Example #1
0
        /// <summary>
        /// Builds a MpaCharacter from precreated objects - typically loaded from disk in advance
        /// </summary>
        /// <param name="npcRef"></param>
        /// <param name="mapCharacterAnimationState"></param>
        /// <param name="mapCharacterState"></param>
        /// <param name="nonPlayerCharacterMovement"></param>
        /// <param name="timeOfDay"></param>
        /// <param name="playerCharacterRecords"></param>
        public MapCharacter(NonPlayerCharacterReference npcRef, MapCharacterAnimationState mapCharacterAnimationState, MapCharacterState mapCharacterState,
                            NonPlayerCharacterMovement nonPlayerCharacterMovement, TimeOfDay timeOfDay, PlayerCharacterRecords playerCharacterRecords)
        {
            NPCRef         = npcRef;
            AnimationState = mapCharacterAnimationState;
            CharacterState = mapCharacterState;
            Movement       = nonPlayerCharacterMovement;
            PlayerCharacterRecord record = null;

            if (playerCharacterRecords != null)
            {
                Debug.Assert(npcRef != null);
                record = playerCharacterRecords.GetCharacterRecordByNPC(npcRef);
            }

            IsInParty = record != null && record.PartyStatus == PlayerCharacterRecord.CharacterPartyStatus.InParty;

            CurrentCharacterPosition.Floor = CharacterState?.TheCharacterPosition.Floor ?? 0;

            if (CharacterState == null)
            {
                if (npcRef != null)
                {
                    MoveNPCToDefaultScheduledPosition(timeOfDay);
                }
            }
            else
            {
                CurrentCharacterPosition.XY = new Point2D(CharacterState.TheCharacterPosition.X, CharacterState.TheCharacterPosition.Y);
            }
        }
Example #2
0
 /// <summary>
 /// Build the character state based on existing conditions
 /// This is called when entering a new map within the game - as opposed to loading from disk
 /// </summary>
 /// <param name="tileReferences"></param>
 /// <param name="npcRef"></param>
 /// <param name="nCharacterAnimationStateIndex"></param>
 /// <param name="timeOfDay"></param>
 public MapCharacterState(TileReferences tileReferences, NonPlayerCharacterReference npcRef, int nCharacterAnimationStateIndex, TimeOfDay timeOfDay)
 {
     NPCIndex = npcRef.DialogIndex;
     TileRef  = tileReferences.GetTileReference(npcRef.NPCKeySprite);
     CharacterAnimationStateIndex = nCharacterAnimationStateIndex;
     // if you are adding by hand then we can assume that the character is active
     TheCharacterPosition = npcRef.Schedule.GetCharacterDefaultPositionByTime(timeOfDay);
     Active = true;
 }
Example #3
0
        /// <summary>
        /// Resets the current map to a default state - typically no monsters and NPCs in there default positions
        /// </summary>
        private List <NonPlayerCharacterReference> LoadSmallMap(SmallMapReferences.SingleMapReference singleMapReference, TimeOfDay timeOfDay,
                                                                PlayerCharacterRecords playerCharacterRecords, bool bLoadFromDisk)
        {
            List <NonPlayerCharacterReference> npcCurrentMapRefs = null;

            npcCurrentMapRefs = NPCRefs.GetNonPlayerCharactersByLocation(singleMapReference.MapLocation);
            if (bLoadFromDisk)
            {
                Debug.WriteLine("Loading character positions from disk...");
                _smallMapAnimationStates.Load(MapCharacterAnimationStates.MapCharacterAnimationStatesFiles.SAVED_GAM, bLoadFromDisk);
            }
            else
            {
                Debug.WriteLine("Loading default character positions...");
            }

            for (int i = 0; i < MAX_MAP_CHARACTERS; i++)
            {
                if (i == 0)
                {
                    Characters.Add(new MapCharacter());
                    continue;
                }


                NonPlayerCharacterReference npcRef = npcCurrentMapRefs[i];
                MapCharacterState           mapCharState;
                MapCharacterAnimationState  charAnimState = null;

                NonPlayerCharacterMovement charMovement = Movements.GetMovement(i);

                if (!bLoadFromDisk)
                {
                    // we keep the object because we may be required to save this to disk - but since we are leaving the map there is no need to save their movements
                    charMovement.ClearMovements();
                    mapCharState = new MapCharacterState(_tileRefs, npcRef, i, timeOfDay);
                }
                else
                {
                    // character states are only loaded when forced from disk and only on small maps
                    mapCharState = _charStates.GetCharacterState(i);

                    if (CurrentAnimationState.HasAnyAnimationStates())
                    {
                        charAnimState = CurrentAnimationState.GetCharacterState(mapCharState.CharacterAnimationStateIndex);
                    }
                }

