Esempio n. 1
0
        public GVAppearanceType(FITFile spriteFile) : base(spriteFile)
        {
            if (!spriteFile.SeekSection("States"))
            {
                return;
            }
            if (!spriteFile.GetInt("NumStates", out numStates))
            {
                return;
            }

            for (int i = 0; i < numStates; i++)
            {
                if (spriteFile.SeekSection("State" + i))
                {
                    var state = new GVActorData();

                    int stat;
                    if (!spriteFile.GetInt("State", out stat))
                    {
                        return;
                    }

                    state.state = (GVActorStates)stat;

                    if (!spriteFile.GetInt("NumFrames", out state.numFrames))
                    {
                        return;
                    }
                    if (!spriteFile.GetFloat("FrameRate", out state.frameRate))
                    {
                        return;
                    }
                    if (!spriteFile.GetInt("BasePacketNumber", out state.basePacketNumber))
                    {
                        return;
                    }
                    if (!spriteFile.GetInt("NumRotations", out state.numRotations))
                    {
                        return;
                    }


                    state.shapeId = state.basePacketNumber;

                    AppearStates.Add(state);
                }
            }
        }
Esempio n. 2
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        public bool GetMapPreview(string Mapname, out Texture2D preview)
        {
            preview = new Texture2D(1, 1);
            if (!isReady || Mapname == "")
            {
                return(false);
            }

            var mapPreviewPath = Path.Combine(MapFitPath, Mapname + ".tga").ToUpper();
            var fileData       = MechCommanderUnity.Instance.FileManager.File(mapPreviewPath);

            if (fileData != null)
            {
                MechCommanderUnity.LogMessage("TGA file " + mapPreviewPath);
                preview = TGALoader.LoadTGA(new MemoryStream(fileData));
                return(true);
            }
            else
            {
                var missionFile = new FITFile(MechCommanderUnity.Instance.FileManager.File(MCGExtensions.PathCombine(new string[] { "missions", Mapname + ".fit" })));
                missionFile.SeekSection("TerrainSystem");
                missionFile.GetString("TerrainFileName", out string terrainFileName);
                mapPreviewPath = Path.Combine(MapFitPath, terrainFileName + ".tga").ToUpper();
                fileData       = MechCommanderUnity.Instance.FileManager.File(mapPreviewPath);
                if (fileData != null)
                {
                    MechCommanderUnity.LogMessage("TGA file DIFFERENT NAME " + mapPreviewPath);
                    preview = TGALoader.LoadTGA(new MemoryStream(fileData));
                    return(true);
                }
            }

            MechCommanderUnity.LogMessage("Can´t Find TGA file " + mapPreviewPath);
            return(false);
        }
Esempio n. 3
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        public Terrain(string terrainFileName)//FITFile terrainFitFile)
        {
            terrainName = terrainFileName;

            string TerrainFileName = System.IO.Path.ChangeExtension(terrainFileName, "fit");

            FITFile terrainFitFile = new FITFile(MechCommanderUnity.Instance.FileManager.File(MCGExtensions.PathCombine(new string[] { "terrain", TerrainFileName })));

            terrainFitFile.SeekSection("TerrainData");

            terrainFitFile.GetInt("VerticesBlockSide", out this.verticesBlockSide);
            terrainFitFile.GetInt("BlocksMapSide", out this.blocksMapSide);

            terrainFitFile.GetFloat("MetersPerElevLevel", out this.MetersPerElevLevel);
            terrainFitFile.GetFloat("MetersPerVertex", out this.MetersPerVertex);

            terrainFitFile.GetInt("VisibleVerticesPerSide", out this.visibleVerticesPerSide);

            terrainFitFile.SeekSection("TileData");

            string TerrainTileFile;

            terrainFitFile.GetString("TerrainTileFile", out TerrainTileFile);

            this.realVerticesMapSide = this.verticesBlockSide * this.blocksMapSide;
            this.halfVerticesMapSide = this.realVerticesMapSide / 2;

            this.worldUnitsMapSide = this.realVerticesMapSide * MetersPerVertex;

            this.numObjBlocks   = this.blocksMapSide * this.blocksMapSide;
            this.numObjVertices = this.verticesBlockSide * this.verticesBlockSide;

            //Init TerrainTiles
            TerrainTiles = new TerrainTiles(terrainFileName, TerrainTileFile, (int)this.blocksMapSide, (int)this.verticesBlockSide);

