ModernUO/Projects/Scripts/Items/Misc/Corpses/Packets.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

210 lines
5.8 KiB
C#

using System.Collections.Generic;
using Server.Buffers;
using Server.Items;
namespace Server.Network
{
public static class CorpsePackets
{
public static void SendCorpseEquip(NetState ns, Mobile beholder, Corpse beheld)
{
if (ns == null)
return;
List<Item> list = beheld.EquipItems;
int length = 8 + list.Count * 5;
if (beheld.Hair?.ItemID > 0)
length += 5;
if (beheld.FacialHair?.ItemID > 0)
length += 5;
SpanWriter writer = new SpanWriter(stackalloc byte[length]);
writer.Write((byte)0x89); // Packet ID
writer.Write((ushort)length); // Dynamic Length
writer.Write(beheld.Serial);
for (int i = 0; i < list.Count; ++i)
{
Item item = list[i];
if (!item.Deleted && beholder.CanSee(item) && item.Parent == beheld)
{
writer.Write((byte)(item.Layer + 1));
writer.Write(item.Serial);
}
}
if (beheld.Hair?.ItemID > 0)
{
writer.Write((byte)(Layer.Hair + 1));
writer.Write(HairInfo.FakeSerial(beheld.Owner.Serial) - 2);
}
if (beheld.FacialHair?.ItemID > 0)
{
writer.Write((byte)(Layer.FacialHair + 1));
writer.Write(FacialHairInfo.FakeSerial(beheld.Owner.Serial) - 2);
}
writer.Position++; // writer.Write((byte)Layer.Invalid);
ns.Send(writer.Span);
}
public static void SendCorpseContent(NetState ns, Mobile beholder, Corpse corpse)
{
if (ns == null)
return;
if (ns.ContainerGridLines)
SendCorpseContentNew(ns, beholder, corpse);
else
SendCorpseContentOld(ns, beholder, corpse);
}
public static void SendCorpseContentOld(NetState ns, Mobile beholder, Corpse corpse)
{
if (ns == null)
return;
List<Item> items = corpse.EquipItems;
int length = 5 + items.Count * 19;
if (corpse.Hair?.ItemID > 0)
length += 19;
if (corpse.FacialHair?.ItemID > 0)
length += 19;
SpanWriter writer = new SpanWriter(stackalloc byte[length]);
writer.Write((byte)0x3C); // Packet ID
writer.Write((ushort)length); // Dynamic Length
writer.Position += 2;
ushort written = 0;
for (int i = 0; i < items.Count; ++i)
{
Item child = items[i];
if (!child.Deleted && child.Parent == corpse && beholder.CanSee(child))
{
writer.Write(child.Serial);
writer.Write((ushort)child.ItemID);
writer.Position++; // signed, itemID offset
writer.Write((ushort)child.Amount);
writer.Write((short)child.X);
writer.Write((short)child.Y);
writer.Write(corpse.Serial);
writer.Write((ushort)child.Hue);
++written;
}
}
if (corpse.Hair?.ItemID > 0)
{
writer.Write(HairInfo.FakeSerial(corpse.Owner.Serial) - 2);
writer.Write((ushort)corpse.Hair.ItemID);
writer.Position++; // signed, itemID offset
writer.Write((ushort)1);
writer.Position += 4;
writer.Write(corpse.Serial);
writer.Write((ushort)corpse.Hair.Hue);
++written;
}
if (corpse.FacialHair?.ItemID > 0)
{
writer.Write(FacialHairInfo.FakeSerial(corpse.Owner.Serial) - 2);
writer.Write((ushort)corpse.FacialHair.ItemID);
writer.Position++; // signed, itemID offset
writer.Write((ushort)1);
writer.Position += 4;
writer.Write(corpse.Serial);
writer.Write((ushort)corpse.FacialHair.Hue);
++written;
}
writer.Position = 3;
writer.Write(written);
ns.Send(writer.Span);
}
public static void SendCorpseContentNew(NetState ns, Mobile beholder, Corpse corpse)
{
if (ns == null)
return;
List<Item> items = corpse.EquipItems;
int length = 5 + items.Count * 20;
if (corpse.Hair?.ItemID > 0)
length += 20;
if (corpse.FacialHair?.ItemID > 0)
length += 20;
SpanWriter writer = new SpanWriter(stackalloc byte[length]);
writer.Write((byte)0x3C); // Packet ID
writer.Write((ushort)length); // Dynamic Length
writer.Position += 2;
ushort written = 0;
for (int i = 0; i < items.Count; ++i)
{
Item child = items[i];
if (!child.Deleted && child.Parent == corpse && beholder.CanSee(child))
{
writer.Write(child.Serial);
writer.Write((ushort)child.ItemID);
writer.Position++; // signed, itemID offset
writer.Write((ushort)child.Amount);
writer.Write((short)child.X);
writer.Write((short)child.Y);
writer.Position++; // grid location
writer.Write(corpse.Serial);
writer.Write((ushort)child.Hue);
++written;
}
}
if (corpse.Hair?.ItemID > 0)
{
writer.Write(HairInfo.FakeSerial(corpse.Owner.Serial) - 2);
writer.Write((ushort)corpse.Hair.ItemID);
writer.Position++; // signed, itemID offset
writer.Write((ushort)1);
writer.Position += 5;
writer.Write(corpse.Serial);
writer.Write((ushort)corpse.Hair.Hue);
++written;
}
if (corpse.FacialHair?.ItemID > 0)
{
writer.Write(FacialHairInfo.FakeSerial(corpse.Owner.Serial) - 2);
writer.Write((ushort)corpse.FacialHair.ItemID);
writer.Position++; // signed, itemID offset
writer.Write((ushort)1);
writer.Position += 5;
writer.Write(corpse.Serial);
writer.Write((ushort)corpse.FacialHair.Hue);
++written;
}
writer.Position = 3;
writer.Write(written);
ns.Send(writer.Span);
}
}
}