/*type 1 - collisions * type 2 - spawns * type 3 - respawns * type 4 - camera bounds * type 5 - death boundaries * type 6 - ??? * type 7 - ITEMPT_transform * type 8 - enemyGenerator * type 9 - ITEMPT * type 10 - fsAreaCam (and other fsArea's ? ) * type 11 - fsCamLimit * type 12 - damageShapes (damage sphere and damage capsule are the only ones I've seen, type 2 and 3 respectively) * type 13 - item spawners * type 14 - general shapes (general rect, general path, etc.) * type 15 - general points * type 16 - ??? * type 17 - FsStartPoint * type 18 - ??? * type 19 - ???*/ public override void Read(string filename) { FileData f = new FileData(filename); f.skip(0xA);//It's magic f.skip(1); int collisionCount = f.readInt(); for (int i = 0; i < collisionCount; i++) { Collision temp = new Collision(); temp.read(f); collisions.Add(temp); } f.skip(1); int spawnCount = f.readInt(); for (int i = 0; i < spawnCount; i++) { Spawn temp = new Spawn(); temp.read(f); spawns.Add(temp); } f.skip(1); int respawnCount = f.readInt(); for (int i = 0; i < respawnCount; i++) { Spawn temp = new Spawn(); temp.read(f); respawns.Add(temp); } f.skip(1); int cameraCount = f.readInt(); for (int i = 0; i < cameraCount; i++) { Bounds temp = new Bounds(); temp.read(f); cameraBounds.Add(temp); } f.skip(1); int blastzoneCount = f.readInt(); for (int i = 0; i < blastzoneCount; i++) { Bounds temp = new Bounds(); temp.read(f); blastzones.Add(temp); } f.skip(1); if (f.readInt() != 0) //6 { return; } f.skip(1); if (f.readInt() != 0) //7 { return; } f.skip(1); int enemyGeneratorCount = f.readInt(); if (enemyGeneratorCount != 0) //Can these be read in the same way as item spawners? { return; } f.skip(1); if (f.readInt() != 0) //9 { return; } f.skip(1); int fsAreaCamCount = f.readInt(); if (fsAreaCamCount != 0) { return; } f.skip(1); int fsCamLimitCount = f.readInt(); if (fsCamLimitCount != 0) { return; } f.skip(1); int damageShapeCount = f.readInt(); for (int i = 0; i < damageShapeCount; i++) { DamageShape temp = new DamageShape(); temp.read(f); damageShapes.Add(temp); } f.skip(1); int itemCount = f.readInt(); for (int i = 0; i < itemCount; i++) { ItemSpawner temp = new ItemSpawner(); temp.read(f); items.Add(temp); } f.skip(1); int generalShapeCount = f.readInt(); for (int i = 0; i < generalShapeCount; i++) { GeneralShape temp = new GeneralShape(); temp.read(f); generalShapes.Add(temp); } f.skip(1); int generalPointCount = f.readInt(); for (int i = 0; i < generalPointCount; i++) { GeneralPoint temp = new GeneralPoint(); temp.read(f); generalPoints.Add(temp); } f.skip(1); if (f.readInt() != 0) //16 { return; //no clue how to be consistent in reading these so... } f.skip(1); if (f.readInt() != 0) //17 { return; //no clue how to be consistent in reading these so... } f.skip(1); if (f.readInt() != 0) //18 { return; //no clue how to be consistent in reading these so... } f.skip(1); if (f.readInt() != 0) //19 { return; //no clue how to be consistent in reading these so... } //LVD doesn't end here and neither does my confusion, will update this part later }
/*type 1 - collisions * type 2 - spawns * type 3 - respawns * type 4 - camera bounds * type 5 - death boundaries * type 6 - ??? * type 7 - ITEMPT_transform * type 8 - enemyGenerator * type 9 - ITEMPT * type 10 - fsAreaCam (and other fsArea's ? ) * type 11 - fsCamLimit * type 12 - damageShapes (damage sphere and damage capsule are the only ones I've seen, type 2 and 3 respectively) * type 13 - item spawners * type 14 - general shapes (general rect, general path, etc.) * type 15 - general points * type 16 - ??? * type 17 - FsStartPoint * type 18 - ??? * type 19 - ???*/ public override void Read(string filename) { FileData f = new FileData(filename); f.seek(0xB);//It's magic int collisionCount = f.readInt(); for (int i = 0; i < collisionCount; i++) { Collision temp = new Collision(); temp.read(f); collisions.Add(temp); } f.skip(1); //Seperation char int spawnCount = f.readInt(); for (int i = 0; i < spawnCount; i++) { Point temp = new Point(); f.skip(0xD); temp.name = f.readString(f.pos(), 0x38); f.skip(0x38); f.skip(1);//Seperation char temp.subname = f.readString(f.pos(), 0x40); f.skip(0xA6); temp.x = f.readFloat(); temp.y = f.readFloat(); spawns.Add(temp); } f.skip(1);//Seperation char int respawnCount = f.readInt(); for (int i = 0; i < respawnCount; i++) { Point temp = new Point(); f.skip(0xD); temp.name = f.readString(f.pos(), 0x38); f.skip(0x38); f.skip(1);//Seperation char temp.subname = f.readString(f.pos(), 0x40); f.skip(0xA6); temp.x = f.readFloat(); temp.y = f.readFloat(); respawns.Add(temp); } f.skip(1);//Seperation char int cameraCount = f.readInt(); for (int i = 0; i < cameraCount; i++) { Bounds temp = new Bounds(); f.skip(0xD); temp.name = f.readString(f.pos(), 0x38); f.skip(0x38); f.skip(1);//Seperation char temp.subname = f.readString(f.pos(), 0x40); f.skip(0xA6); temp.left = f.readFloat(); temp.right = f.readFloat(); temp.top = f.readFloat(); temp.bottom = f.readFloat(); cameraBounds.Add(temp); } f.skip(1);//Seperation char int blastzoneCount = f.readInt(); for (int i = 0; i < blastzoneCount; i++) { Bounds temp = new Bounds(); f.skip(0xD); temp.name = f.readString(f.pos(), 0x38); f.skip(0x38); f.skip(1);//Seperation char temp.subname = f.readString(f.pos(), 0x40); f.skip(0xA6); temp.left = f.readFloat(); temp.right = f.readFloat(); temp.top = f.readFloat(); temp.bottom = f.readFloat(); blastzones.Add(temp); } f.skip(1); //Seperation char if (f.readInt() != 0) //1 { return; } f.skip(1); //Seperation char if (f.readInt() != 0) //2 { return; } f.skip(1);//Seperation char int enemyGeneratorCount = f.readInt(); if (enemyGeneratorCount != 0) { return; } f.skip(1); //Seperation char if (f.readInt() != 0) //4 { return; } f.skip(1);//Seperation char int fsAreaCamCount = f.readInt(); if (fsAreaCamCount != 0) { return; } f.skip(1);//Seperation char int fsCamLimitCount = f.readInt(); if (fsCamLimitCount != 0) { return; } f.skip(1);//Seperation char int damageShapeCount = f.readInt(); for (int i = 0; i < damageShapeCount; i++) { f.skip(0xD); string tempName = f.readString(f.pos(), 0x38); f.skip(0x38); f.skip(1);//Seperation char string tempSubname = f.readString(f.pos(), 0x40); f.skip(0xA6); int shapeType = f.readInt(); if (shapeType == 2) { Sphere temp = new Sphere(); temp.name = tempName; temp.subname = tempSubname; temp.x = f.readFloat(); temp.y = f.readFloat(); temp.z = f.readFloat(); temp.radius = f.readFloat(); f.skip(0x11); damageSpheres.Add(temp); } else if (shapeType == 3) { Capsule temp = new Capsule(); temp.name = tempName; temp.subname = tempSubname; temp.x = f.readFloat(); temp.y = f.readFloat(); temp.z = f.readFloat(); temp.dx = f.readFloat(); temp.dy = f.readFloat(); temp.dz = f.readFloat(); temp.r = f.readFloat(); temp.unk = f.readFloat(); f.skip(1); damageCapsules.Add(temp); } else { throw new NotImplementedException(); } } f.skip(1);//Seperation char int itemCount = f.readInt(); for (int i = 0; i < itemCount; i++) { ItemSpawner temp = new ItemSpawner(); temp.read(f); items.Add(temp); } f.skip(1);//Seperation char int generalShapeCount = f.readInt(); for (int i = 0; i < generalShapeCount; i++) { f.skip(0xD); string tempName = f.readString(f.pos(), 0x38); f.skip(0x38); f.skip(1);//Seperation char string tempSubname = f.readString(f.pos(), 0x40); f.skip(0xAB); int shapeType = f.readInt(); LVDGeneralShape p; if (shapeType == 1) { p = new GeneralPoint(); } else if (shapeType == 3) { p = new GeneralRect(); } else if (shapeType == 4) { p = new GeneralPath(); } else { throw new Exception($"Unknown shape type {shapeType} at offset {f.pos() - 4}"); } p.name = tempName; p.subname = tempSubname; p.Read(f); generalShapes.Add(p); } f.skip(1); int generalPointCount = f.readInt(); for (int i = 0; i < generalPointCount; i++) { Point temp = new Point(); f.skip(0xD); temp.name = f.readString(f.pos(), 0x38); f.skip(0x38); f.skip(1);//Seperation char temp.subname = f.readString(f.pos(), 0x40); f.skip(0xAF); temp.x = f.readFloat(); temp.y = f.readFloat(); f.skip(0x14); generalPoints.Add(temp); } if (f.readInt() != 0) //8 { return; //no clue how to be consistent in reading these so... } f.skip(1); if (f.readInt() != 0) //8 { return; //no clue how to be consistent in reading these so... } f.skip(1); if (f.readInt() != 0) //8 { return; //no clue how to be consistent in reading these so... } f.skip(1); if (f.readInt() != 0) //8 { return; //no clue how to be consistent in reading these so... } f.skip(1); if (f.readInt() != 0) //8 { return; //no clue how to be consistent in reading these so... } f.skip(1); if (f.readInt() != 0) //8 { return; //no clue how to be consistent in reading these so... } f.skip(1); //LVD doesn't end here and neither does my confusion, will update this part later }