Example #1
0
        /// <summary>
        /// Attempt to enter a building at a coordinate
        /// Will load new map if successful
        /// </summary>
        /// <param name="xy">position of building</param>
        /// <param name="bWasSuccessful">true if successfully entered</param>
        /// <returns>output string</returns>
        public string EnterBuilding(Point2D xy, out bool bWasSuccessful)
        {
            bool   isOnBuilding = LargeMapRef.IsMapXYEnterable(State.TheVirtualMap.CurrentPosition);
            string retStr;

            if (isOnBuilding)
            {
                SmallMapReferences.SingleMapReference.Location location = LargeMapRef.GetLocationByMapXY(State.TheVirtualMap.CurrentPosition);
                //Point2D startingXY = SmallMapReferences.GetStartingXYByLocation(location);
                State.TheVirtualMap.LoadSmallMap(SmallMapRef.GetSingleMapByLocation(location, 0), State.CharacterRecords, false);
                // set us to the front of the building
                State.TheVirtualMap.CurrentPosition = SmallMapReferences.GetStartingXYByLocation(location);

                retStr =
                    (DataOvlRef.StringReferences.GetString(DataOvlReference.WorldStrings.ENTER_SPACE)
                     + SmallMapRef.GetLocationTypeStr(location)) + "\n" +
                    SmallMapRef.GetLocationName(location);
                bWasSuccessful = true;
            }
            else
            {
                retStr = DataOvlRef.StringReferences.GetString(DataOvlReference.WorldStrings.ENTER_SPACE)
                         + DataOvlRef.StringReferences.GetString(DataOvlReference.WorldStrings.WHAT);
                bWasSuccessful = false;
            }
            PassTime();
            return(retStr);
        }
Example #2
0
 /// <summary>
 /// Construct all of the non player characters across all of the SmallMaps
 /// </summary>
 /// <param name="u5Directory">the directory with Ultima 5 data files</param>
 /// <param name="smallMapRef">The small map reference</param>
 /// <param name="talkScriptsRe">Talk script references</param>
 public NonPlayerCharacterReferences(string u5Directory, SmallMapReferences smallMapRef, TalkScripts talkScriptsRef, GameState gameStateRef)
 {
     InitializeNPCs(u5Directory, SmallMapReferences.SingleMapReference.SmallMapMasterFiles.Castle, smallMapRef, talkScriptsRef, gameStateRef);
     InitializeNPCs(u5Directory, SmallMapReferences.SingleMapReference.SmallMapMasterFiles.Towne, smallMapRef, talkScriptsRef, gameStateRef);
     InitializeNPCs(u5Directory, SmallMapReferences.SingleMapReference.SmallMapMasterFiles.Keep, smallMapRef, talkScriptsRef, gameStateRef);
     InitializeNPCs(u5Directory, SmallMapReferences.SingleMapReference.SmallMapMasterFiles.Dwelling, smallMapRef, talkScriptsRef, gameStateRef);
 }
Example #3
0
 public void InitializeVirtualMap(SmallMapReferences smallMapReferences, SmallMaps smallMaps,
                                  LargeMapReference largeMapReferences, LargeMap overworldMap, LargeMap underworldMap, NonPlayerCharacterReferences nonPlayerCharacters,
                                  TileReferences TileReferences, GameState state, NonPlayerCharacterReferences npcRefs)
 {
     TheVirtualMap = new VirtualMap(smallMapReferences, smallMaps, largeMapReferences, overworldMap, underworldMap,
                                    nonPlayerCharacters, TileReferences, state, npcRefs, TheTimeOfDay);
 }
Example #4
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="ultima5Directory">ultima 5 data and save game directory</param>
        public World(string ultima5Directory) : base()
        {
            _u5Directory = ultima5Directory;

            DataOvlRef = new DataOvlReference(_u5Directory);

            SmallMapRef = new SmallMapReferences(DataOvlRef);

            // build the overworld map
            OverworldMap = new LargeMap(_u5Directory, LargeMap.Maps.Overworld, _tileOverrides);

            // build the underworld map
            UnderworldMap = new LargeMap(_u5Directory, LargeMap.Maps.Underworld, _tileOverrides);

            SpriteTileReferences = new TileReferences(DataOvlRef.StringReferences);

            InvRef = new InventoryReferences();

