* 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
51 lines
2.4 KiB
C#
51 lines
2.4 KiB
C#
namespace Server.Misc
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{
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public static class MapDefinitions
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{
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public static void Configure()
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{
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/* Here we configure all maps. Some notes:
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*
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* 1) The first 32 maps are reserved for core use.
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* 2) Map 0x7F is reserved for core use.
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* 3) Map 0xFF is reserved for core use.
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* 4) Changing or removing any predefined maps may cause server instability.
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*/
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RegisterMap(0, 0, 0, 7168, 4096, 4, "Felucca", MapRules.FeluccaRules);
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RegisterMap(1, 1, 1, 7168, 4096, 0, "Trammel", MapRules.TrammelRules);
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RegisterMap(2, 2, 2, 2304, 1600, 1, "Ilshenar", MapRules.TrammelRules);
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RegisterMap(3, 3, 3, 2560, 2048, 1, "Malas", MapRules.TrammelRules);
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RegisterMap(4, 4, 4, 1448, 1448, 1, "Tokuno", MapRules.TrammelRules);
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RegisterMap(5, 5, 5, 1280, 4096, 1, "TerMur", MapRules.TrammelRules);
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RegisterMap(0x7F, 0x7F, 0x7F, Map.SectorSize, Map.SectorSize, 1, "Internal", MapRules.Internal);
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/* Example of registering a custom map:
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* RegisterMap( 32, 0, 0, 6144, 4096, 3, "Iceland", MapRules.FeluccaRules );
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*
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* Defined:
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* RegisterMap( <index>, <mapID>, <fileIndex>, <width>, <height>, <season>, <name>, <rules> );
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* - <index> : An unreserved unique index for this map
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* - <mapID> : An identification number used in client communications. For any visible maps, this value must be from 0-5
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* - <fileIndex> : A file identification number. For any visible maps, this value must be from 0-5
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* - <width>, <height> : Size of the map (in tiles)
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* - <season> : Season of the map. 0 = Spring, 1 = Summer, 2 = Fall, 3 = Winter, 4 = Desolation
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* - <name> : Reference name for the map, used in props gump, get/set commands, region loading, etc
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* - <rules> : Rules and restrictions associated with the map. See documentation for details
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*/
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TileMatrixPatch.Enabled = false; // OSI Client Patch 6.0.0.0
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MultiComponentList.PostHSFormat = true; // OSI Client Patch 7.0.9.0
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}
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public static void RegisterMap(int mapIndex, int mapID, int fileIndex, int width, int height, byte season,
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string name, MapRules rules)
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{
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Map newMap = new Map(mapID, mapIndex, fileIndex, width, height, season, name, rules);
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Map.Maps[mapIndex] = newMap;
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Map.AllMaps.Add(newMap);
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}
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}
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}
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