Esempio n. 1
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        private void AddChestArmour(ChestArmour.ChestArmourEnum chestArmour, DataOvlReference.EQUIPMENT equipment)
        {
            ChestArmour armour = new ChestArmour(chestArmour, equipment, dataOvlRef, gameStateByteArray);

            ChestArmours.Add(armour);
            ItemsFromEquipment.Add(equipment, armour);
        }
Esempio n. 2
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        //private void AddShield(Shield.ShieldTypeEnum shield, DataOvlReference.EQUIPMENT equipment)
        //{
        //    Shields.Add(new Shield(shield, equipment, dataOvlRef, gameStateByteArray));
        //}

        private void AddHelm(Helm.HelmEnum helm, DataOvlReference.EQUIPMENT equipment)
        {
            Helm armour = new Helm(helm, equipment, dataOvlRef, gameStateByteArray);

            Helms.Add(armour);
            ItemsFromEquipment.Add(equipment, armour);
        }
Esempio n. 3
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        private void AddAmulet(Amulet.AmuletEnum amulet, DataOvlReference.EQUIPMENT equipment)
        {
            Amulet armour = new Amulet(amulet, equipment, dataOvlRef, gameStateByteArray);

            Amulets.Add(armour);
            ItemsFromEquipment.Add(equipment, armour);
        }
Esempio n. 4
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        private void AddRing(Ring.RingEnum ring, DataOvlReference.EQUIPMENT equipment)
        {
            Ring armour = new Ring(ring, equipment, dataOvlRef, gameStateByteArray);

            Rings.Add(armour);
            ItemsFromEquipment.Add(equipment, armour);
        }
Esempio n. 5
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        //public CombatItem(int quantity, string longName, string shortName, int nSpriteNum, int attackStat, int defendStat, DataOvlReference.EQUIPMENT specificEquipment)
        //    : base(quantity, longName, shortName, nSpriteNum)
        //{
        //    attackStat = AttackStat;
        //    defendStat = DefendStat;
        //    this.SpecificEquipment = specificEquipment;
        //}
        //    ChestArmours.Add(new ChestArmour(chestArmour, gameStateByteArray[(int)chestArmour],
        //equipmentNames[(int)equipment], equipmentNames[(int)equipment],
        //       CombatItem.GetAttack(dataOvlRef, (int) equipment),
        //       CombatItem.GetDefense(dataOvlRef, (int) equipment),equipment));

