ModernUO/Projects/Scripts/Items/Misc/LOSBlocker.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

191 lines
3.9 KiB
C#

using Server.Buffers;
using Server.Network;
namespace Server.Items
{
public class LOSBlocker : Item
{
[Constructible]
public LOSBlocker() : base(0x21A2) => Movable = false;
public LOSBlocker(Serial serial) : base(serial)
{
}
public override string DefaultName => "no line of sight";
public static void Initialize()
{
TileData.ItemTable[0x21A2].Flags = TileFlag.Wall | TileFlag.NoShoot;
TileData.ItemTable[0x21A2].Height = 20;
}
protected override void SendWorldPacketFor(NetState state)
{
Mobile mob = state.Mobile;
if (mob?.AccessLevel >= AccessLevel.GameMaster)
{
if (state.HighSeas)
SendGMItemHS(state);
else if (state.StygianAbyss)
SendGMItemSA(state);
else
SendGMItem(state);
}
base.SendWorldPacketFor(state);
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
if (version < 1 && ItemID == 0x2199)
ItemID = 0x21A2;
}
private void SendGMItem(NetState ns)
{
if (ns == null)
return;
SpanWriter w = new SpanWriter(stackalloc byte[20]);
w.Write((byte)0x1A); // Packet ID
w.Position += 2; // Dynamic Length
uint serial = Serial.Value;
int itemId = 0x36FF;
int amount = Amount;
Point3D loc = Location;
int x = loc.X;
int y = loc.Y;
int hue = Hue;
int flags = GetPacketFlags();
int direction = (int)Direction;
if (amount != 0)
serial |= 0x80000000;
else
serial &= 0x7FFFFFFF;
w.Write(serial);
w.Write((short)itemId);
if (amount != 0)
w.Write((short)amount);
x &= 0x7FFF;
if (direction != 0) x |= 0x8000;
w.Write((short)x);
y &= 0x3FFF;
if (hue != 0) y |= 0x8000;
if (flags != 0) y |= 0x4000;
w.Write((short)y);
if (direction != 0)
w.Write((byte)direction);
w.Write((sbyte)loc.Z);
if (hue != 0)
w.Write((ushort)hue);
if (flags != 0)
w.Write((byte)flags);
w.Position = 1;
w.Write((ushort)w.WrittenCount);
ns.Send(w.Span);
}
public void SendGMItemSA(NetState ns)
{
if (ns == null)
return;
SpanWriter w = new SpanWriter(stackalloc byte[24]);
w.Write((byte)0xF3); // Packet ID
w.Write((short)0x01);
int itemId = 0x36FF;
w.Position++; // w.Write((byte)0);
w.Write(Serial);
w.Write((short)itemId);
w.Write((byte)Direction);
short amount = (short)Amount;
w.Write(amount);
w.Write(amount);
Point3D loc = Location;
w.Write((short)(loc.X & 0x7FFF));
w.Write((short)(loc.Y & 0x3FFF));
w.Write((sbyte)loc.Z);
w.Write((byte)Light);
w.Write((short)Hue);
w.Write((byte)GetPacketFlags());
ns.Send(w.RawSpan);
}
public void SendGMItemHS(NetState ns)
{
if (ns == null)
return;
SpanWriter w = new SpanWriter(stackalloc byte[26]);
w.Write((byte)0xF3); // Packet ID
w.Write((short)0x01);
int itemId = 0x36FF;
w.Position++; // w.Write((byte)0);
w.Write(Serial);
w.Write((short)itemId);
w.Write((byte)Direction);
short amount = (short)Amount;
w.Write(amount);
w.Write(amount);
Point3D loc = Location;
w.Write((short)(loc.X & 0x7FFF));
w.Write((short)(loc.Y & 0x3FFF));
w.Write((sbyte)loc.Z);
w.Write((byte)Light);
w.Write((short)Hue);
w.Write((byte)GetPacketFlags());
ns.Send(w.RawSpan);
}
}
}