            LargeMapRef = new LargeMapLocationReferences(DataOvlRef);

            AllSmallMaps = new SmallMaps(SmallMapRef, _u5Directory, SpriteTileReferences, _tileOverrides);

            MoonPhaseRefs = new MoonPhaseReferences(DataOvlRef);

            State = new GameState(_u5Directory, DataOvlRef);

            // build all combat maps from the Combat Map References
            foreach (CombatMapReference.SingleCombatMapReference combatMapRef in _combatMapRef.MapReferenceList)
            {
                CombatMap combatMap = new CombatMap(_u5Directory, combatMapRef, _tileOverrides);
            }

            // build a "look" table for all tiles
            LookRef = new Look(_u5Directory);

            // build the sign tables
            SignRef = new Signs(_u5Directory);

            TalkScriptsRef = new TalkScripts(_u5Directory, DataOvlRef);

            // build the NPC tables
            NpcRef = new NonPlayerCharacterReferences(_u5Directory, SmallMapRef, TalkScriptsRef, State);

            ShoppeKeeperDialogueReference = new ShoppeKeeperDialogueReference(_u5Directory, DataOvlRef, NpcRef, State.PlayerInventory);

            // sadly I have to initialize this after the NPCs are created because there is a circular dependency
            State.InitializeVirtualMap(SmallMapRef, AllSmallMaps, LargeMapRef, OverworldMap, UnderworldMap, NpcRef, SpriteTileReferences, State, NpcRef, InvRef);

            if (State.Location != SmallMapReferences.SingleMapReference.Location.Britannia_Underworld)
            {
                State.TheVirtualMap.LoadSmallMap(SmallMapRef.GetSingleMapByLocation(State.Location, State.Floor), State.CharacterRecords, true);
            }
            else
            {
                State.TheVirtualMap.LoadLargeMap(LargeMap.Maps.Overworld);
            }
        }
Example #5
0
        public SmallMaps(SmallMapReferences smallMapRef, string u5Directory, TileReferences SpriteTileReferences)
        {
            this.smallMapRef = smallMapRef;
            foreach (SmallMapReferences.SingleMapReference mapRef in smallMapRef.MapReferenceList)
            {
                // now I can go through each and every reference
                SmallMap smallMap = new SmallMap(u5Directory, mapRef, SpriteTileReferences);
                smallMaps.Add(smallMap);

                // we make a map that allows us to map the Location and Floor number to the small map with
                // details such as the grid
                if (!mapLocationDictionary.ContainsKey(mapRef.MapLocation))
                {
                    mapLocationDictionary.Add(mapRef.MapLocation, new Dictionary <int, SmallMap>());
                }
                mapLocationDictionary[mapRef.MapLocation].Add(mapRef.Floor, smallMap);
            }
        }
Example #6
0
        /// <summary>
        /// Construct the VirtualMap (requires initalization still)
        /// </summary>
        /// <param name="smallMapReferences"></param>
        /// <param name="smallMaps"></param>
        /// <param name="largeMapReferences"></param>
        /// <param name="overworldMap"></param>
        /// <param name="underworldMap"></param>
        /// <param name="nonPlayerCharacters"></param>
        /// <param name="tileReferences"></param>
        public VirtualMap(SmallMapReferences smallMapReferences, SmallMaps smallMaps, LargeMapReference largeMapReferences,
                          LargeMap overworldMap, LargeMap underworldMap, NonPlayerCharacterReferences nonPlayerCharacters, TileReferences tileReferences,
                          GameState state, NonPlayerCharacterReferences npcRefs, TimeOfDay timeOfDay)
        {
            this.SmallMapRefs        = smallMapReferences;
            this.smallMaps           = smallMaps;
            this.nonPlayerCharacters = nonPlayerCharacters;
            this.largeMapReferences  = largeMapReferences;
            this.tileReferences      = tileReferences;
            this.state     = state;
            this.npcRefs   = npcRefs;
            this.timeOfDay = timeOfDay;
            //this.characterStates = characterStates;
            largeMaps.Add(LargeMap.Maps.Overworld, overworldMap);
            largeMaps.Add(LargeMap.Maps.Underworld, underworldMap);