                Characters.Add(new MapCharacter(npcRef, charAnimState, mapCharState, charMovement, timeOfDay, playerCharacterRecords));
            }
            return(npcCurrentMapRefs);
        }
Example #4
0
        // left over structure

        /* [StructLayout(LayoutKind.Sequential, Pack = 1)]
         *      private unsafe struct NPC_Info
         *      {
         *          NPC_Schedule schedule[32];
         *          fixed byte type[32]; // merchant, guard, etc.
         *          fixed byte dialog_number[32];
         *      };*/
        #endregion

        #region Initialization and Constructor routines

        /// <summary>
        /// Initialize NPCs from a particular small map master file set
        /// </summary>
        /// <param name="u5Directory">Directory with Ultima 5</param>
        /// <param name="mapMaster">The master map from which to load</param>
        /// <param name="smallMapRef">Small map reference to help link NPCs to a map</param>
        /// <param name="talkScriptsRef"></param>
        /// <param name="gameStateRef"></param>
        private void InitializeNPCs(string u5Directory, SmallMapReferences.SingleMapReference.SmallMapMasterFiles mapMaster, SmallMapReferences smallMapRef,
                                    TalkScripts talkScriptsRef, GameState gameStateRef)
        {
            // open the appropriate NPC data file
            string dataFilenameAndPath = Path.Combine(u5Directory, SmallMapReferences.SingleMapReference.GetNPCFilenameFromMasterFile(mapMaster));

            // load the file into memory
            List <byte> npcData = Utils.GetFileAsByteList(dataFilenameAndPath);

            for (int nTown = 0; nTown < TOWNS_PER_NPCFILE; nTown++)
            {
                // fresh collections for each major loop to guarantee they are clean
                List <NonPlayerCharacterReference.NPCSchedule> schedules = new List <NonPlayerCharacterReference.NPCSchedule>(NPCS_PER_TOWN);
                List <byte> npcTypes        = new List <byte>(NPCS_PER_TOWN);
                List <byte> npcDialogNumber = new List <byte>(NPCS_PER_TOWN);

                SmallMapReferences.SingleMapReference.Location location     = smallMapRef.GetLocationByIndex(mapMaster, nTown);
                SmallMapReferences.SingleMapReference          singleMapRef = smallMapRef.GetSingleMapByLocation(location, 0);

                //sing = SmallMapRef.GetSingleMapByLocation(SmallMapRef.GetLocationByIndex(mapMaster, nTown);

                int townOffset = (TownOffsetSize * nTown);

                // bajh: I know this could be done in a single loop, but it would be so damn ugly that I honestly don't even want to both
                // read through the schedules first
                int count = 0;
                // start at the town offset, incremenet by an NPC record each time, for 32 loops
                for (int offset = townOffset; count < NPCS_PER_TOWN; offset += ScheduleOffsetSize, count++)
                {
                    NonPlayerCharacterReference.NPCSchedule schedule = (NonPlayerCharacterReference.NPCSchedule)Utils.ReadStruct(npcData, offset, typeof(NonPlayerCharacterReference.NPCSchedule));
                    schedules.Add(schedule);
                }
                // bajh: just shoot me if I ever have to write this again - why on earth did LB write all of his data in different formats!
                // these are single byte, so we can capture them just by jumping to their offsets
                count = 0;
                for (int offset = townOffset; count < NPCS_PER_TOWN; offset++, count++)
                {
                    // add NPC type
                    npcTypes.Add(npcData[offset + StartingNPCTypeTownOffset]);

                    // add NPC dialog #
                    npcDialogNumber.Add(npcData[offset + StartingNPCDialogTownOffset]);
                }

                List <byte> keySpriteList = gameStateRef.NonPlayerCharacterKeySprites.GetAsByteList();

                // go over all of the NPCs, create them and add them to the collection
                for (int nNpc = 0; nNpc < NPCS_PER_TOWN; nNpc++)
                {
                    NonPlayerCharacterReference npc = new NonPlayerCharacterReference(location, gameStateRef, schedules[nNpc], npcTypes[nNpc],
                                                                                      npcDialogNumber[nNpc], nNpc, talkScriptsRef.GetTalkScript(mapMaster, npcDialogNumber[nNpc]), (int)(keySpriteList[nNpc] + 100));
                    _npcs.Add(npc);
                    // we also create a quick lookup table by location but first need to check that there is an initialized list inside
                    if (!_locationToNPCsDictionary.ContainsKey(singleMapRef.MapLocation))
                    {
                        _locationToNPCsDictionary.Add(singleMapRef.MapLocation, new List <NonPlayerCharacterReference>());
                    }

                    if (npc.Name != string.Empty && !npc.Name.StartsWith("..."))
                    {
                        // merchants do not have names recorded :(
                        _npcByNameDictionary.Add(npc.Name, npc);
                    }

                    _locationToNPCsDictionary[singleMapRef.MapLocation].Add(npc);
                }
            }
        }