Beispiel #1
0
        /// <summary>
        /// Load a GAT file
        /// </summary>
        /// <param name="data">GAT file data</param>
        public static GAT Load(MemoryStreamReader data)
        {
            string header = data.ReadBinaryString(4);

            //check for valid gat file
            if (!string.Equals(header, GAT.Header))
            {
                throw new Exception("AltitudeLoader.Load: Header (" + header + ") is not \"GRAT\"");
            }

            //load parameters
            string version    = Convert.ToString(data.ReadByte());
            string subversion = Convert.ToString(data.ReadByte());

            version += "." + subversion;
            uint width  = data.ReadUInt();
            uint height = data.ReadUInt();

            GAT.Cell[] cells = new GAT.Cell[width * height];

            //load the cells
            for (int i = 0; i < width * height; i++)
            {
                Vector4 heights = new Vector4();
                heights[0]       = data.ReadFloat() * 0.2f;         // height 1
                heights[1]       = data.ReadFloat() * 0.2f;         // height 2
                heights[2]       = data.ReadFloat() * 0.2f;         // height 3
                heights[3]       = data.ReadFloat() * 0.2f;         // height 4
                cells[i].Heights = heights;
                cells[i].type    = GAT.TYPE_TABLE[data.ReadUInt()]; // type
            }

            //exports
            return(new GAT(width, height, cells, version));
        }
Beispiel #2
0
        public static GND Load(MemoryStreamReader data)
        {
            string header = data.ReadBinaryString(4);

            if (!string.Equals(header, GND.Header))
            {
                throw new Exception("GroundLoader.Load: Header (" + header + ") is not \"GRGN\"");
            }

            string version    = Convert.ToString(data.ReadByte());
            string subversion = Convert.ToString(data.ReadByte());

            version += "." + subversion;

            GND gnd = new GND(version);

            gnd.width  = data.ReadUInt();
            gnd.height = data.ReadUInt();
            gnd.zoom   = data.ReadFloat();

            ParseTextures(gnd, data);
            ParseLightmaps(gnd, data);

            gnd.tiles    = ParseTiles(gnd, data);
            gnd.surfaces = ParseSurfaces(gnd, data);

            return(gnd);
        }
Beispiel #3
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        private static GND.Surface[] ParseSurfaces(GND gnd, MemoryStreamReader data)
        {
            var count = gnd.width * gnd.height;

            GND.Surface[] surfaces = new GND.Surface[count];

            for (int i = 0; i < count; i++)
            {
                var surface = surfaces[i] = new GND.Surface();
                surface.height    = new Vector4(data.ReadFloat() / 5, data.ReadFloat() / 5, data.ReadFloat() / 5, data.ReadFloat() / 5);
                surface.tileUp    = data.ReadInt();
                surface.tileFront = data.ReadInt();
                surface.tileRight = data.ReadInt();
            }

            return(surfaces);
        }
Beispiel #4
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        public static ACT Load(MemoryStreamReader data)
        {
            string header = data.ReadBinaryString(2);

            if (!header.Equals(ACT.Header))
            {
                throw new Exception("ActionLoader.Load: Header \"" + header + "\" is not \"AC\"");
            }

            string subversion = Convert.ToString(data.ReadByte());
            string version    = Convert.ToString(data.ReadByte());

            version += "." + subversion;

            double dversion = double.Parse(version, CultureInfo.InvariantCulture);

            ACT act = new ACT();

            act.version = version;

            ReadActions(act, data);

            if (dversion >= 2.1)
            {
                //sounds
                var count = data.ReadInt();
                act.sounds = new string[count];

                for (int i = 0; i < count; i++)
                {
                    act.sounds[i] = data.ReadBinaryString(40);
                }

                //delay
                if (dversion >= 2.2)
                {
                    for (int i = 0; i < act.actions.Length; i++)
                    {
                        act.actions[i].delay = data.ReadFloat() * 25;
                    }
                }
            }

            return(act);
        }
Beispiel #5
0
        private static GND.Tile[] ParseTiles(GND gnd, MemoryStreamReader data)
        {
            uint count = data.ReadUInt();

