* 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
168 lines
4.1 KiB
C#
168 lines
4.1 KiB
C#
using Server.Gumps;
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using Server.Network;
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namespace Server.Items
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{
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public abstract class SpecialScroll : Item
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{
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public SpecialScroll(SkillName skill, double value) : base(0x14F0)
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{
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LootType = LootType.Cursed;
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Weight = 1.0;
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Skill = skill;
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Value = value;
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}
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public SpecialScroll(Serial serial) : base(serial)
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{
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}
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#region Old Item Serialization Vars
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/* DO NOT USE! Only used in serialization of special scrolls that originally derived from Item */
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protected bool InheritsItem{ get; private set; }
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#endregion
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public abstract int Message{ get; }
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public virtual int Title => 0;
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public abstract string DefaultTitle{ get; }
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[CommandProperty(AccessLevel.GameMaster)]
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public SkillName Skill{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public double Value{ get; set; }
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public virtual string GetNameLocalized() => $"#{AosSkillBonuses.GetLabel(Skill)}";
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public virtual string GetName()
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{
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int index = (int)Skill;
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SkillInfo[] table = SkillInfo.Table;
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if (index >= 0 && index < table.Length)
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return table[index].Name.ToLower();
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return "???";
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}
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public virtual bool CanUse(Mobile from)
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{
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if (Deleted)
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return false;
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
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return false;
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}
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return true;
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}
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public virtual void Use(Mobile from)
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{
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!CanUse(from))
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return;
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from.CloseGump<InternalGump>();
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from.SendGump(new InternalGump(from, this));
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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(1); // version
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writer.Write((int)Skill);
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writer.Write(Value);
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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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switch (version)
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{
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case 1:
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{
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Skill = (SkillName)reader.ReadInt();
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Value = reader.ReadDouble();
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break;
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}
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case 0:
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{
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InheritsItem = true;
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if (!(this is StatCapScroll))
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Skill = (SkillName)reader.ReadInt();
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else
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Skill = SkillName.Alchemy;
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if (this is ScrollofAlacrity)
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Value = 0.0;
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else if (this is StatCapScroll)
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Value = reader.ReadInt();
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else
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Value = reader.ReadDouble();
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break;
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}
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}
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}
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public class InternalGump : Gump
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{
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private Mobile m_Mobile;
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private SpecialScroll m_Scroll;
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public InternalGump(Mobile mobile, SpecialScroll scroll) : base(25, 50)
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{
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m_Mobile = mobile;
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m_Scroll = scroll;
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AddPage(0);
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AddBackground(25, 10, 420, 200, 5054);
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AddImageTiled(33, 20, 401, 181, 2624);
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AddAlphaRegion(33, 20, 401, 181);
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AddHtmlLocalized(40, 48, 387, 100, m_Scroll.Message, true, true);
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AddHtmlLocalized(125, 148, 200, 20, 1049478, 0xFFFFFF); // Do you wish to use this scroll?
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AddButton(100, 172, 4005, 4007, 1);
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AddHtmlLocalized(135, 172, 120, 20, 1046362, 0xFFFFFF); // Yes
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AddButton(275, 172, 4005, 4007, 0);
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AddHtmlLocalized(310, 172, 120, 20, 1046363, 0xFFFFFF); // No
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if (m_Scroll.Title != 0)
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AddHtmlLocalized(40, 20, 260, 20, m_Scroll.Title, 0xFFFFFF);
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else
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AddHtml(40, 20, 260, 20, m_Scroll.DefaultTitle);
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if (m_Scroll is StatCapScroll)
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AddHtmlLocalized(310, 20, 120, 20, 1038019, 0xFFFFFF); // Power
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else
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AddHtmlLocalized(310, 20, 120, 20, AosSkillBonuses.GetLabel(m_Scroll.Skill), 0xFFFFFF);
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}
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public override void OnResponse(NetState sender, RelayInfo info)
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{
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if (info.ButtonID == 1)
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m_Scroll.Use(m_Mobile);
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}
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}
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}
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}
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