            TheMapCharacters = new MapCharacters(tileReferences, npcRefs,
                                                 state.CharacterAnimationStatesDataChunk, state.OverworldOverlayDataChunks, state.UnderworldOverlayDataChunks, state.CharacterStatesDataChunk,
                                                 state.NonPlayerCharacterMovementLists, state.NonPlayerCharacterMovementOffsets);
        }
Example #7
0
        public LargeMapReference(DataOvlReference dataRef, SmallMapReferences smallMapRef)
        {
            // Load the location XYs and map them against the location
            List <byte> xLocs = dataRef.GetDataChunk(DataOvlReference.DataChunkName.LOCATIONS_X).GetAsByteList();
            List <byte> yLocs = dataRef.GetDataChunk(DataOvlReference.DataChunkName.LOCATIONS_Y).GetAsByteList();

            Debug.Assert(xLocs.Count == yLocs.Count);

            // Towns, Dwellings, Castles, Keeps, Dungeons

            //List<Point2D> vectors = new List<Point2D>();
            for (int nVector = 0; nVector < 0x28; nVector++)
            {
                Point2D mapPoint = new Point2D(xLocs[nVector], yLocs[nVector]);
                SmallMapReferences.SingleMapReference.Location location = (SmallMapReferences.SingleMapReference.Location)nVector + 1;
                //vectors.Add(new Point2D(xLocs[nVector], yLocs[nVector]));
                //                LocationXY.Add((SmallMapReferences.SingleMapReference.Location)nVector + 1, new Point2D(xLocs[nVector], yLocs[nVector]));
                LocationXY.Add(location, mapPoint);
                LocationXYLocations.Add(mapPoint, location);
            }
        }
Example #8
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>
        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.NPC_Schedule> schedules = new List <NonPlayerCharacterReference.NPC_Schedule>(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 = (TOWN_OFFSET_SIZE * 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 += SCHEDULE_OFFSET_SIZE, count++)
                {
                    NonPlayerCharacterReference.NPC_Schedule sched = (NonPlayerCharacterReference.NPC_Schedule)Utils.ReadStruct(npcData, offset, typeof(NonPlayerCharacterReference.NPC_Schedule));
                    schedules.Add(sched);
                }
                // 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 + STARTING_NPC_TYPE_TOWN_OFFSET]);

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

                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>());
                    }
                    locationToNPCsDictionary[singleMapRef.MapLocation].Add(npc);
                }
            }
        }
Example #9
0
        public World(string ultima5Directory) : base()
        {
            u5Directory = ultima5Directory;

            // build the overworld map
            OverworldMap = new LargeMap(u5Directory, LargeMap.Maps.Overworld);

            // build the underworld map
            UnderworldMap = new LargeMap(u5Directory, LargeMap.Maps.Underworld);

            DataOvlRef = new DataOvlReference(u5Directory);


            SpriteTileReferences = new TileReferences(DataOvlRef.StringReferences);

            SmallMapRef = new SmallMapReferences(DataOvlRef);

            LargeMapRef = new LargeMapReference(DataOvlRef, SmallMapRef);

            AllSmallMaps = new SmallMaps(SmallMapRef, u5Directory, SpriteTileReferences);

            State = new GameState(u5Directory, DataOvlRef);
            //CharacterRecord character = State.GetCharacterFromParty(0);
            //CharacterRecord character3 = State.GetCharacterFromParty(3);
            //CharacterRecord character4 = State.GetCharacterFromParty(4);
            //character.Equipped.Amulet = DataOvlReference.EQUIPMENT.Ankh;
            //CharacterRecord character2 = State.GetCharacterFromParty(0);


            // build all the small maps from the Small Map reference
            //foreach (SmallMapReferences.SingleMapReference mapRef in SmallMapRef.MapReferenceList)
            //{
            //    // now I can go through each and every reference
            //    SmallMap smallMap = new SmallMap(u5Directory, mapRef);
            //    smallMaps.Add(smallMap);
            //    //U5Map.PrintMapSection(smallMap.RawMap, 0, 0, 32, 32);
            //}

            // build all combat maps from the Combat Map References
            foreach (CombatMapReference.SingleCombatMapReference combatMapRef in combatMapRef.MapReferenceList)
            {
                CombatMap combatMap = new CombatMap(u5Directory, combatMapRef);
                //System.Console.WriteLine("\n");
                //System.Console.WriteLine(combatMap.Description);
                //Map.PrintMapSection(combatMap.RawMap, 0, 0, 11, 11);
            }