            //Init MapBlockManager
            MapBlock = new MapBlockManager(terrainFileName, (int)this.blocksMapSide, (int)this.verticesBlockSide);

            //Init VertexManager

            //Init TerrainTileManager

            //Init ObjectManager
            ObjBlock = new ObjectBlockManager(terrainFileName);

            //Init TacticalMap
        }
Esempio n. 4
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        public AppearanceType(FITFile spriteFile)
        {
            spriteFile.SeekSection("Main Info");

            spriteFile.GetString("Name", out name);

            if (!spriteFile.GetInt("Delta", out delta))
            {
                delta = 0;
            }

            if (spriteFile.SeekSection("Bounds"))
            {
                designerTypeBounds = true;

                spriteFile.GetInt("UpperLeftX", out boundsUpperLeftX);
                spriteFile.GetInt("UpperLeftY", out boundsUpperLeftY);
                spriteFile.GetInt("LowerRightX", out boundsLowerRightX);
                spriteFile.GetInt("LowerRightY", out boundsLowerRightY);
            }
        }
Esempio n. 5
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        public ExplosionType(FITFile objFitFile) : base(objFitFile)
        {
            objectTypeClass      = (int)ObjectTypeClass.EXPLOSION_TYPE;
            objectClass          = ObjectClass.EXPLOSION;
            damageLevel          = 0f;
            soundEffectId        = -1;
            explosionRadius      = 0;
            chunkSize            = 0f;
            delayUntilCollidable = 0.5f;

            lightMinMaxRadius = 0.0f;
            lightMaxMaxRadius = 0.0f;
            lightOutMinRadius = 0.0f;
            lightOutMaxRadius = 0.0f;
            //lightRGB = 0x00000000;
            maxIntensity = 0.0f;
            minIntensity = 0.0f;
            duration     = 0.0f;

            if (!objFitFile.SeekSection("ExplosionData"))
            {
                return;
            }

            objFitFile.GetFloat("DmgLevel", out damageLevel);

            if (!objFitFile.GetInt("SoundEffectId", out soundEffectId))
            {
                return;
            }

            if (!objFitFile.GetInt("LightObjectId", out lightObjectId))
            {
                lightObjectId = -1;
            }

            if (!objFitFile.GetInt("ExplosionRadius", out explosionRadius))
            {
                explosionRadius = 0;
            }


            if (!objFitFile.GetFloat("DamageChunkSize", out chunkSize))
            {
                chunkSize = 5f;
            }


            //TODO: objFitFile.SeekSection("LightData"); NOT EXISTS IN MCG?¿?
        }
Esempio n. 6
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        public ObjectType(FITFile objFitFile)
        {
            objFitFile.SeekSection("ObjectType");
            objFitFile.GetString("Name", out name);


            objFitFile.GetInt("Appearance", out appearName);
            objFitFile.GetInt("ExplosionObject", out int obj);
            ExplosionObject = obj;
            objFitFile.GetInt("DestroyedObject", out obj);
            DestroyedObject = obj;
            objFitFile.GetFloat("ExtentRadius", out extentRadius);



            keepMe = true;              //Never cache out anymore!
            teamId = -1;                //Everything starts out Neutral now.
        }
Esempio n. 7
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        public BuildAppearanceType(FITFile spriteFile) : base(spriteFile)
        {
            spriteFile.SeekSection("Main Info");


            spriteFile.GetInt("NumFrames", out numFrames);

            var state = new ActorData();

            state.state            = ActorStates.STATE_NORMAL;
            state.basePacketNumber = 0;
            state.numFrames        = 1;
            state.numRotations     = 1;
            state.frameRate        = 1;
            state.symmetrical      = 1;
            state.delta            = 1;
            AppearStates.Add(state);

            state                  = new ActorData();
            state.state            = ActorStates.STATE_BLOWING_UP1;
            state.basePacketNumber = 0;
            state.numFrames        = numFrames;
            state.numRotations     = 1;
            state.frameRate        = 15;
            state.symmetrical      = 1;
            state.delta            = 1;
            AppearStates.Add(state);

            state                  = new ActorData();
            state.state            = ActorStates.STATE_DESTROYED;
            state.basePacketNumber = 0;
            state.numFrames        = 1;
            state.numRotations     = 1;
            state.frameRate        = 1;
            state.symmetrical      = 1;
            state.delta            = 1;
            AppearStates.Add(state);