        // CombatItem.GetAttack(dataOvlRef, (int)specificEquipment), CombatItem.GetDefense(dataOvlRef, (int)specificEquipment)
        public CombatItem(DataOvlReference.EQUIPMENT specificEquipment, DataOvlReference dataOvlRef, List <byte> gameStateRef, int nOffset, int nSpriteNum)
            : base(gameStateRef[nOffset], CombatItem.GetEquipmentString(dataOvlRef, (int)specificEquipment),
                   CombatItem.GetEquipmentString(dataOvlRef, (int)specificEquipment), nSpriteNum)
        {
            AttackStat             = GetAttack(dataOvlRef, (int)specificEquipment);
            DefendStat             = GetDefense(dataOvlRef, (int)specificEquipment);
            RequiredStrength       = GetRequiredStrength(dataOvlRef, (int)specificEquipment);
            this.SpecificEquipment = specificEquipment;
        }
Esempio n. 6
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 public Weapon(WeaponTypeEnum weapon, WeaponTypeSpriteEnum sprite, DataOvlReference.EQUIPMENT equipment, DataOvlReference dataOvlRef, List <byte> gameStateByteArray)
     : base(equipment, dataOvlRef, gameStateByteArray, (int)weapon, (int)sprite)
 {
     IsAmmo      = equipment == DataOvlReference.EQUIPMENT.Quarrels || equipment == DataOvlReference.EQUIPMENT.Arrows;
     IsTwoHanded = equipment == DataOvlReference.EQUIPMENT.TwoHAxe || equipment == DataOvlReference.EQUIPMENT.TwoHSword ||
                   equipment == DataOvlReference.EQUIPMENT.TwoHHammer || equipment == DataOvlReference.EQUIPMENT.Bow || equipment == DataOvlReference.EQUIPMENT.MagicBow ||
                   equipment == DataOvlReference.EQUIPMENT.Crossbow || equipment == DataOvlReference.EQUIPMENT.Halberd || equipment == DataOvlReference.EQUIPMENT.FlamingOil;
     IsShield = equipment == DataOvlReference.EQUIPMENT.SmallShield || equipment == DataOvlReference.EQUIPMENT.LargeShield ||
                equipment == DataOvlReference.EQUIPMENT.SpikedShield || equipment == DataOvlReference.EQUIPMENT.MagicShield ||
                equipment == DataOvlReference.EQUIPMENT.JewelShield;
 }
Esempio n. 7
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 public bool IsEquipmentEquipped(DataOvlReference.EQUIPMENT equipment)
 {
     foreach (PlayerCharacterRecord record in Records)
     {
         if (record.Equipped.IsEquipped(equipment))
         {
             return(true);
         }
     }
     return(false);
 }
Esempio n. 8
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 /// <summary>
 /// Gets the Combat Item (inventory item) based on the equipped item
 /// </summary>
 /// <param name="equipment">type of combat equipment</param>
 /// <returns>combat item object</returns>
 public CombatItem GetItemFromEquipment(DataOvlReference.EQUIPMENT equipment)
 {
     foreach (CombatItem item in ReadyItems)
     {
         if (item.SpecificEquipment == equipment)
         {
             return(item);
         }
     }
     throw new Exception("Requested " + equipment.ToString() + " but is not a combat type");
 }
Esempio n. 9
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 public Weapon GetWeaponFromEquipment(DataOvlReference.EQUIPMENT equipment)
 {
     if (equipment == DataOvlReference.EQUIPMENT.Nothing)
     {
         return(null);
     }
     if (!ItemsFromEquipment.ContainsKey(equipment))
     {
         return(null);
     }
     return(ItemsFromEquipment[equipment]);
 }
Esempio n. 10
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 /// <summary>
 /// Gets the defense of a particular piece of equipment
 /// </summary>
 /// <param name="equipment"></param>
 /// <returns></returns>
 private int GetDefense(DataOvlReference.EQUIPMENT equipment)
 {
     if (TheWeapons.GetWeaponFromEquipment(equipment) != null)
     {
         return(TheWeapons.GetWeaponFromEquipment(equipment).AttackStat);
     }
     if (ProtectiveArmour.GetArmourFromEquipment(equipment) != null)
     {
         return(ProtectiveArmour.GetArmourFromEquipment(equipment).DefendStat);
     }
     return(0);
 }
        /// <summary>
        /// Creates a character record from a raw record that begins at offset 0
        /// </summary>
        /// <param name="rawRecord"></param>
        public PlayerCharacterRecord(byte[] rawRecord)
        {
            Debug.Assert(rawRecord.Length == (int)CHARACTER_RECORD_BYTE_ARRAY_SIZE);
            List <byte> rawRecordByteList = new List <byte>(rawRecord);

            Name                   = DataChunk.CreateDataChunk(DataChunk.DataFormatType.SimpleString, "Character Name", rawRecordByteList, (int)CharacterRecordOffsets.Name, 9).GetChunkAsString();
            Gender                 = (CharacterGender)rawRecordByteList[(int)CharacterRecordOffsets.Gender];
            Class                  = (CharacterClass)rawRecordByteList[(int)CharacterRecordOffsets.Class];
            Status                 = (CharacterStatus)rawRecordByteList[(int)CharacterRecordOffsets.Status];
            Stats.Strength         = rawRecordByteList[(int)CharacterRecordOffsets.Strength];
            Stats.Dexterity        = rawRecordByteList[(int)CharacterRecordOffsets.Dexterity];
            Stats.Intelligence     = rawRecordByteList[(int)CharacterRecordOffsets.Intelligence];
            Stats.CurrentMP        = rawRecordByteList[(int)CharacterRecordOffsets.CurrentMP];
            Stats.CurrentHP        = DataChunk.CreateDataChunk(DataChunk.DataFormatType.UINT16List, "Current hit points", rawRecordByteList, (int)CharacterRecordOffsets.CurrentHP, sizeof(UInt16)).GetChunkAsUINT16List()[0];
            Stats.MaximumHP        = DataChunk.CreateDataChunk(DataChunk.DataFormatType.UINT16List, "Maximum hit points", rawRecordByteList, (int)CharacterRecordOffsets.MaximimumHP, sizeof(UInt16)).GetChunkAsUINT16List()[0];
            Stats.ExperiencePoints = DataChunk.CreateDataChunk(DataChunk.DataFormatType.UINT16List, "Maximum hit points", rawRecordByteList, (int)CharacterRecordOffsets.ExperiencePoints, sizeof(UInt16)).GetChunkAsUINT16List()[0];
            Stats.Level            = rawRecordByteList[(int)CharacterRecordOffsets.Level];