            GND.Tile[] tiles = new GND.Tile[count];

            var ATLAS_COLS     = Math.Round(Math.Sqrt(gnd.textures.Length));
            var ATLAS_ROWS     = Math.Ceiling(Math.Sqrt(gnd.textures.Length));
            var ATLAS_WIDTH    = Math.Pow(2, Math.Ceiling(Math.Log(ATLAS_COLS * 258) / Math.Log(2)));
            var ATLAS_HEIGHT   = Math.Pow(2, Math.Ceiling(Math.Log(ATLAS_ROWS * 258) / Math.Log(2)));
            var ATLAS_FACTOR_U = ATLAS_COLS * 258 / ATLAS_WIDTH;
            var ATLAS_FACTOR_V = ATLAS_ROWS * 258 / ATLAS_HEIGHT;
            var ATLAS_PX_U     = 1 / 258f;
            var ATLAS_PX_V     = 1 / 258f;

            for (int i = 0; i < count; i++)
            {
                var tile = tiles[i] = new GND.Tile();
                tile.textureStart = new Vector4(data.ReadFloat(), data.ReadFloat(), data.ReadFloat(), data.ReadFloat());
                tile.textureEnd   = new Vector4(data.ReadFloat(), data.ReadFloat(), data.ReadFloat(), data.ReadFloat());
                tile.texture      = data.ReadUShort();
                tile.light        = data.ReadUShort();
                var r = (byte)data.ReadByte();
                var g = (byte)data.ReadByte();
                var b = (byte)data.ReadByte();
                var a = (byte)data.ReadByte();
                tile.color   = new byte[] { r, g, b, a };
                tile.texture = (ushort)gnd.textureLookupList[tile.texture];

                var start = tile.texture % ATLAS_COLS;
                var end   = Math.Floor(tile.texture / ATLAS_COLS);

                for (int j = 0; j < 4; j++)
                {
                    tile.textureStart[j] = (float)((start + tile.textureStart[j] * (1 - ATLAS_PX_U * 2) + ATLAS_PX_U) * ATLAS_FACTOR_U / ATLAS_COLS);
                    tile.textureEnd[j]   = (float)((end + tile.textureEnd[j] * (1 - ATLAS_PX_V * 2) + ATLAS_PX_V) * ATLAS_FACTOR_V / ATLAS_ROWS);
                }
            }

            return(tiles);
        }
Beispiel #6
0
        private static ACT.Frame ReadLayers(ACT act, MemoryStreamReader data)
        {
            var count   = data.ReadUInt();
            var layers  = new ACT.Layer[count];
            var version = double.Parse(act.version, CultureInfo.InvariantCulture);

            for (int i = 0; i < count; i++)
            {
                var layer = layers[i] = new ACT.Layer()
                {
                    pos      = new Vector2Int(data.ReadInt(), data.ReadInt()),
                    index    = data.ReadInt(),
                    isMirror = data.ReadInt() != 0,
                    scale    = Vector2.one,
                    color    = Color.white
                };

                // RoRebuild checks if only if it's greater
                if (version > 2.0)
                {
                    layer.color[0] = data.ReadByte() / 255f; //r
                    layer.color[1] = data.ReadByte() / 255f; //g
                    layer.color[2] = data.ReadByte() / 255f; //b
                    layer.color[3] = data.ReadByte() / 255f; //a

                    layer.scale[0] = data.ReadFloat();
                    layer.scale[1] = version <= 2.3 ? layer.scale[0] : data.ReadFloat();

                    layer.angle   = data.ReadInt();
                    layer.sprType = data.ReadInt();

                    if (version >= 2.5)
                    {
                        layer.width  = data.ReadInt();
                        layer.height = data.ReadInt();
                    }
                }
            }

            var soundId = version >= 2.0 ? data.ReadInt() : -1;

