Beispiel #1
0
 /// <summary>
 /// 各パラメーターをデフォルトにします
 /// </summary>
 public void SetDefault()
 {
     Hidden       = childChanged = lastOnMouse = mouseLeftDown = mouseRightDown = mouseMiddleDown = false;
     Scale        = Vector2.One;
     lastMousePos = Position = RotationCenter = ScaleCenter = Vector2.Zero;
     Alpha        = 1;
     Rotation     = 0;
     PreScreenFilters.Clear();
     PostScreenFilters.Clear();
     ColorFilters.Clear();
     RenderMasks.Clear();
 }
Beispiel #2
0
        /// <summary>
        /// Constructs the npc rendering packet.
        /// </summary>
        /// <param name="character">Character to send rendered npcs to.</param>
        /// <param name="allNpcs">A list of npcs that are spawned on the server.</param>
        public NpcRenderingPacketComposer(Character character, List <Npc> allNpcs)
        {
            SetOpcode(222);
            SetType(PacketType.Short);
            InitializeBit();

            // The update block. Any updates that are pending will be added to this block.
            GenericPacketComposer updateBlock = new GenericPacketComposer();

            AppendBits(8, character.LocalNpcs.Count);

            // A bin of npcs that have been removed during local npc updating.
            List <Npc> npcBin = new List <Npc>();

            character.LocalNpcs.ForEach((npc) =>
            {
                if (GameEngine.World.NpcManager.Spawns.Values.Contains(npc) &&
                    npc.Location.WithinDistance(character.Location) &&
                    !character.UpdateFlags.Teleporting)
                {
                    UpdateMovement(npc, this);

                    // Update the npc is required, since it is conditionally valid.
                    if (npc.UpdateFlags.UpdateRequired)
                    {
                        RenderMasks.AppendMasks(npc, updateBlock);
                    }
                }
                else
                {
                    // Remove this npc, as it doesn't meet local standards.
                    npcBin.Add(npc);

                    // Signify the client that this npc needs to be removed.
                    AppendBits(1, 1);
                    AppendBits(2, 3);
                }
            });

            // Remove all binned npcs.
            npcBin.ForEach((npc) => character.LocalNpcs.Remove(npc));

            // Search for npcs that may qualify for locality.
            foreach (Npc npc in allNpcs)
            {
                // We cannot have more than 255 npcs in the client simultaneously.
                if (character.LocalNpcs.Count >= 255)
                {
                    break;
                }

                if (character.LocalNpcs.Contains(npc) || !npc.Location.WithinDistance(character.Location))
                {
                    continue;
                }

                character.LocalNpcs.Add(npc);
                AddNewNpc(character, npc, this);

                // Update the npc if required.
                if (npc.UpdateFlags.UpdateRequired)
                {
                    RenderMasks.AppendMasks(npc, updateBlock);
                }
            }

            // Finalize the composition.
            if (updateBlock.Position >= 3)
            {
                AppendBits(15, 32767);
            }

            FinishBit();

            if (updateBlock.Position > 0)
            {
                AppendBytes(updateBlock.SerializeBuffer());
            }
        }
        /// <summary>
        /// Constructs the character rendering packet.
        /// </summary>
        /// <param name="character">The character to update.</param>
        /// <param name="allChars">A collection of characters that are checked against a few conditions.</param>
        public CharacterRenderingPacketComposer(Character character, List <Character> allChars)
        {
            if (character.UpdateFlags.MapRegionChanging)
            {
                Frames.SendMapRegion(character);
            }

            SetOpcode(216);
            SetType(PacketType.Short);
            InitializeBit();

            // The update block. Any updates that are pending will be added to this block.
            GenericPacketComposer updateBlock = new GenericPacketComposer();

            // Update this character's movement.
            UpdateThisMovement(character, this);

            if (character.UpdateFlags.UpdateRequired)
            {
                /*
                 * No need to force appeal since appearance hasn't changed
                 * (unless appearance update is requied in update flags).
                 */
                RenderMasks.AppendMasks(character, updateBlock, false);
            }
            AppendBits(8, character.LocalCharacters.Count);

            // Characters that have been binned during local characters updating.
            List <Character> charBin = new List <Character>();

            character.LocalCharacters.ForEach((otherCharacter) =>
            {
                if (GameEngine.World.CharacterManager.Contains(otherCharacter) &&
                    !otherCharacter.UpdateFlags.Teleporting &&
                    otherCharacter.Location.WithinDistance(character.Location) &&
                    otherCharacter.Session.Connection.Connected)
                {
                    UpdateMovement(otherCharacter, this);

                    if (otherCharacter.UpdateFlags.UpdateRequired)
                    {
                        RenderMasks.AppendMasks(otherCharacter, updateBlock, false);
                    }
                }
                else
                {
                    // Remove this character, as it doesn't meet local standards.
                    charBin.Add(otherCharacter);

                    // Signify the client that this character needs to be removed.
                    AppendBits(1, 1);
                    AppendBits(2, 3);
                }
            });

            // Remove binned characters.
            charBin.ForEach((c) => character.LocalCharacters.Remove(c));

            foreach (Character otherCharacter in allChars)
            {
                /*
                 * If there is no more space in the local area for the main character to
                 * see, then we will not show those other characters until some leave.
                 */
                if (character.LocalCharacters.Count > 255)
                {
                    break;
                }

                if (otherCharacter == character ||
                    character.LocalCharacters.Contains(otherCharacter) ||
                    !otherCharacter.Location.WithinDistance(character.Location))
                {
                    continue;
                }

                character.LocalCharacters.Add(otherCharacter);
                AddNewCharacter(character, otherCharacter, this);
                RenderMasks.AppendMasks(otherCharacter, updateBlock, true);
            }

            /*
             * If there are masks that need updating, we will append a
             * special key identifying the start of the update masks,
             * and append the serialized update block.
             */
            if (!updateBlock.Empty)
            {
                AppendBits(11, 2047);

                // Finish bit access so we can write bytes normally.
                FinishBit();

                AppendBytes(updateBlock.SerializeBuffer());
            }
            else
            {
                // Nothing else to write.
                FinishBit();
            }
        }