Beispiel #1
0
        internal static BuildList Parse(BinaryReader reader, MapParseContext context, ushort version, bool mapHasAssetList)
        {
            var result = new BuildList();

            // BFME and C&C3 both used v1 for this chunk, but store the faction name differently :(
            // If the map file has an AssetList chunk, we assume it's C&C3.
            if (mapHasAssetList)
            {
                result.FactionName = reader.ReadUInt16PrefixedAsciiString();
            }
            else
            {
                result.FactionNameProperty = AssetPropertyKey.Parse(reader, context);
            }

            var numBuildListItems = reader.ReadUInt32();

            result.Items = new BuildListItem[numBuildListItems];

            for (var i = 0; i < numBuildListItems; i++)
            {
                result.Items[i] = BuildListItem.Parse(reader, version, 1, mapHasAssetList);
            }

            return(result);
        }
Beispiel #2
0
        internal static BuildListItem Parse(BinaryReader reader, ushort version, ushort versionThatHasUnknownBoolean, bool mapHasAssetList)
        {
            var result = new BuildListItem
            {
                BuildingName = reader.ReadUInt16PrefixedAsciiString(),

                Name = reader.ReadUInt16PrefixedAsciiString(),

                Position = reader.ReadVector3(),
                Angle    = reader.ReadSingle(),

                StructureAlreadyBuilt = reader.ReadBooleanChecked()
            };

            // BFME and C&C3 both used v1 for this chunk, but C&C3 has an extra boolean here.
            // If the map file has an AssetList chunk, we assume it's C&C3.
            if (mapHasAssetList && version >= versionThatHasUnknownBoolean)
            {
                result.Unknown1 = reader.ReadBooleanChecked();
            }

            result.Rebuilds = reader.ReadUInt32();

            result.Script = reader.ReadUInt16PrefixedAsciiString();

            result.StartingHealth = reader.ReadUInt32();

            // One of these unknown booleans is the "Unsellable" checkbox in Building Properties.
            result.Unknown2 = reader.ReadBooleanChecked();
            result.Unknown3 = reader.ReadBooleanChecked();
            result.Unknown4 = reader.ReadBooleanChecked();

            return(result);
        }
Beispiel #3
0
        internal static BuildListItem Parse(BinaryReader reader, ushort version)
        {
            var result = new BuildListItem
            {
                BuildingName = reader.ReadUInt16PrefixedAsciiString(),

                Name = reader.ReadUInt16PrefixedAsciiString(),

                Position = reader.ReadVector3(),
                Angle    = reader.ReadSingle(),

                StructureAlreadyBuilt = reader.ReadBooleanChecked()
            };

            if (version >= 6)
            {
                result.Unknown1 = reader.ReadBooleanChecked();
            }

            result.Rebuilds = reader.ReadUInt32();

            result.Script = reader.ReadUInt16PrefixedAsciiString();

            result.StartingHealth = reader.ReadUInt32();

            // One of these unknown booleans is the "Unsellable" checkbox in Building Properties.
            result.Unknown2 = reader.ReadBooleanChecked();
            result.Unknown3 = reader.ReadBooleanChecked();
            result.Unknown4 = reader.ReadBooleanChecked();

            return(result);
        }
Beispiel #4
0
        internal static Player Parse(BinaryReader reader, MapParseContext context, ushort version)
        {
            var result = new Player
            {
                Properties = AssetPropertyCollection.Parse(reader, context)
            };

            var numBuildListItems = reader.ReadUInt32();
            var buildListItems    = new BuildListItem[numBuildListItems];

            for (var i = 0; i < numBuildListItems; i++)
            {
                buildListItems[i] = BuildListItem.Parse(reader, version);
            }

            result.BuildList = buildListItems;

            return(result);
        }