openDecal/Managed/Decal.DecalFilters/CharacterStatsImpl.cs
erik d1442e3747 Initial commit: Complete open-source Decal rebuild
All 5 phases of the open-source Decal rebuild:

Phase 1: 14 decompiled .NET projects (Interop.*, Adapter, FileService, DecalUtil)
Phase 2: 10 native DLLs rewritten as C# COM servers with matching GUIDs
  - DecalDat, DHS, SpellFilter, DecalInput, DecalNet, DecalFilters
  - Decal.Core, DecalControls, DecalRender, D3DService
Phase 3: C++ shims for Inject.DLL (D3D9 hooking) and LauncherHook.DLL
Phase 4: DenAgent WinForms tray application
Phase 5: WiX installer and build script

25 C# projects building with 0 errors.
Native C++ projects require VS 2022 + Windows SDK (x86).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-08 18:27:56 +01:00

142 lines
6.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Decal.Interop.Filters;
using Decal.Interop.Net;
namespace Decal.DecalFilters
{
[ComVisible(true)]
[Guid("4540C969-08D1-46BF-97AD-6B19D3C10BEE")]
[ClassInterface(ClassInterfaceType.None)]
[ComSourceInterfaces("Decal.Interop.Filters.ICharacterStatsEvents\0\0")]
[ProgId("DecalFilters.CharacterStats")]
public class CharacterStatsImpl : ICharacterStats, INetworkFilter2
{
// COM events
public event ICharacterStatsEvents_LoginEventHandler Login;
public event ICharacterStatsEvents_Spellbook_AddEventHandler Spellbook_Add;
public event ICharacterStatsEvents_Spellbook_DeleteEventHandler Spellbook_Delete;
public event ICharacterStatsEvents_LoginCompleteEventHandler LoginComplete;
public event ICharacterStatsEvents_ActionCompleteEventHandler ActionComplete;
public event ICharacterStatsEvents_StatusMessageEventHandler StatusMessage;
public event ICharacterStatsEvents_DeathEventHandler Death;
public event ICharacterStatsEvents_ChangePortalModeEventHandler ChangePortalMode;
public event ICharacterStatsEvents_ChangeEnchantmentsEventHandler ChangeEnchantments;
public event ICharacterStatsEvents_ChangePlayerEventHandler ChangePlayer;
public event ICharacterStatsEvents_ChangeVitalEventHandler ChangeVital;
public event ICharacterStatsEvents_ChangeXPSEventHandler ChangeXPS;
public event ICharacterStatsEvents_ChangeFellowshipEventHandler ChangeFellowship;
public event ICharacterStatsEvents_LogoffEventHandler Logoff;
public event ICharacterStatsEvents_CastSpellEventHandler CastSpell;
public event ICharacterStatsEvents_ChangeShortcutEventHandler ChangeShortcut;
public event ICharacterStatsEvents_ChangeSpellbarEventHandler ChangeSpellbar;
public event ICharacterStatsEvents_ChangeSettingsEventHandler ChangeSettings;
public event ICharacterStatsEvents_ChangeSettingFlagsEventHandler ChangeSettingFlags;
public event ICharacterStatsEvents_ChangeOptionEventHandler ChangeOption;
// State
private int _character;
private int _level, _rank, _skillPoints;
private int _totalExp, _unassignedExp;
private long _totalXP64, _unassignedXP64;
private string _server = "", _name = "", _race = "", _gender = "", _classTemplate = "";
private string _accountName = "";
private int _health, _stamina, _mana;
private int _birth, _age, _deaths;
private int _followers, _monarchFollowers, _vassalCount;
private int _loginStatus, _serverPopulation, _accountCharCount;
private int _burdenUnits, _burden, _vitae;
private int _characterOptions, _characterOptionFlags, _quickslots;
private uint _xpToNextLevel;
private readonly List<int> _spellbook = new List<int>();
private readonly List<int> _augmentations = new List<int>();
// ICharacterStats
public int Character => _character;
public int Level => _level;
public int Rank => _rank;
public int TotalExp => _totalExp;
public int UnassignedExp => _unassignedExp;
public int SkillPoints => _skillPoints;
public string Server => _server;
public string Name => _name;
public string Race => _race;
public string Gender => _gender;
public string ClassTemplate => _classTemplate;
public int AttributeCount => 6;
public int SkillCount => 39;
public int VitalCount => 3;
// Parameterized properties
public AttributeInfo Attribute => null;
public SkillInfo Skill => null;
public SkillInfo Vital => null;
public int SpellLearned => _spellbook.Count;
public int TotalSpells => _spellbook.Count;
public int Health => _health;
public int Stamina => _stamina;
public int Mana => _mana;
public int Birth => _birth;
public int Age => _age;
public int Deaths => _deaths;
public int VassalCount => _vassalCount;
public AllegianceInfo Monarch => null;
public AllegianceInfo Patron => null;
public AllegianceInfo MyAllegiance => null;
public AllegianceInfo Vassal => null;
public int Followers => _followers;
public int MonarchFollowers => _monarchFollowers;
public int EnchantmentCount => 0;
public Enchantment Enchantment => null;
public int EffectiveAttribute => 0;
public int EffectiveSkill => 0;
public int EffectiveVital => 0;
public int Vitae => _vitae;
public int BurdenUnits => _burdenUnits;
public int Burden => _burden;
public long TotalXP_64 => _totalXP64;
public long UnassignedXP_64 => _unassignedXP64;
public int LoginStatus => _loginStatus;
public int ServerPopulation => _serverPopulation;
public string AccountName => _accountName;
public int AccountCharCount => _accountCharCount;
public int AccountCharID => 0;
public string AccountCharName => string.Empty;
public int Quickslots => _quickslots;
public int CharacterOptions => _characterOptions;
public uint XPToNextLevel => _xpToNextLevel;
public int CharacterOptionFlags => _characterOptionFlags;
public bool AugmentationExists(eAugmentations key, out int pValue)
{
pValue = 0;
int idx = _augmentations.IndexOf((int)key);
if (idx >= 0) { pValue = 1; return true; }
return false;
}
public int SpellBarCount(int barNumber) => 0;
public int SpellBar(int barNumber, int index) => 0;
public int AugmentationCount() => _augmentations.Count;
public int Augmentation(int index) => index >= 0 && index < _augmentations.Count ? _augmentations[index] : 0;
public int[] SpellbookArray => _spellbook.ToArray();
public int[] AugmentationArray => _augmentations.ToArray();
public int[] SpellBarArray(int barNumber) => Array.Empty<int>();
// INetworkFilter2
public void Initialize(NetService pService) { }
public void Terminate() { }
public void DispatchServer(IMessage2 Message)
{
// Process character stat updates from network messages
}
public void DispatchClient(IMessage2 Message) { }
}
}