* 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
111 lines
No EOL
2.7 KiB
C#
111 lines
No EOL
2.7 KiB
C#
/***************************************************************************
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* Interfaces.cs
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* -------------------
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* begin : May 1, 2002
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* copyright : (C) The RunUO Software Team
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* email : info@runuo.com
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*
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* $Id$
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*
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***************************************************************************/
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/***************************************************************************
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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***************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Server
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{
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public interface IMount
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{
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Mobile Rider{ get; set; }
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void OnRiderDamaged(int amount, Mobile from, bool willKill);
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}
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public interface IMountItem
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{
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IMount Mount{ get; }
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}
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public interface IVendor
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{
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DateTime LastRestock{ get; set; }
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TimeSpan RestockDelay{ get; }
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bool OnBuyItems(Mobile from, List<BuyItemResponse> list);
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bool OnSellItems(Mobile from, List<SellItemResponse> list);
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void Restock();
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}
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public interface IPoint2D
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{
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int X{ get; }
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int Y{ get; }
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}
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public interface IPoint3D : IPoint2D
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{
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int Z{ get; }
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}
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public interface ICarvable
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{
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void Carve(Mobile from, Item item);
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}
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public interface IWeapon
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{
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int MaxRange{ get; }
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void OnBeforeSwing(Mobile attacker, Mobile defender);
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TimeSpan OnSwing(Mobile attacker, Mobile defender);
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void GetStatusDamage(Mobile from, out int min, out int max);
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}
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public interface IHued
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{
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int HuedItemID{ get; }
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}
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public interface ISpell
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{
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bool IsCasting{ get; }
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void OnCasterHurt();
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void OnCasterKilled();
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void OnConnectionChanged();
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bool OnCasterMoving(Direction d);
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bool OnCasterEquipping(Item item);
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bool OnCasterUsingObject(IEntity entity);
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bool OnCastInTown(Region r);
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void FinishSequence();
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}
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public interface IParty
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{
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void OnStamChanged(Mobile m);
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void OnManaChanged(Mobile m);
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void OnStatsQuery(Mobile beholder, Mobile beheld);
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}
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public interface ISpawner
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{
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bool UnlinkOnTaming{ get; }
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Point3D HomeLocation{ get; }
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int HomeRange{ get; }
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Region Region{ get; }
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void Remove(ISpawnable spawn);
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}
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public interface ISpawnable : IEntity
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{
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ISpawner Spawner{ get; set; }
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void OnBeforeSpawn(Point3D location, Map map);
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void OnAfterSpawn();
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}
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} |