            //0 To 11 is the building "Shadow" normal & destroyed
        }
Esempio n. 8
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        public GateType(FITFile objFitFile) : base(objFitFile)
        {
            objectTypeClass = (int)ObjectTypeClass.GATE_TYPE;
            objectClass     = ObjectClass.GATE;

            damageLevel = 0;

            blownEffectId  = -1;
            normalEffectId = -1;
            damageEffectId = -1;

            explDmg     = explRad = 0f;
            baseTonnage = 0f;

            gateTypeName = 0;


            if (!objFitFile.SeekSection("GateData"))
            {
                return;
            }

            objFitFile.GetFloat("DmgLevel", out damageLevel);

            if (!objFitFile.GetInt("BlownEffectId", out blownEffectId))
            {
                blownEffectId = -1;
            }

            if (!objFitFile.GetInt("NormalEffectId", out normalEffectId))
            {
                normalEffectId = -1;
            }

            if (!objFitFile.GetInt("DamageEffectId", out damageEffectId))
            {
                damageEffectId = -1;
            }
        }
Esempio n. 9
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        public TerrainObjectType(FITFile objFitFile) : base(objFitFile)
        {
            objectTypeClass = (int)ObjectTypeClass.TERRAINOBJECT_TYPE;
            objectClass     = ObjectClass.TERRAINOBJECT;

            subType          = (int)TerrainObjectSubType.TERROBJ_NONE;
            damageLevel      = 0f;
            collisionOffsetX = 0;
            collisionOffsetY = 0;
            setImpassable    = false;
            xImpasse         = 0;
            yImpasse         = 0;
            extentRadius     = -1.0f;
            explDmg          = 0.0f;
            explRad          = 0.0f;
            fireTypeHandle   = 0;

            if (!objFitFile.SeekSection("TerrainObjectData"))
            {
                if (!objFitFile.SeekSection("TreeData"))
                {
                    return;
                }

                subType     = (int)TerrainObjectSubType.TERROBJ_TREE;
                objectClass = ObjectClass.TREE;
            }

            objFitFile.GetFloat("DmgLevel", out damageLevel);

            if (!objFitFile.GetInt("CollisionOffsetX", out collisionOffsetX))
            {
                collisionOffsetX = 0;
            }

            if (!objFitFile.GetInt("CollisionOffsetY", out collisionOffsetY))
            {
                collisionOffsetY = 0;
            }



            int setImpass;

            objFitFile.GetInt("SetImpassable", out setImpass);
            setImpassable = setImpass == 1 ? true : false;

            if (!objFitFile.GetInt("XImpasse", out xImpasse))
            {
                xImpasse = 0;
            }
            if (!objFitFile.GetInt("YImpasse", out yImpasse))
            {
                yImpasse = 0;
            }

            float realExtent = 0f;

            if (!objFitFile.GetFloat("ExtentRadius", out realExtent))
            {
                realExtent = -1f;
            }


            if (!objFitFile.GetFloat("ExplosionRadius", out explRad))
            {
                explRad = 0f;// if this fails, explosion radius is not set and no splash damage.
            }
            if (!objFitFile.GetFloat("ExplosionDamage", out explDmg))
            {
                explDmg = 0f; // if this fails, explosion damage is not set and no splash damage.
            }
            //-------------------------------------------------------
            // Initialize the base object Type from the current file.

            extentRadius = realExtent;
        }
Esempio n. 10
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        public TurretType(FITFile objFitFile) : base(objFitFile)
        {
            objectTypeClass   = (int)ObjectTypeClass.TURRET_TYPE;
            objectClass       = ObjectClass.TURRET;
            damageLevel       = 0f;
            blownEffectId     = -1;
            normalEffectId    = -1;
            damageEffectId    = -1;
            explDmg           = explRad = 0f;
            baseTonnage       = 0f;
            weaponMasterId[0] = weaponMasterId[1] = weaponMasterId[2] = weaponMasterId[3] = -1;
            pilotSkill        = 0;
            punch             = 0f;
            turretYawRate     = 0f;
            turretTypeName    = 0;
            blocksLineOfFire  = false;

            lowTemplate  = 0;
            highTemplate = 0;


