ModernUO/Projects/Server/Effects.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

294 lines
9.6 KiB
C#

/***************************************************************************
* Effects.cs
* -------------------
* begin : May 1, 2002
* copyright : (C) The RunUO Software Team
* email : info@runuo.com
*
* $Id$
*
***************************************************************************/
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
***************************************************************************/
using Server.Network;
namespace Server
{
public enum EffectLayer
{
Head = 0,
RightHand = 1,
LeftHand = 2,
Waist = 3,
LeftFoot = 4,
RightFoot = 5,
CenterFeet = 7
}
public enum ParticleSupportType
{
Full,
Detect,
None
}
public static class Effects
{
public static ParticleSupportType ParticleSupportType{ get; set; } = ParticleSupportType.Detect;
public static bool SendParticlesTo(NetState state) =>
ParticleSupportType == ParticleSupportType.Full ||
ParticleSupportType == ParticleSupportType.Detect && state.IsUOTDClient;
public static void PlaySound(IPoint3D p, Map map, int soundId)
{
if (soundId <= -1)
return;
if (map != null)
{
IPooledEnumerable<NetState> eable = map.GetClientsInRange(p);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendPlaySound(state, soundId, p);
}
eable.Free();
}
}
public static void SendBoltEffect(IEntity e, bool sound = true)
{
Map map = e.Map;
if (map == null)
return;
e.ProcessDelta();
IPooledEnumerable<NetState> eable = map.GetClientsInRange(e.Location);
foreach (NetState state in eable)
if (state.Mobile.CanSee(e))
{
if (SendParticlesTo(state))
Packets.SendTargetParticleEffect(state, e, 0, 10, 5, 0, 0, 5031, 3, 0);
Packets.SendBoltEffect(state, e);
if (sound)
Packets.SendPlaySound(state, 0x29, e);
}
eable.Free();
}
public static void SendLocationEffect(IPoint3D p, Map map, int itemID, int duration, int speed = 10, int hue = 0,
int renderMode = 0)
{
IPooledEnumerable<NetState> eable = map.GetClientsInRange(p);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendLocationHuedEffect(state, p, itemID, speed, duration, hue, renderMode);
}
eable.Free();
}
public static void SendLocationParticles(IEntity e, int itemID, int speed, int duration, int effect)
{
SendLocationParticles(e, itemID, speed, duration, 0, 0, effect, 0);
}
public static void SendLocationParticles(IEntity e, int itemID, int speed, int duration, int effect, int unknown)
{
SendLocationParticles(e, itemID, speed, duration, 0, 0, effect, unknown);
}
public static void SendLocationParticles(IEntity e, int itemID, int speed, int duration, int hue, int renderMode,
int effect, int unknown)
{
Map map = e.Map;
if (map == null)
return;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(e.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
if (SendParticlesTo(state))
Packets.SendLocationParticleEffect(state, e, itemID, speed, duration, hue,
renderMode, effect, unknown);
else if (itemID != 0)
Packets.SendLocationHuedEffect(state, e, itemID, speed, duration, hue, renderMode);
}
eable.Free();
}
public static void SendTargetEffect(IEntity target, int itemID, int speed, int duration, int hue = 0, int renderMode = 0)
{
if (target is Mobile mobile)
mobile.ProcessDelta();
IPooledEnumerable<NetState> eable = target.Map.GetClientsInRange(target.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendTargetHuedEffect(state, target, itemID, speed, duration, hue, renderMode);
}
eable.Free();
}
public static void SendTargetParticles(IEntity target, int itemID, int speed, int duration, int effect,
EffectLayer layer)
{
SendTargetParticles(target, itemID, speed, duration, 0, 0, effect, layer, 0);
}
public static void SendTargetParticles(IEntity target, int itemID, int speed, int duration, int effect,
EffectLayer layer, int unknown)
{
SendTargetParticles(target, itemID, speed, duration, 0, 0, effect, layer, unknown);
}
public static void SendTargetParticles(IEntity target, int itemID, int speed, int duration, int hue, int renderMode,
int effect, EffectLayer layer, int unknown)
{
if (target is Mobile mobile)
mobile.ProcessDelta();
Map map = target.Map;
if (map == null)
return;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(target.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
if (SendParticlesTo(state))
Packets.SendTargetParticleEffect(state, target, itemID, speed, duration, hue,
renderMode, effect, (int)layer, unknown);
else if (itemID != 0)
Packets.SendTargetHuedEffect(state, target, itemID, speed, duration, hue, renderMode);
}
eable.Free();
}
public static void SendMovingEffect(IPoint3D from, IPoint3D to, Map map, int itemID, int speed = 0, int duration = 0,
bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
{
SendMovingEffect(from, from, to, map, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
}
public static void SendMovingEffect(IPoint3D range, IPoint3D from, IPoint3D to, Map map, int itemID, int speed = 0, int duration = 0,
bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
{
IPooledEnumerable<NetState> eable = map.GetClientsInRange(range);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
}
eable.Free();
}
public static void SendMovingEffect(IEntity from, IEntity to, int itemID, int speed, int duration,
bool fixedDirection = false, bool explodes = false, int hue = 0, int renderMode = 0)
{
if (from is Mobile mobile)
mobile.ProcessDelta();
if (to is Mobile mobile1)
mobile1.ProcessDelta();
IPooledEnumerable<NetState> eable = from.Map.GetClientsInRange(from.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode);
}
eable.Free();
}
public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
bool fixedDirection, bool explodes, int effect, int explodeEffect, int explodeSound)
{
SendMovingParticles(from, to, itemID, speed, duration, fixedDirection, explodes, 0, 0, effect, explodeEffect,
explodeSound, 0);
}
public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
bool fixedDirection, bool explodes, int effect, int explodeEffect, int explodeSound, int unknown)
{
SendMovingParticles(from, to, itemID, speed, duration, fixedDirection, explodes, 0, 0, effect, explodeEffect,
explodeSound, unknown);
}
public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
bool fixedDirection, bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound,
int unknown)
{
SendMovingParticles(from, to, itemID, speed, duration, fixedDirection, explodes, hue, renderMode, effect,
explodeEffect, explodeSound, (EffectLayer)255, unknown);
}
public static void SendMovingParticles(IEntity from, IEntity to, int itemID, int speed, int duration,
bool fixedDirection, bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound,
EffectLayer layer, int unknown)
{
if (from is Mobile fromMob)
fromMob.ProcessDelta();
if (to is Mobile toMob)
toMob.ProcessDelta();
Map map = from.Map;
if (map == null)
return;
IPooledEnumerable<NetState> eable = map.GetClientsInRange(from.Location);
foreach (NetState state in eable)
{
state.Mobile.ProcessDelta();
if (SendParticlesTo(state))
Packets.SendMovingParticleEffect(state, from, to, itemID, speed, duration,
fixedDirection, explodes, hue, renderMode, effect, explodeEffect, explodeSound, layer,
unknown);
else if (itemID > 1)
Packets.SendMovingHuedEffect(state, from, to, itemID, speed, duration, fixedDirection,
explodes, hue, renderMode);
}
eable.Free();
}
}
}