            Vector2Int[] pos = null;

            if (version >= 2.3)
            {
                pos = new Vector2Int[data.ReadInt()];
                for (int i = 0; i < pos.Length; i++)
                {
                    data.Seek(4, System.IO.SeekOrigin.Current);
                    pos[i] = new Vector2Int(data.ReadInt(), data.ReadInt());
                    data.Seek(4, System.IO.SeekOrigin.Current);
                }
            }

            return(new ACT.Frame()
            {
                layers = layers.Where(t => t.index >= 0).ToArray(),
                soundId = soundId,
                pos = pos
            });
        }
Beispiel #7
0
        public static STR Load(MemoryStreamReader data, string path)
        {
            var header = data.ReadBinaryString(4);

            if (!header.Equals(STR.Header))
            {
                throw new Exception("EffectLoader.Load: Header (" + header + ") is not \"STRM\"");
            }

            var version = data.ReadUInt();

            if (version != 0x94)
            {
                throw new Exception("EffectLoader.Load: Unsupported STR version (v" + version + ")");
            }

            STR str = new STR();

            str.version = version;
            str.fps     = data.ReadUInt();
            str.maxKey  = data.ReadUInt();
            var layerCount = data.ReadUInt();

            data.Seek(16, System.IO.SeekOrigin.Current);


            //read layers
            str.layers = new STR.Layer[layerCount];
            for (uint i = 0; i < layerCount; i++)
            {
                STR.Layer layer = str.layers[i] = new STR.Layer();

                //read texture filenames
                var textureCount = data.ReadInt();
                layer.textures    = new Texture2D[textureCount];
                layer.texturesIds = new List <int>();
                for (int j = 0; j < textureCount; j++)
                {
                    var tex     = data.ReadBinaryString(128);
                    var texture = FileManager.Load(path + "/" + tex) as Texture2D;
                    layer.textures[j] = texture;

                    if (!textureNames.Contains(tex))
                    {
                        layer.texturesIds.Add(textureNames.Count);
                        textureIdLookup.Add(tex, textureNames.Count);
                        textureNames.Add(tex);
                        textures.Add(texture);
                    }
                    else
                    {
                        layer.texturesIds.Add(textureIdLookup[tex]);
                    }
                }

                //read animations
                var animCount = data.ReadInt();
                layer.animations = new STR.Animation[animCount];
                for (int j = 0; j < animCount; j++)
                {
                    var entry = new STR.Animation()
                    {
                        frame    = data.ReadInt(),
                        type     = data.ReadUInt(),
                        position = new Vector2(data.ReadFloat(), data.ReadFloat())
                    };

                    var uv = new float[] {
                        data.ReadFloat(), data.ReadFloat(), data.ReadFloat(), data.ReadFloat(),
                        data.ReadFloat(), data.ReadFloat(), data.ReadFloat(), data.ReadFloat()
                    };
                    var xy = new float[] {
                        data.ReadFloat(), data.ReadFloat(), data.ReadFloat(), data.ReadFloat(),
                        data.ReadFloat(), data.ReadFloat(), data.ReadFloat(), data.ReadFloat()
                    };

                    entry.uv    = new Vector2[4];
                    entry.uv[0] = new Vector2(0, 0);
                    entry.uv[1] = new Vector2(1, 0);
                    entry.uv[2] = new Vector2(0, 1);
                    entry.uv[3] = new Vector2(1, 1);

                    entry.xy    = new Vector2[4];
                    entry.xy[0] = new Vector2(xy[0], -xy[4]);
                    entry.xy[1] = new Vector2(xy[1], -xy[5]);
                    entry.xy[2] = new Vector2(xy[3], -xy[7]);
                    entry.xy[3] = new Vector2(xy[2], -xy[6]);

                    entry.animFrame = data.ReadFloat();
                    entry.animType  = data.ReadUInt();
                    entry.delay     = data.ReadFloat();
                    entry.angle     = data.ReadFloat() / (1024f / 360f);
                    entry.color     = new Color(data.ReadFloat() / 255, data.ReadFloat() / 255, data.ReadFloat() / 255, data.ReadFloat() / 255);
                    entry.srcAlpha  = data.ReadUInt();
                    entry.destAlpha = data.ReadUInt();
                    entry.mtPreset  = data.ReadUInt();

                    layer.animations[j] = entry;
                }
            }

            return(MakeAtlas(str, path));
        }
Beispiel #8
0
        public static RSM Load(MemoryStreamReader data)
        {
            var header = data.ReadBinaryString(4);

            if (header != RSM.Header)
            {
                throw new Exception("ModelLoader.Load: Header (" + header + ") is not \"GRSM\"");
            }

