ModernUO/Projects/Scripts/Items/Maps/MapItem.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* 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
2019-11-11 12:40:16 +01:00

335 lines
7.9 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.Craft;
using Server.Network;
namespace Server.Items
{
[Flippable(0x14EB, 0x14EC)]
public class MapItem : Item, ICraftable
{
private const int MaxUserPins = 50;
private bool m_Editable;
private Map m_Facet;
[Constructible]
public MapItem(Map facet = null) : base(0x14EC)
{
Weight = 1.0;
Width = 200;
Height = 200;
m_Facet = facet;
}
public MapItem(Serial serial) : base(serial)
{
}
[CommandProperty(AccessLevel.GameMaster)]
public bool Protected{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public Rectangle2D Bounds{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public int Width{ get; set; }
[CommandProperty(AccessLevel.GameMaster)]
public int Height{ get; set; }
public List<Point2D> Pins{ get; } = new List<Point2D>();
[CommandProperty(AccessLevel.GameMaster)]
public virtual Map Facet
{
get => m_Facet;
set => m_Facet = value;
}
#region ICraftable Members
public int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool,
CraftItem craftItem, int resHue)
{
CraftInit(from);
return 1;
}
#endregion
public virtual void CraftInit(Mobile from)
{
}
public void SetDisplay(int x1, int y1, int x2, int y2, int w, int h)
{
Width = w;
Height = h;
if (x1 < 0)
x1 = 0;
if (y1 < 0)
y1 = 0;
if (x2 >= 5120)
x2 = 5119;
if (y2 >= 4096)
y2 = 4095;
Bounds = new Rectangle2D(x1, y1, x2 - x1, y2 - y1);
}
public override void OnDoubleClick(Mobile from)
{
if (from.InRange(GetWorldLocation(), 2))
DisplayTo(from);
else
from.SendLocalizedMessage(500446); // That is too far away.
}
public virtual void DisplayTo(Mobile from)
{
NetState ns = from.NetState;
if (ns.NewCharacterList) // 7.0.13.0+ supports maps on all facets
MapItemPackets.SendMapDetailsNew(ns, this);
else if (Facet != null && Facet != Map.Felucca && Facet != Map.Trammel) // Is it Felucca and Trammel, or just Felucca?
{
from.SendMessage("You must have client 7.0.13.0 or higher to display this map.");
return;
}
else
MapItemPackets.SendMapDetailsOld(ns, this);
MapItemPackets.SendMapDisplay(from.NetState, this);
for (int i = 0; i < Pins.Count; ++i)
MapItemPackets.SendMapAddPin(from.NetState, this, Pins[i]);
MapItemPackets.SendMapSetEditable(from.NetState, this, ValidateEdit(from));
}
public virtual void OnAddPin(Mobile from, int x, int y)
{
if (!ValidateEdit(from))
return;
if (Pins.Count >= MaxUserPins)
return;
Validate(ref x, ref y);
AddPin(x, y);
}
public virtual void OnRemovePin(Mobile from, int number)
{
if (!ValidateEdit(from))
return;
RemovePin(number);
}
public virtual void OnChangePin(Mobile from, int number, int x, int y)
{
if (!ValidateEdit(from))
return;
Validate(ref x, ref y);
ChangePin(number, x, y);
}
public virtual void OnInsertPin(Mobile from, int number, int x, int y)
{
if (!ValidateEdit(from))
return;
if (Pins.Count >= MaxUserPins)
return;
Validate(ref x, ref y);
InsertPin(number, x, y);
}
public virtual void OnClearPins(Mobile from)
{
if (!ValidateEdit(from))
return;
ClearPins();
}
public virtual void OnToggleEditable(Mobile from)
{
if (Validate(from))
m_Editable = !m_Editable;
MapItemPackets.SendMapSetEditable(from.NetState, this, m_Editable && ValidateEdit(from));
}
public virtual void Validate(ref int x, ref int y)
{
if (x < 0)
x = 0;
else if (x >= Width)
x = Width - 1;
if (y < 0)
y = 0;
else if (y >= Height)
y = Height - 1;
}
public virtual bool ValidateEdit(Mobile from) => m_Editable && Validate(from);
public virtual bool Validate(Mobile from)
{
if (!from.CanSee(this) || from.Map != Map || !from.Alive || InSecureTrade)
return false;
if (from.AccessLevel >= AccessLevel.GameMaster)
return true;
if (!Movable || Protected || !from.InRange(GetWorldLocation(), 2))
return false;
return !(RootParent is Mobile && RootParent != from);
}
public void ConvertToWorld(int x, int y, out int worldX, out int worldY)
{
worldX = Bounds.Width * x / Width + Bounds.X;
worldY = Bounds.Height * y / Height + Bounds.Y;
}
public void ConvertToMap(int x, int y, out int mapX, out int mapY)
{
mapX = (x - Bounds.X) * Width / Bounds.Width;
mapY = (y - Bounds.Y) * Width / Bounds.Height;
}
public virtual void AddWorldPin(int x, int y)
{
ConvertToMap(x, y, out int mapX, out int mapY);
AddPin(mapX, mapY);
}
public virtual void AddPin(int x, int y)
{
Pins.Add(new Point2D(x, y));
}
public virtual void RemovePin(int index)
{
if (index > 0 && index < Pins.Count)
Pins.RemoveAt(index);
}
public virtual void InsertPin(int index, int x, int y)
{
if (index < 0 || index >= Pins.Count)
Pins.Add(new Point2D(x, y));
else
Pins.Insert(index, new Point2D(x, y));
}
public virtual void ChangePin(int index, int x, int y)
{
if (index >= 0 && index < Pins.Count)
Pins[index] = new Point2D(x, y);
}
public virtual void ClearPins()
{
Pins.Clear();
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1);
writer.Write(m_Facet);
writer.Write(Bounds);
writer.Write(Width);
writer.Write(Height);
writer.Write(Protected);
writer.Write(Pins.Count);
for (int i = 0; i < Pins.Count; ++i)
writer.Write(Pins[i]);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 1:
m_Facet = reader.ReadMap();
goto case 0;
case 0:
{
Bounds = reader.ReadRect2D();
Width = reader.ReadInt();
Height = reader.ReadInt();
Protected = reader.ReadBool();
int count = reader.ReadInt();
for (int i = 0; i < count; i++)
Pins.Add(reader.ReadPoint2D());
break;
}
}
}
public static void Initialize()
{
PacketHandlers.Register(0x56, 11, true, OnMapCommand);
}
private static void OnMapCommand(NetState state, PacketReader pvSrc)
{
Mobile from = state.Mobile;
if (!(World.FindItem(pvSrc.ReadUInt32()) is MapItem map))
return;
int command = pvSrc.ReadByte();
int number = pvSrc.ReadByte();
int x = pvSrc.ReadInt16();
int y = pvSrc.ReadInt16();
switch (command)
{
case 1:
map.OnAddPin(from, x, y);
break;
case 2:
map.OnInsertPin(from, number, x, y);
break;
case 3:
map.OnChangePin(from, number, x, y);
break;
case 4:
map.OnRemovePin(from, number);
break;
case 5:
map.OnClearPins(from);
break;
case 6:
map.OnToggleEditable(from);
break;
}
}
}
}