012-8/doorbell.txt
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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

// ID: 1
// $ESTATE_OWNER[.id] → Account ID owner of the Real Estate
// $ESTATE_OWNERNAME$[.id] → Human readable name of Real Estate owner
// $ESTATE_RENTTIME[.id] → When the rent will expire
// $ESTATE_MOBILIA_2[.id] → Bitmask of mobilia currently purchased on Monster Collision (6) (Use on walls only)
// $ESTATE_MOBILIA_4[.id] → Bitmask of mobilia currently purchased on Air Collision (2)
// $ESTATE_MOBILIA_8[.id] → Bitmask of mobilia currently purchased on Water Collision (3)
// $ESTATE_MOBILIA_32[.id] → Bitmask of mobilia currently purchased on Yellow Collision (4)
// $ESTATE_MOBILIA_64[.id] → Bitmask of mobilia currently purchased on Player Collision (5)
// $ESTATE_MOBILIA_128[.id] → Bitmask of mobilia currently purchased on Normal Collision (1)
// $ESTATE_PASSWORD$[.id] → Password to enter the estate. If it is "", then no password required
// Note: GMs and Administrators can always use super password "mouboo" to enter a locked estate
// $ESTATE_DOORBELL[.id] → If doorbell is disabled (enabled by default)

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

// The sign is the main controller
012-8,32,34,0	script	Doorbell#RES_0128	NPC_NO_SPRITE,{
    // Name, Layer, Price, ID, x1, y1, x2, y2, 
    function create_object {
        array_push(.name$, 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;
    }

    if ($ESTATE_OWNER[.id] == getcharid(3))
        goto L_Manage;

    mesc l("This estate currently belongs to @@.", $ESTATE_OWNERNAME$[.id]);
    close;

// If someone press the doorbell from outside and doorbell is enabled
OnDoorbell:
    if (!$ESTATE_DOORBELL[.id])
        end;

    if (.dpost < gettimetick(2)) {
        npctalk ("@@ is pressing the doorbell.", strcharinfo(0));
    }
    .dpost=gettimetick(2)+.delay;
    end;

// Managment Menu
L_Manage:
    mesc l("@@'s Estate", strcharinfo(0));
    mesc ".:: "+ l("Managment Menu") + " ::.";

    .@gp=REAL_ESTATE_CREDITS+Zeny;
    mesc l("Rent time available: @@", FuzzyTime($ESTATE_RENTTIME[.id]));
    mesc l("Total Credits and GP: @@", format_number(.@gp));
    mes "";
    mesc l("Room password: @@", $ESTATE_PASSWORD$[.id]);
    if ($ESTATE_DOORBELL[.id])
        mesc l("Doorbell is disabled"), 1;

    next;
    select
        l("Leave"),
        l("Enable/disable doorbell"),
        l("Manage Furniture"),
        l("Set room password");

    switch (@menu) {
        case 1:
            close;
            break;
        case 2:
            $ESTATE_DOORBELL[.id]=!$ESTATE_DOORBELL[.id];
            break;
        case 3:
            goto L_Furniture;
            break;
        case 4:
            mesc l("(Leave the password blank to disable)");
            mesc l("Current Room password: @@", $ESTATE_PASSWORD$[.id]);
            mesc l("Input new password: ");
            input .@password$;
            mesc l("Repeat new password: ");
            input .@passwordc$;
            if (.@password$ == .@passwordc$) {
                $ESTATE_PASSWORD$[.id]=.@password$;
                mesc l("Password changed with success!"), 3;
            } else {
                mesc l("The passwords doesn't match."), 1;
            }
            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 shelves"),
        l("Manage luxury furniture"),
        l("Manage Desks and Chairs"), // Note: Put chairs in mobilia32
        l("Manage Paintings");
    mes "";

    switch (@menu) {
        case 1:
            goto L_Manage;
            break;
        case 2:
            mesc l("Beds"), 3;
            @re_col=1; // Collision layer to look up
            .@gp=REAL_ESTATE_CREDITS+Zeny; // How much you have
            //@valid_ids=0; // Array of valid entries
            deletearray @valid_ids;

            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, .name$[.@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);

            // Add a function here
            @menuentries$="";
            for (.@j=0; .@j < getarraysize(@valid_ids); .@j++) {
                .@i=@valid_ids[.@j];
                if (realestate_hasmobilia(.id, .layer[.@id], .objid[.@id])) {
                    @menuentries$+=("Sell ")+.name$[.@i]+l(" for ") + format_number( realestate_sellprice(.id,.price[.@i]) ) +":";
                else
                    @menuentries$+=("Purchase ")+.name$[.@i]+(" for ") + format_number( .price[.@i] )+":";
            }
            select (@menuentries$);
            mes "";

            // We have then that (@menu-1) is the ID to toggle
            // in other words, .@id handles everything now
            .@id=@valid_ids[@menu-1];

            if (realestate_hasmobilia(.id, .layer[.@id], .objid[.@id])) {
                // If you have the mobilia, you're selling it for Mobiliary Credits
                .@price=realestate_sellprice(.id,.price[.@i]);
                realestate_togglemobilia(.id, .layer[.@id], .objid[.@id]);
                REAL_ESTATE_CREDITS+=.@price;
                delcells realestate_cellname(.id, .@id);
                mesc l("Sale successful!");
                next;
            } else {
                // Else, you're buying it
                .@price=.price[.@id];
                if (.@gp > .@price) {
                    realestate_payment(.@price);
                    realestate_togglemobilia(.id, .layer[.@id], .objid[.@id]);
                    setcells .mapa$, .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
                    mesc l("Purchase successful!");
                    next;
                } else {
                    mesc l("Not enough funds!");
                    next;
                }
            }