            if (!objFitFile.SeekSection("TurretData"))
            {
                return;
            }

            objFitFile.GetBool("BlocksLineOfFire", out blocksLineOfFire);

            objFitFile.GetFloat("DmgLevel", out damageLevel);

            if (!objFitFile.GetInt("BlownEffectId", out blownEffectId))
            {
                blownEffectId = -1;
            }
            if (!objFitFile.GetInt("NormalEffectId", out normalEffectId))
            {
                normalEffectId = -1;
            }
            if (!objFitFile.GetInt("DamageEffectId", out damageEffectId))
            {
                damageEffectId = -1;
            }

            objFitFile.GetInt("LowTemplate", out lowTemplate);
            objFitFile.GetInt("HighTemplate", out highTemplate);

            if (!objFitFile.GetFloat("ExplosionRadius", out explRad))
            {
                explRad = 0f;// if this fails, explosion radius is not set and no splash damage.
            }
            if (!objFitFile.GetFloat("ExplosionDamage", out explDmg))
            {
                explDmg = 0f; // if this fails, explosion damage is not set and no splash damage.
            }
            if (!objFitFile.GetFloat("Tonnage", out baseTonnage))
            {
                baseTonnage = 20f;
            }

            if (!objFitFile.GetFloat("AttackRadius", out engageRadius))
            {
                return;
            }

            if (!objFitFile.GetFloat("MaxTurretYawRate", out turretYawRate))
            {
                return;
            }
            if (!objFitFile.GetInt("WeaponType", out weaponMasterId[0]))
            {
                return;
            }


            //SPOTLIGHTS!!!!
            if (weaponMasterId[0] != -1)
            {
                punch = 99999f;//TODO: MASTERCOMPONENTLIST MasterComponent::masterList[weaponMasterId[0]].getCV();
            }
            else
            {
                punch = 0.0f;
            }

            if (!objFitFile.GetInt("WeaponType1", out weaponMasterId[1]))
            {
                weaponMasterId[1] = -1;
            }
            else
            {
                punch += 99999f;//TODO: MasterComponent::masterList[weaponMasterId[1]].getCV();
            }
            if (!objFitFile.GetInt("WeaponType2", out weaponMasterId[2]))
            {
                weaponMasterId[2] = -1;
            }
            else
            {
                punch += 99999f;//TODO: MasterComponent::masterList[weaponMasterId[2]].getCV();
            }
            if (!objFitFile.GetInt("WeaponType3", out weaponMasterId[3]))
            {
                weaponMasterId[3] = -1;
            }
            else
            {
                punch += 99999f;//TODO: MasterComponent::masterList[weaponMasterId[3]].getCV();
            }
            if (!objFitFile.GetInt("PilotSkill", out pilotSkill))
            {
                return;
            }


            if (!objFitFile.GetInt("BuildingName", out turretTypeName))
            {
                turretTypeName = 30164;// IDS_TRTOBJ_NAME;
            }
        }
Esempio n. 11
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        public BuildingType(FITFile objFitFile) : base(objFitFile)
        {
            objectTypeClass       = (int)ObjectTypeClass.BUILDING_TYPE; //any reason to record TREEBUILDING_TYPE?
            objectClass           = ObjectClass.BUILDING;
            damageLevel           = 0f;
            sensorRange           = -1f;
            teamId                = -1;
            explDmg               = explRad = 0f;
            baseTonnage           = 0f;
            buildingTypeName      = 0;
            buildingDescriptionID = -1;
            startBR               = 0;
            numMarines            = 0;
            canRefit              = false;
            mechBay               = false;
            blocksLineOfFire      = false;

            lowTemplate  = 0;
            highTemplate = 0;

            if (!objFitFile.SeekSection("TreeData") ||
                !objFitFile.SeekSection("BuildingData"))
            {
                return;
            }