            // build a "look" table for all tiles
            LookRef = new Look(ultima5Directory);

            // build the sign tables
            SignRef = new Signs(ultima5Directory);

            //Signs.Sign sign = SignRef.GetSign(SmallMapReferences.SingleMapReference.Location.Yew, 16, 2);
            Signs.Sign sign = SignRef.GetSign(42);

            string str = sign.SignText;

            TalkScriptsRef = new TalkScripts(u5Directory, DataOvlRef);

            // build the NPC tables
            NpcRef = new NonPlayerCharacterReferences(ultima5Directory, SmallMapRef, TalkScriptsRef, State);

            //CharAnimationStates = new MapCharacterAnimationStates(State, SpriteTileReferences);
            //CharStates = new MapCharacterStates(State, SpriteTileReferences);



            // sadly I have to initilize this after the Npcs are created because there is a circular dependency
            State.InitializeVirtualMap(SmallMapRef, AllSmallMaps, LargeMapRef, OverworldMap, UnderworldMap, NpcRef, SpriteTileReferences, State, NpcRef);

            if (State.Location != SmallMapReferences.SingleMapReference.Location.Britainnia_Underworld)
            {
                State.TheVirtualMap.LoadSmallMap(SmallMapRef.GetSingleMapByLocation(State.Location, State.Floor), true);
            }
            else
            {
                State.TheVirtualMap.LoadLargeMap(LargeMap.Maps.Overworld);
            }


            //State.TheVirtualMap.LoadSmallMap()
            //State.PlayerInventory.MagicSpells.Items[Spell.SpellWords.An_Ex_Por].GetLiteralTranslation();

            //State.TheVirtualMap.LoadSmallMap(SmallMapRef.GetSingleMapByLocation(SmallMapReferences.SingleMapReference.Location.Serpents_Hold, 0), false);

            //int nSpriteGuess = State.TheVirtualMap.GuessTile(new Point2D(15, 15));
            //NpcRef.GetNonPlayerCharacter(SmallMapReferences.SingleMapReference.Location.Britain, new Point2D(0, 31), 0);


            //State.Year = 100;
            //State.Month = 13;
            //State.Day = 28;
            //State.Hour = 22;
            //State.Minute = 2;


            //Conversation convo = new Conversation(NpcRef.NPCs[21]); // dunkworth
            //            Conversation convo = new Conversation(NpcRef.NPCs[296], State, DataOvlRef); // Gwenno
            // 19 = Margarett
            //           NpcRef.NPCs[296].Script.PrintComprehensiveScript();

            int count = 0;

            if (false)
            {
                foreach (NonPlayerCharacterReference npc in NpcRef.NPCs)
                {
                    if (npc.NPCType != 0 && npc.Script != null)
                    {
                        Console.WriteLine("");
                        Console.WriteLine("---- SCRIPT for " + npc.Name.Trim() + " -----");
                        //Npc.Script.PrintScript();
                        npc.Script.PrintComprehensiveScript();

                        if (npc.Name.Trim() == "Geoffrey")
                        {
                            Console.WriteLine(npc.NPCType.ToString());
                        }
                    }
                    count++;
                }
            }

            // Scally
            //Conversation convo = new Conversation(NpcRef.NPCs[0xe6], State, DataOvlRef);

            // Bidney
            //Conversation convo = new Conversation(NpcRef.NPCs[0xe8], State);

            // Lord Dalgrin
            //Conversation convo = new Conversation(NpcRef.NPCs[0xea], State);

            // Geoffery
            //Conversation convo = new Conversation(NpcRef.NPCs[0xec], State, DataOvlRef);

            // Tierra
            //Conversation convo = new Conversation(NpcRef.NPCs[0xeb], State, DataOvlRef);

//            Conversation.EnqueuedScriptItem enqueuedScriptItemDelegate = new Conversation.EnqueuedScriptItem(this.EnqueuedScriptItem);
//            convo.EnqueuedScriptItemCallback += enqueuedScriptItemDelegate;

            // convo.BeginConversation();

            //0x48 or 0x28
            //Console.WriteLine("Shutting down... Hit any key...");
            //Console.ReadKey(false);
        }