            // Repeat the loop
            break;
        case 3:
            goto L_Furniture;
            break;
        case 4:
            break;
    }
    goto L_Furniture;

L_FindLoop:


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

    // Estate Settings
    .id=1; // Estate ID
    .delay=15; // Forced wait between rings
    .dpost=0; // Last doorbell ring
    .mapa$="012-8";

    // Arrays
    // We go element by element on the array building the menu
    .name$="";
    .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
    create_object("Placeholder" ,99,999999,99999, 99, 99, 99, 99);

    create_object("Bed 01"      , 1,  5000,    1, 24, 24, 25, 27);
    create_object("Bed 02"      , 1,  5000,    2, 26, 24, 27, 27);
    create_object("Bed 03"      , 1,  5000,    4, 28, 24, 29, 27);
    create_object("Bed 04"      , 1,  5000,    8, 30, 24, 31, 27);
    create_object("Bed 05"      , 1,  5000,   16, 24, 29, 25, 32);
    create_object("Bed 06"      , 1,  5000,   32, 26, 29, 27, 32);
    create_object("Bed 07"      , 1,  5000,   64, 28, 29, 29, 32);
    create_object("Bed 08"      , 1,  5000,  128, 30, 29, 31, 32);

    create_object("Wardrobe"    , 5,  7000,    1, 21, 23, 22, 23);
    create_object("Cauldron"    , 5,  5000,    2, 28, 24, 29, 24);
    create_object("Shelf 01"    , 5,  2000,    4, 25, 23, 25, 23);
    create_object("Shelf 02"    , 5,  2000,    8, 26, 23, 26, 23);
    create_object("Shelf 03"    , 5,  2000,   16, 27, 23, 27, 23);
    create_object("Shelf 04"    , 5,  2000,   32, 30, 23, 30, 23);
    create_object("Shelf 05"    , 5,  2000,   64, 31, 23, 31, 23);
    create_object("Shelf 06"    , 5,  2000,  128, 32, 23, 32, 23);
    create_object("Shelf 07"    , 5,  2000,  256, 33, 23, 33, 23);
    create_object("Shelf 08"    , 5,  2000,  512, 34, 23, 34, 23);
    create_object("Shelf 09"    , 5,  2000, 1024, 35, 23, 35, 23);
    create_object("Shelf 10"    , 5,  2000, 2048, 36, 23, 36, 23);
    create_object("Shelf 11"    , 5,  2000, 4096, 37, 23, 37, 23);
    create_object("Shelf 12"    , 5,  2000, 8192, 38, 23, 38, 23);

    create_object("Piano"       , 3, 10000,    1, 33, 25, 35, 25);

    create_object("Left Desk"   , 2,  5000,    1, 20, 25, 22, 27);
    create_object("Right Desk"  , 2,  5000,    2, 36, 30, 38, 32);

    create_object("Left Chair"  , 4,  2000,    1, 21, 28, 21, 28);
    create_object("Right Chair" , 4,  2000,    2, 37, 29, 37, 29);

    create_object("Painting 01" , 6,  3000,    1, 21, 20, 21, 20);
    create_object("Painting 02" , 6,  3000,    2, 23, 21, 23, 21);
    create_object("Painting 03" , 6,  3000,    4, 25, 20, 25, 20);
    create_object("Painting 04" , 6,  3000,    8, 28, 21, 28, 21);
    create_object("Painting 05" , 6,  3000,   16, 31, 20, 31, 20);
    create_object("Painting 06" , 6,  3000,   32, 36, 20, 36, 20);

    // Load Mobilia already existing
    debugmes "[REAL ESTATE] Now loading mobilia";
    for (.@i=0; .@i < getarraysize(.layer); .@i++) {
        switch (.layer[.@i]) {
            case 1:
                if ($ESTATE_MOBILIA_128[.id] & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 2:
                if ($ESTATE_MOBILIA_4[.id] & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 3:
                if ($ESTATE_MOBILIA_8[.id] & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 4:
                if ($ESTATE_MOBILIA_32[.id] & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 5:
                if ($ESTATE_MOBILIA_64[.id] & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            case 6:
                if ($ESTATE_MOBILIA_2[.id] & .objid[.@i])
                    array_push(.valid_ids, .@i);
                break;
            default:
                // We do nothing by default
                //debugmes("[ERROR] [CRITICAL] [REAL ESTATE]: Object %d have Invalid Collision Type: %d (must range 1~6)", .@i, .layer[.@i]);
                break;
        }
    }
    debugmes "Found %d valid objects", getarraysize(.valid_ids);
    for (.@j=0; .@j < getarraysize(.valid_ids); .@j++) {
        .@id=.valid_ids[.@j];
        setcells .mapa$, .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
        debugmes "Creating %s in %s", realestate_cellname(.id, .@id), .mapa$;
    }
    deletearray .valid_ids;
    stopnpctimer;
    end;

}