            RSM rsm = new RSM();

            //read infos
            string version    = Convert.ToString(data.ReadByte());
            string subversion = Convert.ToString(data.ReadByte());

            version += "." + subversion;
            double dversion = double.Parse(version, CultureInfo.InvariantCulture);

            rsm.version   = version;
            rsm.animLen   = data.ReadInt();
            rsm.shadeType = (RSM.SHADING)data.ReadInt();

            rsm.alpha = dversion >= 1.4 ? data.ReadByte() / 255f : 1;
            data.Seek(16, System.IO.SeekOrigin.Current);

            //read textures
            int textureCount = data.ReadInt();

            rsm.textures = new string[textureCount];
            for (int i = 0; i < textureCount; ++i)
            {
                rsm.textures[i] = data.ReadBinaryString(40);
            }

            //read nodes (meshes)
            rsm.name = data.ReadBinaryString(40);
            int nodeCount = data.ReadInt();

            rsm.nodes = new RSM.Node[nodeCount];

            for (int i = 0; i < nodeCount; ++i)
            {
                var node = rsm.nodes[i] = LoadNode(rsm, data, dversion);
                if (string.Equals(node.name, rsm.name))
                {
                    rsm.mainNode = node;
                }
            }

            //fallback for non defined main node
            if (rsm.mainNode == null)
            {
                rsm.mainNode = rsm.nodes[0];
            }

            //read poskeyframes
            if (dversion < 1.5)
            {
                int count = data.ReadInt();
                rsm.posKeyframes = new RSM.PositionKeyframe[count];
                for (int i = 0; i < count; ++i)
                {
                    rsm.posKeyframes[i] = new RSM.PositionKeyframe()
                    {
                        frame = data.ReadInt(),
                        p     = new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat())
                    };
                }
            }
            else
            {
                rsm.posKeyframes = new RSM.PositionKeyframe[0];
            }

            //read volume box
            short vbCount = (short)data.ReadInt();

            rsm.volumeBoxes = new RSM.VolumeBox[vbCount];

            for (int i = 0; i < vbCount; ++i)
            {
                rsm.volumeBoxes[i] = new RSM.VolumeBox()
                {
                    size = new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat()),
                    pos  = new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat()),
                    rot  = new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat()),
                    flag = dversion >= 1.3 ? data.ReadInt() : 0
                };
            }

            rsm.instances = new List <RSW.ModelDescriptor>();
            rsm.box       = new RSM.Box();

            CalcBoundingBox(rsm);

            return(rsm);
        }
Beispiel #9
0
        private static RSM.Node LoadNode(RSM rsm, MemoryStreamReader data, double version)
        {
            RSM.Node node = new RSM.Node();

            node.model  = rsm;
            node.isOnly = rsm.nodes.Length == 1;

            node.name       = data.ReadBinaryString(40);
            node.parentName = data.ReadBinaryString(40);

            //read textures
            int textureCount = data.ReadInt();

            node.textures = new long[textureCount];

            for (int i = 0; i < textureCount; ++i)
            {
                node.textures[i] = data.ReadInt();
            }

            //read options
            node.mat3 = new Vector3[] {
                new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat()),
                new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat()),
                new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat())
            };

            node.offset   = new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat());
            node.pos      = new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat());
            node.rotAngle = data.ReadFloat();
            node.rotAxis  = new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat());
            node.scale    = new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat());

            //read vertices
            int verticeCount = data.ReadInt();

            node.vertices = new List <Vector3>();
            for (int i = 0; i < verticeCount; ++i)
            {
                node.vertices.Add(new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat()));
            }

