////////////////////////////////////////////////////////////////////////////////
// it_rh_debug - Debug Random Houses
// By Deva B. Winblood.   November 13th, 2008
////////////////////////////////////////////////////////////////////////////////

void main()
{
   object oPC=GetItemActivator();
   object oDoor=GetItemActivatedTarget();
   if (!GetIsObjectValid(oDoor)||GetObjectType(oDoor)!=OBJECT_TYPE_DOOR)
   { // wrong target
       SendMessageToPC(oPC,"This item can only be used on Random House doors.");
   } // wrong target
   else
   { // valid target
       if (GetStringLength(GetLocalString(oDoor,"sDirection"))>0)
       { // valid target
           SetLocalObject(oPC,"oTarget",oDoor);
           int nType=GetLocalInt(oDoor,"nType");
           int nStyle=GetLocalInt(oDoor,"nStyle");
           if (nType>0)
           { // already defined
               SendMessageToPC(oPC,"This Door is already defined as follows:");
               if (nType==1) SendMessageToPC(oPC,"Type: Small House 1");
               else if (nType==2) SendMessageToPC(oPC,"Type: Small House 2");
               else if (nType==3) SendMessageToPC(oPC,"Type: Large House");
               else if (nType==4) SendMessageToPC(oPC,"Type: Storage Building");
               if (nStyle==1)  SendMessageToPC(oPC,"Style: Single Male");
               else if (nStyle==2) SendMessageToPC(oPC,"Style: Single Female");
               else if (nStyle==3) SendMessageToPC(oPC,"Style: Married Couple");
               else if (nStyle==4) SendMessageToPC(oPC,"Style: Married Couple + Child");
               else if (nStyle==5) SendMessageToPC(oPC,"Style: Bandit - Single Male");
               else if (nStyle==6) SendMessageToPC(oPC,"Style: Bandit - Single Female");
               else if (nStyle==7) SendMessageToPC(oPC,"Style: 2 Bandits");
               else if (nStyle==8) SendMessageToPC(oPC,"Style: 3 Bandits");
               else if (nStyle==9) SendMessageToPC(oPC,"Style: Mage Low Level");
               else if (nStyle==10) SendMessageToPC(oPC,"Style: Mage Mid Level");
               else if (nStyle==11) SendMessageToPC(oPC,"Style: Retired Adventurer");
               else if (nStyle==12) SendMessageToPC(oPC,"Style: Haunted - 1 Ghost");
               else if (nStyle==13) SendMessageToPC(oPC,"Style: Haunted - 2 Ghosts");
               else if (nStyle==14) SendMessageToPC(oPC,"Style: Empty - Nice");
               else if (nStyle==15) SendMessageToPC(oPC,"Style: Empty - Run Down");
               else if (nStyle==16) SendMessageToPC(oPC,"Style: Craftsman");
               else if (nStyle==17) SendMessageToPC(oPC,"Style: Beggar");
               else if (nStyle==18) SendMessageToPC(oPC,"Style: Crime Scene - Murder");
               else if (nStyle==19) SendMessageToPC(oPC,"Style: Crime Scene - Necromancy");
               else if (nStyle==20) SendMessageToPC(oPC,"Style: Crime Scene - Arson");
           } // already defined
           else
           { // initiate dialog
               AssignCommand(oPC,ClearAllActions(TRUE));
               AssignCommand(oPC,ActionStartConversation(oPC,"rh_debug",TRUE,FALSE));
           } // initiate dialog
       } // valid target
       else
       { // invalid target
           SendMessageToPC(oPC,"This Can only be used on external doors for Random Houses.");
       } // invalid target
   } // valid target
}