            //objFitFile.SeekSection("BuildingData");

            objFitFile.GetFloat("DmgLevel", out damageLevel);

            objFitFile.GetBool("CanRefit", out canRefit);
            if (canRefit)
            {
                objFitFile.GetBool("MechBay", out mechBay);
            }

            objFitFile.GetBool("BlocksLineOfFire", out blocksLineOfFire);

            objFitFile.GetInt("LowTemplate", out lowTemplate);
            objFitFile.GetInt("HighTemplate", out highTemplate);

            if (!objFitFile.GetFloat("ExplosionRadius", out explRad))
            {
                explRad = 0f;// if this fails, explosion radius is not set and no splash damage.
            }
            if (!objFitFile.GetFloat("ExplosionDamage", out explDmg))
            {
                explDmg = 0f; // if this fails, explosion damage is not set and no splash damage.
            }
            if (!objFitFile.GetFloat("Tonnage", out baseTonnage))
            {
                baseTonnage = 20f;
            }

            if (!objFitFile.GetInt("BattleRating", out startBR))
            {
                startBR = 20;
            }

            if (!objFitFile.GetInt("NumMarines", out numMarines))
            {
                numMarines = 0;
            }

            float realExtent = 0f;

            if (!objFitFile.GetFloat("ExtentRadius", out realExtent))
            {
                realExtent = -1f;
            }

            //----------------------------
            // Init sensor-related data...

            if (!objFitFile.GetInt("TeamID", out teamId))
            {
                teamId = -1;
            }

            if (!objFitFile.GetFloat("SensorRange", out sensorRange))
            {
                sensorRange = -1f;
            }

            int buildingNameInt = 30163;

            if (!objFitFile.GetInt("BuildingName", out buildingNameInt))
            {
                buildingNameInt = 30163;
            }
            buildingName = buildingNameInt.ToString();


            if (!objFitFile.GetInt("BattleRating", out resourcePoints))
            {
                resourcePoints = -1;
            }

            if (!objFitFile.GetInt("BasePixelOffsetX", out basePixelOffsetX))
            {
                basePixelOffsetX = 0;
            }
            if (!objFitFile.GetInt("BasePixelOffsetY", out basePixelOffsetY))
            {
                basePixelOffsetY = 0;
            }
            if (!objFitFile.GetInt("CollisionOffsetX", out collisionOffsetX))
            {
                collisionOffsetX = 0;
            }
            if (!objFitFile.GetInt("CollisionOffsetY", out collisionOffsetY))
            {
                collisionOffsetY = 0;
            }

            objFitFile.GetInt("HighTemplate", out highTemplate);
            objFitFile.GetInt("LowTemplate", out lowTemplate);

            //  impassability = (highTemplate << 32) | lowTemplate;


            //-------------------------------------------------------
            // Initialize the base object Type from the current file.

            extentRadius = realExtent;
        }
Esempio n. 12
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        public VFXAppearanceType(FITFile spriteFile) : base(spriteFile)
        {
            if (!spriteFile.SeekSection("States"))
            {
                return;
            }

            if (!spriteFile.GetInt("NumStates", out numStates))
            {
                return;
            }

            if (!spriteFile.GetInt("Scaled", out scaled))
            {
                scaled = 0;
            }

            int ScaledOffset = scaled == 1 ? -1 : 0;

            for (int i = 0; i < numStates; i++)
            {
                if (spriteFile.SeekSection("State" + i))
                {
                    if (!spriteFile.GetInt("SubStates", out subStates))
                    {
                        subStates = 0;
                    }
                    var state = new ActorData();

                    if (!spriteFile.GetInt("State", out var stat))
                    {
                        return;
                    }

                    state.state = (ActorStates)stat;

                    if (!spriteFile.GetInt("NumFrames", out state.numFrames))
                    {
                        return;
                    }
                    if (!spriteFile.GetFloat("FrameRate", out state.frameRate))
                    {
                        return;
                    }
                    if (!spriteFile.GetInt("BasePacketNumber", out state.basePacketNumber))
                    {
                        return;
                    }
                    if (!spriteFile.GetInt("NumRotations", out state.numRotations))
                    {
                        return;
                    }
                    if (!spriteFile.GetInt("Symmetrical", out state.symmetrical))
                    {
                        return;
                    }
                    if (!spriteFile.GetInt("Loop", out int loop))
                    {
                        loop = 0;
                    }

                    //delta ==1 First is Shadow?¿ && state.numFrames>1 && loop==1
                    state.delta = (delta == 1 && state.numFrames > 1) ? 1: 0;
                    // state.numFrames += state.delta;

                    state.shapeId = (state.basePacketNumber + ((1 + ScaledOffset) * 1));

                    AppearStates.Add(state);