            //read textures vertices
            int tverticeCount = data.ReadInt();

            node.tVertices = new float[tverticeCount * 6];
            for (int i = 0; i < tverticeCount; ++i)
            {
                if (version >= 1.2)
                {
                    node.tVertices[i * 6 + 0] = data.ReadByte() / 255f;
                    node.tVertices[i * 6 + 1] = data.ReadByte() / 255f;
                    node.tVertices[i * 6 + 2] = data.ReadByte() / 255f;
                    node.tVertices[i * 6 + 3] = data.ReadByte() / 255f;
                }
                node.tVertices[i * 6 + 4] = data.ReadFloat() * 0.98f + 0.01f;
                node.tVertices[i * 6 + 5] = data.ReadFloat() * 0.98f + 0.01f;
            }

            //read faces
            int faceCount = data.ReadInt();

            node.faces = new RSM.Face[faceCount];
            for (int i = 0; i < faceCount; ++i)
            {
                node.faces[i] = new RSM.Face()
                {
                    vertidx     = new Vector3Int(data.ReadUShort(), data.ReadUShort(), data.ReadUShort()),
                    tvertidx    = new Vector3Int(data.ReadUShort(), data.ReadUShort(), data.ReadUShort()),
                    texid       = data.ReadUShort(),
                    padding     = data.ReadUShort(),
                    twoSided    = data.ReadInt(),
                    smoothGroup = version >= 1.2 ? data.ReadInt() : 0
                };
            }

            //read position keyframes
            // DIFF: roBrowser and open-ragnarok use (version >= 1.5) here.
            // BrowEdit does not read position keyframes at all for any version.
            if (version > 1.5)
            {
                int pkfCount = data.ReadInt();
                for (int i = 0; i < pkfCount; ++i)
                {
                    var key = data.ReadInt();

                    if (!node.posKeyframes.ContainsKey(key))
                    {
                        node.posKeyframes.Add(key, new Vector3(data.ReadFloat(), data.ReadFloat(), data.ReadFloat()));
                    }
                }
            }

            //read rotation keyframes
            int rkfCount = data.ReadInt();

            for (int i = 0; i < rkfCount; ++i)
            {
                int        time = data.ReadInt();
                Quaternion quat = new Quaternion(data.ReadFloat(), data.ReadFloat(), data.ReadFloat(), data.ReadFloat());

                if (!node.rotKeyframes.ContainsKey(time))
                {
                    //some models have multiple keyframes with the
                    //same timestamp, here we just keep the first one
                    //and throw out the rest.
                    node.rotKeyframes.Add(time, quat);
                }
            }

            node.box = new RSM.Box();

            return(node);
        }
Beispiel #10
0
        public static RSW Load(MemoryStreamReader data)
        {
            //read header
            string header     = data.ReadBinaryString(4);
            string version    = Convert.ToString(data.ReadByte());
            string subversion = Convert.ToString(data.ReadByte());

            version += "." + subversion;
            double dversion = double.Parse(version, CultureInfo.InvariantCulture);

            //check for valid .rsw file
            if (!string.Equals(header, RSW.Header))
            {
                throw new Exception("WorldLoader.Load: Header (" + header + ") is not \"GRSW\"");
            }

            RSW rsw = new RSW(version);

            //read sub files
            files.ini = data.ReadBinaryString(40);
            files.gnd = data.ReadBinaryString(40);
            files.gat = data.ReadBinaryString(40);

            if (dversion >= 1.4)
            {
                files.src = data.ReadBinaryString(40);
            }

            //read water info
            if (dversion >= 1.3)
            {
                rsw.water.level = data.ReadFloat() / 5;

                if (dversion >= 1.8)
                {
                    rsw.water.type       = data.ReadInt();
                    rsw.water.waveHeight = data.ReadFloat() / 5;
                    rsw.water.waveSpeed  = data.ReadFloat();
                    rsw.water.wavePitch  = data.ReadFloat();

                    if (dversion >= 1.9)
                    {
                        rsw.water.animSpeed = data.ReadInt();
                    }
                }
            }

