Beispiel #1
0
        public DistanceEffect(TibiaGameData GameData, int ID, MapPosition From, MapPosition To)
        {
            this.ID = ID;
            Sprite  = GameData.GetDistanceEffectSprite(ID);

            int dx = To.X - From.X;
            int dy = To.Y - From.Y;

            /*
             * 0 = NW
             * 1 = N
             * 2 = NE
             * 3 = W
             * 4 = C
             * 5 = E
             * 6 = SW
             * 7 = S
             * 8 = SE
             * */

            double tan = 10;

            if (dx != 0)
            {
                tan = (float)dy / (float)dx;
            }

            if (Math.Abs(tan) < 0.4142f)
            {
                if (dx > 0)
                {
                    Frame = 5;            // EAST
                }
                else
                {
                    Frame = 3;// WEST
                }
            }
            else if (Math.Abs(tan) < 2.4142f)
            {
                if (tan > 0)
                {
                    if (dy > 0)
                    {
                        Frame = 8;// SOUTH EAST
                    }
                    else
                    {
                        Frame = 0;// NORTH WEST;
                    }
                }
                else
                { //tan < 0
                    if (dx > 0)
                    {
                        Frame = 2;// NORTH EAST;
                    }
                    else
                    {
                        Frame = 6;// SOUTH WEST
                    }
                }
            }
            else
            {
                if (dy > 0)
                {
                    Frame = 7;// SOUTH
                }
                else
                {
                    Frame = 1;// NORTH
                }
            }

            Duration = Math.Sqrt(dx * dx + dy * dy) / 10;
            Offset   = new Vector2(
                (From.X - Math.Max(From.X, To.X)) * 32,
                (From.Y - Math.Max(From.Y, To.Y)) * 32
                );
            Speed = new Vector2(Math.Sign(dx) * 160, Math.Sign(dy) * 160);
            //Speed -= Offset;
        }
Beispiel #2
0
 public ItemType(UInt16 id, GameSprite Sprite)
 {
     this.ID     = id;
     this.Sprite = Sprite;
 }
Beispiel #3
0
        public TibiaGameData(Stream DatFile, Stream SpriteFile)
        {
            this.SpriteFile = SpriteFile;

            SprVersion = ReadU32(SpriteFile);
            DatVersion = ReadU32(DatFile);

            //get max id
            ItemCount     = ReadU16(DatFile);
            CreatureCount = ReadU16(DatFile);
            EffectCount   = ReadU16(DatFile);
            DistanceCount = ReadU16(DatFile);

            UInt16 MinClientID = 100;     // tibia.dat start with id 100
            // We don't load distance/effects, if we would, just add effect_count & distance_count here
            UInt16 MaxClientID = (UInt16)((int)ItemCount + (int)CreatureCount + (int)EffectCount + (int)DistanceCount);

            UInt16 ID = MinClientID;

            // loop through all ItemDatabase until we reach the end of file
            while (ID <= MaxClientID)
            {
                GameSprite sType = new GameSprite(ID);
                ItemType   iType = new ItemType(ID, sType);
                Sprites[ID] = sType;
                Items[ID]   = iType;

                // Is it an effect?
                if (ID >= ItemCount + CreatureCount)
                {
                    sType.AnimationSpeed = 100;
                }
                if (ID >= ItemCount && ID < ItemCount + CreatureCount)
                {
                }
                ;       // sType.RenderOffset = -16;

                // read the options until we find a 0xff
                byte lastopt;
                byte optbyte = 0xff;

                do
                {
                    lastopt = optbyte;
                    optbyte = (byte)DatFile.ReadByte();

                    {
                        //7.4
                        switch (optbyte)
                        {
                        case 0x00:
                            //is groundtile
                            iType.IsGround    = true;
                            iType.WalkSpeed   = ReadU16(DatFile);
                            iType.AlwaysOnTop = 0;
                            break;

                        case 0x01:                         // all OnTop
                            iType.AlwaysOnTop = 1;
                            break;

                        case 0x02:
                            iType.CanSeeThrough = true;
                            iType.AlwaysOnTop   = 2;
                            break;

                        case 0x03:
                            iType.IsContainer = true;
                            break;

                        case 0x04:
                            iType.IsStackable = true;
                            sType.IsStackable = true;
                            break;

                        case 0x05:
                            iType.IsUseableWith = true;
                            break;