            // this approach is necessary because I have found circumstances where shields and weapons were swapped in the save file
            // I couldn't guarantee that other items wouldn't do the same so instead we allow each of the equipment save
            // slots can be "whatever" in "whatever" order. When I save them back to disk, I will save them in the correct order
            // Also confirmed that Ultima 5 can handle these equipment saves out of order as well
            List <DataOvlReference.EQUIPMENT> allEquipment = new List <DataOvlReference.EQUIPMENT>(6);

            allEquipment.Add((DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Helmet]);
            allEquipment.Add((DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Armor]);
            allEquipment.Add((DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Weapon]);
            allEquipment.Add((DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Shield]);
            allEquipment.Add((DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Ring]);
            allEquipment.Add((DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Amulet]);

            Equipped.Helmet    = (DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Helmet];
            Equipped.Armor     = (DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Armor];
            Equipped.LeftHand  = (DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Weapon];
            Equipped.RightHand = (DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Shield];
            Equipped.Ring      = (DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Ring];
            Equipped.Amulet    = (DataOvlReference.EQUIPMENT)rawRecordByteList[(int)CharacterRecordOffsets.Amulet];

            // sometimes U5 swaps the shield and weapon, so we are going to be careful and just swap them back
            if ((int)Equipped.LeftHand <= (int)DataOvlReference.EQUIPMENT.JewelShield && (int)Equipped.LeftHand >= (int)DataOvlReference.EQUIPMENT.Dagger)
            {
                DataOvlReference.EQUIPMENT shieldEquip = Equipped.RightHand;
                Equipped.RightHand = Equipped.LeftHand;
                Equipped.LeftHand  = shieldEquip;
            }


            InnOrParty = rawRecordByteList[(int)CharacterRecordOffsets.InnParty];

            Unknown1 = rawRecordByteList[(int)CharacterRecordOffsets.Unknown1];
            Unknown2 = rawRecordByteList[(int)CharacterRecordOffsets.Unknown2];
        }
Esempio n. 12
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 public Amulet(AmuletEnum amuletType, DataOvlReference.EQUIPMENT equipment, DataOvlReference dataOvlRef, List <byte> gameStateByteArray)
     : base(equipment, dataOvlRef, gameStateByteArray, (int)amuletType, AMULET_SPRITE)
 {
     AmuletType = amuletType;
 }
Esempio n. 13
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 public Ring(RingEnum ringType, DataOvlReference.EQUIPMENT equipment, DataOvlReference dataOvlRef, List <byte> gameStateByteArray)
     : base(equipment, dataOvlRef, gameStateByteArray, (int)ringType, RING_SPRITE)
 {
     RingType = ringType;
 }
Esempio n. 14
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 public Helm(HelmEnum helmType, DataOvlReference.EQUIPMENT equipment, DataOvlReference dataOvlRef, List <byte> gameStateByteArray)
     : base(equipment, dataOvlRef, gameStateByteArray, (int)helmType, HELM_SPRITE)
 {
     HelmType = helmType;
 }
Esempio n. 15
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 public ChestArmour(ChestArmourEnum chestArmourType, DataOvlReference.EQUIPMENT equipment, DataOvlReference dataOvlRef, List <byte> gameStateByteArray)
     : base(equipment, dataOvlRef, gameStateByteArray, (int)chestArmourType, CHEST_ARMOUR_SPRITE)
 {
     ChestArmourType = chestArmourType;
 }
Esempio n. 16
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        private void AddWeapon(Weapon.WeaponTypeEnum weapon, Weapon.WeaponTypeSpriteEnum weaponSprite, DataOvlReference.EQUIPMENT equipment)
        {
            Weapon newWeapon = new Weapon(weapon, weaponSprite, equipment, dataOvlRef, gameStateByteArray);

            Items.Add(weapon, newWeapon);
            ItemsFromEquipment.Add(equipment, newWeapon);
        }
Esempio n. 17
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 public Shield(ShieldTypeEnum shieldType, DataOvlReference.EQUIPMENT equipment, DataOvlReference dataOvlRef, List <byte> gameStateByteArray)
     : base(equipment, dataOvlRef, gameStateByteArray, (int)shieldType, SHIELD_SPRITE)
 {
     ShieldType = shieldType;
 }
 public bool IsEquipped(DataOvlReference.EQUIPMENT equipment)
 {
     return(Helmet == equipment || Armor == equipment || LeftHand == equipment || RightHand == equipment || Ring == equipment || Amulet == equipment);
 }
Esempio n. 19
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 public Armour(DataOvlReference.EQUIPMENT specificEquipment, DataOvlReference dataOvlRef, List <byte> gameStateByteRef, int nOffset, int nSpriteNum)
     : base(specificEquipment, dataOvlRef, gameStateByteRef, nOffset, nSpriteNum)
 {
 }