ModernUO/Projects/Server/TileData.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

327 lines
8.6 KiB
C#

/***************************************************************************
* TileData.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 System;
using System.IO;
using System.Text;
namespace Server
{
public struct LandData
{
public LandData(string name, TileFlag flags)
{
Name = name;
Flags = flags;
}
public string Name{ get; set; }
public TileFlag Flags{ get; set; }
}
public struct ItemData
{
private byte m_Weight;
private byte m_Quality;
private byte m_Quantity;
private byte m_Value;
private byte m_Height;
public ItemData(string name, TileFlag flags, int weight, int quality, int quantity, int value, int height)
{
Name = name;
Flags = flags;
m_Weight = (byte)weight;
m_Quality = (byte)quality;
m_Quantity = (byte)quantity;
m_Value = (byte)value;
m_Height = (byte)height;
}
public string Name{ get; set; }
public TileFlag Flags{ get; set; }
public bool Bridge
{
get => (Flags & TileFlag.Bridge) != 0;
set
{
if (value)
Flags |= TileFlag.Bridge;
else
Flags &= ~TileFlag.Bridge;
}
}
public bool Impassable
{
get => (Flags & TileFlag.Impassable) != 0;
set
{
if (value)
Flags |= TileFlag.Impassable;
else
Flags &= ~TileFlag.Impassable;
}
}
public bool Surface
{
get => (Flags & TileFlag.Surface) != 0;
set
{
if (value)
Flags |= TileFlag.Surface;
else
Flags &= ~TileFlag.Surface;
}
}
public int Weight
{
get => m_Weight;
set => m_Weight = (byte)value;
}
public int Quality
{
get => m_Quality;
set => m_Quality = (byte)value;
}
public int Quantity
{
get => m_Quantity;
set => m_Quantity = (byte)value;
}
public int Value
{
get => m_Value;
set => m_Value = (byte)value;
}
public int Height
{
get => m_Height;
set => m_Height = (byte)value;
}
public int CalcHeight
{
get
{
if ((Flags & TileFlag.Bridge) != 0)
return m_Height / 2;
return m_Height;
}
}
}
[Flags]
public enum TileFlag : long
{
None = 0x00000000,
Background = 0x00000001,
Weapon = 0x00000002,
Transparent = 0x00000004,
Translucent = 0x00000008,
Wall = 0x00000010,
Damaging = 0x00000020,
Impassable = 0x00000040,
Wet = 0x00000080,
Unknown1 = 0x00000100,
Surface = 0x00000200,
Bridge = 0x00000400,
Generic = 0x00000800,
Window = 0x00001000,
NoShoot = 0x00002000,
ArticleA = 0x00004000,
ArticleAn = 0x00008000,
Internal = 0x00010000,
Foliage = 0x00020000,
PartialHue = 0x00040000,
Unknown2 = 0x00080000,
Map = 0x00100000,
Container = 0x00200000,
Wearable = 0x00400000,
LightSource = 0x00800000,
Animation = 0x01000000,
NoDiagonal = 0x02000000,
Unknown3 = 0x04000000,
Armor = 0x08000000,
Roof = 0x10000000,
Door = 0x20000000,
StairBack = 0x40000000,
StairRight = 0x80000000
}
public static class TileData
{
private static byte[] m_StringBuffer = new byte[20];
static TileData()
{
string filePath = Core.FindDataFile("tiledata.mul");
if (File.Exists(filePath))
{
using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.Read))
{
BinaryReader bin = new BinaryReader(fs);
if (fs.Length == 3188736)
{
// 7.0.9.0
LandTable = new LandData[0x4000];
for (int i = 0; i < 0x4000; ++i)
{
if (i == 1 || i > 0 && (i & 0x1F) == 0) bin.ReadInt32(); // header
TileFlag flags = (TileFlag)bin.ReadInt64();
bin.ReadInt16(); // skip 2 bytes -- textureID
LandTable[i] = new LandData(ReadNameString(bin), flags);
}
ItemTable = new ItemData[0x10000];
for (int i = 0; i < 0x10000; ++i)
{
if ((i & 0x1F) == 0) bin.ReadInt32(); // header
TileFlag flags = (TileFlag)bin.ReadInt64();
int weight = bin.ReadByte();
int quality = bin.ReadByte();
bin.ReadInt16();
bin.ReadByte();
int quantity = bin.ReadByte();
bin.ReadInt32();
bin.ReadByte();
int value = bin.ReadByte();
int height = bin.ReadByte();
ItemTable[i] = new ItemData(ReadNameString(bin), flags, weight, quality, quantity, value,
height);
}
}
else
{
LandTable = new LandData[0x4000];
for (int i = 0; i < 0x4000; ++i)
{
if ((i & 0x1F) == 0) bin.ReadInt32(); // header
TileFlag flags = (TileFlag)bin.ReadInt32();
bin.ReadInt16(); // skip 2 bytes -- textureID
LandTable[i] = new LandData(ReadNameString(bin), flags);
}
if (fs.Length == 1644544)
{
// 7.0.0.0
ItemTable = new ItemData[0x8000];
for (int i = 0; i < 0x8000; ++i)
{
if ((i & 0x1F) == 0) bin.ReadInt32(); // header
TileFlag flags = (TileFlag)bin.ReadInt32();
int weight = bin.ReadByte();
int quality = bin.ReadByte();
bin.ReadInt16();
bin.ReadByte();
int quantity = bin.ReadByte();
bin.ReadInt32();
bin.ReadByte();
int value = bin.ReadByte();
int height = bin.ReadByte();
ItemTable[i] = new ItemData(ReadNameString(bin), flags, weight, quality, quantity, value,
height);
}
}
else
{
ItemTable = new ItemData[0x4000];
for (int i = 0; i < 0x4000; ++i)
{
if ((i & 0x1F) == 0) bin.ReadInt32(); // header
TileFlag flags = (TileFlag)bin.ReadInt32();
int weight = bin.ReadByte();
int quality = bin.ReadByte();
bin.ReadInt16();
bin.ReadByte();
int quantity = bin.ReadByte();
bin.ReadInt32();
bin.ReadByte();
int value = bin.ReadByte();
int height = bin.ReadByte();
ItemTable[i] = new ItemData(ReadNameString(bin), flags, weight, quality, quantity, value,
height);
}
}
}
}
MaxLandValue = LandTable.Length - 1;
MaxItemValue = ItemTable.Length - 1;
}
else
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine("tiledata.mul was not found");
Console.WriteLine("Make sure your modernuo.json is properly configured");
Console.WriteLine("After pressing return an exception will be thrown and the server will terminate");
Console.ResetColor();
throw new Exception($"TileData: {filePath} not found");
}
}
public static LandData[] LandTable{ get; }
public static ItemData[] ItemTable{ get; }
public static int MaxLandValue{ get; }
public static int MaxItemValue{ get; }
private static string ReadNameString(BinaryReader bin)
{
bin.Read(m_StringBuffer, 0, 20);
int count = 0;
while (count < 20 && m_StringBuffer[count++] != 0)
{
}
return Encoding.ASCII.GetString(m_StringBuffer, 0, count);
}
}
}