            //read lightmap
            if (dversion >= 1.5)
            {
                rsw.light.longitude = data.ReadInt();
                rsw.light.latitude  = data.ReadInt();
                for (int i = 0; i < 3; i++)
                {
                    rsw.light.diffuse[i] = data.ReadFloat();
                }
                for (int i = 0; i < 3; i++)
                {
                    rsw.light.ambient[i] = data.ReadFloat();
                }

                if (dversion >= 1.7)
                {
                    rsw.light.intensity = data.ReadFloat();
                }
            }

            // Read ground
            if (dversion >= 1.6)
            {
                rsw.ground.top    = data.ReadInt();
                rsw.ground.bottom = data.ReadInt();
                rsw.ground.left   = data.ReadInt();
                rsw.ground.right  = data.ReadInt();
            }

            // Read Object
            int count   = data.ReadInt();
            var models  = rsw.modelDescriptors = new List <RSW.ModelDescriptor>(count);
            var lights  = rsw.lights = new List <RSW.Light>(count);
            var sounds  = rsw.sounds = new List <RSW.Sound>(count);
            var effects = rsw.effects = new List <RSW.Effect>(count);

            for (int i = 0; i < count; i++)
            {
                switch (data.ReadInt())
                {
                case 1:     //load model
                    var model = new RSW.ModelDescriptor();
                    model.name      = dversion >= 1.3 ? data.ReadBinaryString(40) : null;
                    model.animType  = dversion >= 1.3 ? data.ReadInt() : 0;
                    model.animSpeed = dversion >= 1.3 ? data.ReadFloat() : 0f;
                    model.blockType = dversion >= 1.3 ? data.ReadInt() : 0;
                    model.filename  = data.ReadBinaryString(80);
                    model.nodename  = data.ReadBinaryString(80);
                    model.position  = new float[3];
                    for (int j = 0; j < model.position.Length; j++)
                    {
                        model.position[j] = data.ReadFloat() / 5;
                    }
                    model.rotation = new float[3];
                    for (int j = 0; j < model.rotation.Length; j++)
                    {
                        model.rotation[j] = data.ReadFloat();
                    }
                    model.scale = new float[3];
                    for (int j = 0; j < model.scale.Length; j++)
                    {
                        model.scale[j] = data.ReadFloat() / 5;
                    }
                    models.Add(model);
                    continue;

                case 2:     //load light
                    var light = new RSW.Light();
                    light.name = data.ReadBinaryString(80);
                    light.pos  = new float[3];
                    for (int j = 0; j < light.pos.Length; j++)
                    {
                        light.pos[j] = data.ReadFloat() / 5;
                    }
                    light.color = new float[3];
                    for (int j = 0; j < light.color.Length; j++)
                    {
                        light.color[j] = data.ReadFloat();
                    }
                    light.range = data.ReadFloat();
                    lights.Add(light);
                    continue;

                case 3:     //load sound
                    var sound = new RSW.Sound();
                    sound.name = data.ReadBinaryString(80);
                    sound.file = "data/wav/" + data.ReadBinaryString(80);
                    sound.pos  = new float[3];
                    for (int j = 0; j < sound.pos.Length; j++)
                    {
                        sound.pos[j] = data.ReadFloat() / 5;
                    }
                    sound.vol    = data.ReadFloat();
                    sound.width  = data.ReadInt();
                    sound.height = data.ReadInt();
                    sound.range  = data.ReadFloat();
                    sound.cycle  = dversion >= 2.0 ? data.ReadFloat() : 0f;
                    sounds.Add(sound);
                    continue;

                case 4:     //load effect
                    var effect = new RSW.Effect();
                    effect.name = data.ReadBinaryString(80);
                    effect.pos  = new float[3];
                    for (int j = 0; j < effect.pos.Length; j++)
                    {
                        effect.pos[j] = data.ReadFloat() / 5;
                    }
                    effect.id    = data.ReadInt();
                    effect.delay = data.ReadFloat() * 10;
                    effect.param = new float[4];
                    for (int j = 0; j < effect.param.Length; j++)
                    {
                        effect.param[j] = data.ReadFloat();
                    }
                    effects.Add(effect);
                    continue;
                }
            }

            models.TrimExcess();
            sounds.TrimExcess();
            lights.TrimExcess();
            effects.TrimExcess();

            return(rsw);
        }