* 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
172 lines
4.3 KiB
C#
172 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.ContextMenus;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Multis;
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namespace Server.Items
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{
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public class HouseTeleporter : Item, ISecurable
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{
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public HouseTeleporter(int itemID, Item target = null) : base(itemID)
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{
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Movable = false;
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Level = SecureLevel.Anyone;
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Target = target;
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}
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public HouseTeleporter(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Item Target{ get; set; }
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[CommandProperty(AccessLevel.GameMaster)]
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public SecureLevel Level{ get; set; }
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public bool CheckAccess(Mobile m)
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{
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BaseHouse house = BaseHouse.FindHouseAt(this);
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return (house == null || house.Public && !house.IsBanned(m) || house.HasAccess(m)) &&
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house?.HasSecureAccess(m, Level) == true;
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}
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public override bool OnMoveOver(Mobile m)
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{
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if (Target?.Deleted == false)
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{
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if (CheckAccess(m))
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{
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if (!m.Hidden || m.AccessLevel == AccessLevel.Player)
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new EffectTimer(Location, Map, 2023, 0x1F0, TimeSpan.FromSeconds(0.4)).Start();
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new DelayTimer(this, m).Start();
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}
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else
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{
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m.SendLocalizedMessage(1061637); // You are not allowed to access this.
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}
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}
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return true;
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}
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public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, list);
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SetSecureLevelEntry.AddTo(from, this, list);
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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)Level);
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writer.Write(Target);
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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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Level = (SecureLevel)reader.ReadInt();
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goto case 0;
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}
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case 0:
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{
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Target = reader.ReadItem();
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if (version < 0)
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Level = SecureLevel.Anyone;
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break;
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}
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}
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}
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private class EffectTimer : Timer
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{
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private int m_EffectID;
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private Point3D m_Location;
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private Map m_Map;
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private int m_SoundID;
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public EffectTimer(Point3D p, Map map, int effectID, int soundID, TimeSpan delay) : base(delay)
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{
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m_Location = p;
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m_Map = map;
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m_EffectID = effectID;
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m_SoundID = soundID;
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}
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protected override void OnTick()
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{
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Effects.SendLocationParticles(EffectItem.Create(m_Location, m_Map, EffectItem.DefaultDuration), 0x3728, 10,
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10, m_EffectID, 0);
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if (m_SoundID != -1)
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Effects.PlaySound(m_Location, m_Map, m_SoundID);
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}
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}
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private class DelayTimer : Timer
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{
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private Mobile m_Mobile;
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private HouseTeleporter m_Teleporter;
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public DelayTimer(HouseTeleporter tp, Mobile m) : base(TimeSpan.FromSeconds(1.0))
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{
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m_Teleporter = tp;
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m_Mobile = m;
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}
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protected override void OnTick()
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{
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Item target = m_Teleporter.Target;
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if (target?.Deleted != false)
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return;
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Mobile m = m_Mobile;
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if (m.Location != m_Teleporter.Location || m.Map != m_Teleporter.Map)
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return;
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Point3D p = target.GetWorldTop();
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Map map = target.Map;
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BaseCreature.TeleportPets(m, p, map);
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m.MoveToWorld(p, map);
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if (m.Hidden && m.AccessLevel != AccessLevel.Player)
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return;
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Effects.PlaySound(target.Location, target.Map, 0x1FE);
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Effects.SendLocationParticles(
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EffectItem.Create(m_Teleporter.Location, m_Teleporter.Map, EffectItem.DefaultDuration),
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0x3728, 10, 10, 2023, 0);
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Effects.SendLocationParticles(
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EffectItem.Create(target.Location, target.Map, EffectItem.DefaultDuration), 0x3728, 10, 10,
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5023, 0);
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new EffectTimer(target.Location, target.Map, 2023, -1, TimeSpan.FromSeconds(0.4)).Start();
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}
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}
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}
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}
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