                        case 0x06:
                            iType.IsLadder = true;
                            break;

                        case 0x07:
                            iType.IsReadable    = true;
                            iType.IsWriteable   = true;
                            iType.MaxTextLength = ReadU16(DatFile);
                            break;

                        case 0x08:                         // writtable objects that can't be edited
                            iType.IsReadable = true;
                            break;

                        case 0x09:                         //can contain fluids
                            iType.IsFluidContainer = true;
                            sType.IsFluidContainer = true;
                            break;

                        case 0x0A:
                            iType.IsSplash = true;
                            sType.IsSplash = true;
                            break;

                        case 0x0B:
                            iType.IsSolid = true;
                            break;

                        case 0x0C:
                            iType.Immoveable = true;
                            //Log.Fatal("Unknown attribute 0x0C - " + ID, this);
                            break;

                        case 0x0D:                         // blocks missiles (walls, magic wall etc)
                            iType.BlockProjectiles = true;
                            break;

                        case 0x0E:                         // blocks monster movement (flowers, parcels etc)
                            iType.BlockPathfinding = true;
                            break;

                        case 0x0F:
                            iType.CanPickup = true;
                            break;

                        case 0x10:
                            iType.LightLevel = ReadU16(DatFile);
                            iType.LightColor = ReadU16(DatFile);
                            break;

                        case 0x11:                         // can see what is under (ladder holes, stairs holes etc)
                            sType.FloorTransparent = true;
                            break;

                        case 0x12:                         // ground tiles that don't cause level change
                            iType.DontFallThrough = true;
                            break;

                        case 0x13:                         // mostly blocking items, but also items that can pile up in level (boxes, chairs etc)
                            iType.HasHeight    = true;
                            sType.RenderHeight = ReadU16(DatFile);
                            break;

                        case 0x14:                         // player color templates
                            sType.RenderOffset = -8;
                            if (ID >= ItemCount)
                            {
                                sType.ColorTemplate = true;
                            }
                            break;

                        case 0x18:                         // cropses that don't decay
                            iType.StaticCorpse = true;
                            break;

                        case 0x16:
                            // Blocking items, most ground
                            //Log.Debug("Unknown attribute 0x16 - " + ID, this);
                            ReadU16(DatFile);
                            break;

                        case 0x17:                          // seems like decorables with 4 states of turning (exception first 4 are unique statues)
                            iType.CanTurn = true;
                            break;

                        case 0x19:                          // wall items
                            iType.IsWall = true;
                            break;

                        case 0x1A:
                            // House walls, horizontal and corner, maybe CIP uses them only in houses?
                            break;

                        case 0x1B:                          // walls 2 types of them same material (total 4 pairs)
                            break;

                        case 0x1C:                          // Creature related, draw health bar with offset perhaps?
                            sType.HealthOffset = 16;
                            break;

                        case 0x1D:                          // line spot ...
                            iType.IsFloorChanger = true;
                            // Always between 1100 and 1115~
                            ReadU16(DatFile);
                            //Log.Debug("Unknown attribute 0x1D - " + ID + " - " + ReadU16(file), this);
                            break;

                        case 0xFF:
                            break;

                        default:
                            throw new System.IO.IOException("Malformed metadata file.");
                        }
                    }
                } while(optbyte != 0xFF);

                // Size and GameSprite data
                sType.Width  = DatFile.ReadByte();
                sType.Height = DatFile.ReadByte();
                if ((sType.Width > 1) || (sType.Height > 1))
                {
                    DatFile.ReadByte();             // Pointless?
                }

                sType.BlendFrames = DatFile.ReadByte();
                sType.XDiv        = DatFile.ReadByte();
                sType.YDiv        = DatFile.ReadByte();
                // 7.6 +
                // sType.ZDiv = file.ReadByte(); // Is this ever used? Maybe it means something else?
                sType.AnimationLength = DatFile.ReadByte();

                // Read the sprite ids
                for (int i = 0; i < sType.SpriteCount; ++i)
                {
                    UInt16    SpriteID = ReadU16(DatFile);
                    GameImage img      = GetImage(SpriteID);
                    if (img == null)
                    {
                        img = new GameImage(this, SpriteID);
                        Images[SpriteID] = img;
                    }
                    sType.Images.Add(img);
                }

                ++ID;
            }
        }