* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
155 lines
4.4 KiB
C#
155 lines
4.4 KiB
C#
using System;
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using Server.Items;
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using Server.Mobiles;
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namespace Server.Engines.Quests.Necro
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{
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public class KronusScroll : QuestItem
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{
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private static Rectangle2D m_WellOfTearsArea = new Rectangle2D(2080, 1346, 10, 10);
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private static readonly Map m_WellOfTearsMap = Map.Malas;
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[Constructible]
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public KronusScroll() : base(0x227A)
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{
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Weight = 1.0;
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Hue = 0x44E;
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}
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public KronusScroll(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1060149; // Calling of Kronus
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public override bool CanDrop(PlayerMobile player) => !(player.Quest is DarkTidesQuest);
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from))
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return;
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if (from is PlayerMobile pm)
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{
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QuestSystem qs = pm.Quest;
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if (qs is DarkTidesQuest)
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{
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if (qs.IsObjectiveInProgress(typeof(FindMardothAboutKronusObjective)))
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{
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pm.SendLocalizedMessage(1060151, "",
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0x41); // You read the scroll, but decide against performing the calling until you are instructed to do so by Mardoth.
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}
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else if (qs.IsObjectiveInProgress(typeof(FindWellOfTearsObjective)))
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{
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pm.SendLocalizedMessage(1060152, "",
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0x41); // You must be at the Well of Tears in the city of Necromancers to use this scroll.
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}
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else if (qs.IsObjectiveInProgress(typeof(UseCallingScrollObjective)))
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{
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if (pm.Map == m_WellOfTearsMap && m_WellOfTearsArea.Contains(pm))
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{
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QuestObjective obj = qs.FindObjective<UseCallingScrollObjective>();
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if (obj?.Completed == false)
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obj.Complete();
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Delete();
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new CallingTimer(pm).Start();
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}
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else
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{
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pm.SendLocalizedMessage(1060152, "",
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0x41); // You must be at the Well of Tears in the city of Necromancers to use this scroll.
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}
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}
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else
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{
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pm.SendLocalizedMessage(1060150, "",
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0x41); // A strange terror grips your heart as you attempt to read the scroll. You decide it would be a bad idea to read it out loud.
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}
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}
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}
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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private class CallingTimer : Timer
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{
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private PlayerMobile m_Player;
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private int m_Step;
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public CallingTimer(PlayerMobile player) : base(TimeSpan.Zero, TimeSpan.FromSeconds(1.0), 6)
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{
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Priority = TimerPriority.TwentyFiveMS;
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m_Player = player;
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m_Step = 0;
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}
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protected override void OnTick()
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{
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if (m_Player.Deleted)
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{
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Stop();
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return;
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}
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if (!m_Player.Mounted)
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m_Player.Animate(Utility.RandomBool() ? 16 : 17, 7, 1, true, false, 0);
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if (m_Step == 4)
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{
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int baseX = m_WellOfTearsArea.X;
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int baseY = m_WellOfTearsArea.Y;
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int width = m_WellOfTearsArea.Width;
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int height = m_WellOfTearsArea.Height;
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Map map = m_WellOfTearsMap;
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Effects.SendLocationParticles(
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EffectItem.Create(m_Player.Location, m_Player.Map, TimeSpan.FromSeconds(1.0)), 0, 0, 0, 0x13C4);
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Effects.PlaySound(m_Player.Location, m_Player.Map, 0x243);
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for (int i = 0; i < 15; i++)
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{
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int x = baseX + Utility.Random(width);
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int y = baseY + Utility.Random(height);
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int z = map.GetAverageZ(x, y);
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Point3D from = new Point3D(x, y, z + Utility.RandomMinMax(5, 20));
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Point3D to = new Point3D(x, y, z);
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int hue = Utility.RandomList(0x481, 0x482, 0x489, 0x497, 0x66D);
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Effects.SendMovingEffect(from, to, map, 0x36D4, 0, 0, false, true, hue);
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}
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}
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if (m_Step < 5)
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{
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m_Player.Frozen = true;
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}
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else // Cast completed
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{
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m_Player.Frozen = false;
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SummonedPaladin.BeginSummon(m_Player);
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}
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m_Step++;
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}
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}
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}
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}
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