Ejemplo n.º 1
0
 public MagicEffect(TibiaGameData GameData, int ID)
 {
     this.ID = ID;
     Sprite = GameData.GetEffectSprite(ID);
     this.Duration = Sprite.AnimationLength / 10.0;
 }
Ejemplo n.º 2
0
 public ItemType(UInt16 id, GameSprite Sprite)
 {
     this.ID = id;
     this.Sprite = Sprite;
 }
Ejemplo n.º 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;
            }
        }
Ejemplo n.º 4
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;
        }
Ejemplo n.º 5
0
        public void DrawSprite(SpriteBatch Batch, GameTime Time, ClientTile Tile, GameSprite Sprite, int SubType, int Frame, ref Vector2 Position, Color clr)
        {
            if (Sprite == null)
                return;

            int xdiv = 0, ydiv = 0, zdiv = 0;

            if (Tile != null)
            {
                MapPosition mPos = Tile.Position;
                xdiv = mPos.X % Sprite.XDiv;
                ydiv = mPos.Y % Sprite.YDiv;
                zdiv = mPos.Z % Sprite.ZDiv;
            }

            /*
            if (Sprite.IsHangable)
            {
                if (Tile->hasProperty(ISVERTICAL))
                {
                    xdiv = 2;
                }
                else if (Tile->hasProperty(ISHORIZONTAL))
                {
                    xdiv = 1;
                }
                else
                {
                    xdiv = -0;
                }
            }
            else */ if (Sprite.IsStackable)
            {
                if (SubType <= 1)
                    SubType = 0;
                else if (SubType <= 2)
                    SubType = 1;
                else if (SubType <= 3)
                    SubType = 2;
                else if (SubType <= 4)
                    SubType = 3;
                else if (SubType < 10)
                    SubType = 4;
                else if (SubType < 25)
                    SubType = 5;
                else if (SubType < 50)
                    SubType = 6;
                else
                    SubType = 7;
            }

            Vector2 Offset = Position;

            Offset.X += Sprite.RenderOffset;
            Offset.Y += Sprite.RenderOffset;

            if (Frame == -1)
                Frame = (int)(Time.TotalGameTime.TotalMilliseconds / Sprite.AnimationSpeed);

            for (int cx = 0; cx != Sprite.Width; cx++)
            {
                for (int cy = 0; cy != Sprite.Height; cy++)
                {
                    for (int cf = 0; cf != Sprite.BlendFrames; cf++)
                    {
                        GameImage Image = Sprite.GetImage(
                            cx, cy, cf,
                            SubType,
                            xdiv,
                            ydiv,
                            zdiv,
                            Frame
                        );

                        Rectangle rect = new Rectangle((int)Offset.X - 32 * cx, (int)Offset.Y - 32 * cy, 32, 32);
                        DrawImage(Batch, Image, rect, clr);
                    }
                }
            }

            if (Sprite.RenderHeight > 0)
            {
                Position.X -= Sprite.RenderHeight;
                Position.Y -= Sprite.RenderHeight;
            }
        }
Ejemplo n.º 6
0
 public void DrawSprite(SpriteBatch Batch, GameTime Time, ClientTile Tile, GameSprite Sprite, int SubType, int Frame, Vector2 Position, Color clr)
 {
     Vector2 tmp = Position;
     DrawSprite(Batch, Time, Tile, Sprite, SubType, Frame, ref tmp, clr);
 }
Ejemplo n.º 7
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;
            }
        }
Ejemplo n.º 8
0
 public ItemType(UInt16 id, GameSprite Sprite)
 {
     this.ID     = id;
     this.Sprite = Sprite;
 }