                    //Do something with the state data

                    int   numFrames, basePacketNumber;
                    float frameRate;
                    int   numRotations, symmetrical;
                    for (int j = 0; j < subStates; j++)
                    {
                        treeBuilding = true;
                        if (spriteFile.SeekSection("Sub" + j + "State" + i))
                        {
                            if (!spriteFile.GetInt("NumFrames", out numFrames))
                            {
                                return;
                            }
                            if (!spriteFile.GetFloat("FrameRate", out frameRate))
                            {
                                return;
                            }
                            if (!spriteFile.GetInt("BasePacketNumber", out basePacketNumber))
                            {
                                return;
                            }
                            if (!spriteFile.GetInt("NumRotations", out numRotations))
                            {
                                return;
                            }
                            if (!spriteFile.GetInt("Symmetrical", out symmetrical))
                            {
                                return;
                            }
                            if (!spriteFile.GetInt("Loop", out loop))
                            {
                                return;
                            }

                            //Do something with the substate data
                        }
                    }
                }
            }
        }
Esempio n. 13
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        //public float* fireOffsetX;
        //public float* fireOffsetY;
        //public float* fireDelay;

        //public long* fireRandomOffsetX;
        //public long* fireRandomOffsetY;
        //public long* fireRandomDelay;

        #endregion

        #region Class Structures
        #endregion

        #region Constructors
        public FireType(FITFile objFitFile) : base(objFitFile)
        {
            objectTypeClass = (int)ObjectTypeClass.FIRE_TYPE;
            objectClass     = ObjectClass.FIRE;

            damageLevel   = 0f;
            soundEffectId = -1;

            maxExtentRadius = 0f;
            timeToMaxExtent = 0f;

            totalFireShapes = 1;

            //fireOffsetX = NULL;
            //fireOffsetY = NULL;
            //fireDelay = NULL;

            //fireRandomOffsetX = NULL;
            //fireRandomOffsetY = NULL;
            //fireRandomDelay = NULL;

            if (!objFitFile.SeekSection("FireData"))
            {
                return;
            }

            objFitFile.GetFloat("DmgLevel", out damageLevel);

            if (!objFitFile.GetInt("SoundEffectId", out soundEffectId))
            {
                return;
            }

            if (!objFitFile.GetInt("LightObjectId", out lightObjectId))
            {
                lightObjectId = -1;
            }

            if (!objFitFile.GetInt("startLoopFrame", out startLoopFrame))
            {
                return;
            }
            if (!objFitFile.GetInt("numLoops", out numLoops))
            {
                return;
            }
            if (!objFitFile.GetInt("endLoopFrame", out endLoopFrame))
            {
                return;
            }

            if (!objFitFile.GetFloat("maxExtentRadius", out maxExtentRadius))
            {
                maxExtentRadius = 0f;
            }
            if (!objFitFile.GetFloat("TimeToMaxExtent", out timeToMaxExtent))
            {
                timeToMaxExtent = 20f;
            }

            if (!objFitFile.GetInt("TotalFireShapes", out totalFireShapes))
            {
                totalFireShapes = 1;
            }
        }
Esempio n. 14
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        public void Init(string missionName, MissionLoadType loadType)
        //public Mission(string missionName, MissionLoadType loadType)
        {
            this.Init();
            float loadProgress = 0f;

            MechCommanderUnity.LogMessage("Loading Mission: " + missionName);

            var auxStr = "";


            //LoadType mission SP (quick or logistic) and MP
            //define team relations

            loadProgress = 4.0f;

            //--------------------------
            // Load Game System stuff...
            //Define General Game Settings

            var generalFitFile = new FITFile(MechCommanderUnity.Instance.FileManager.File(MCGExtensions.PathCombine(new string[] { "missions", "gamesys.fit" })));

            if (generalFitFile.SectionNumber == 0)
            {
                MechCommanderUnity.LogMessage("Error Loading General FitFile :" + MCGExtensions.PathCombine(new string[] { MechCommanderUnity.Instance.MCGPath, "missions", "gamesys.fit" }));
                return;
            }

            //----------------------------------------------------------------------
            // Now that we have some base values, load the master component table...



            //---------------------------------------
            // Read in difficulty here if it exits.
            //InitDifficultySettings(gameSystemFile);


            //---------------------------------------
            // Read Mission File
            missionFileName = Path.ChangeExtension(missionName, "fit");

            //Read Mission Fit File
            missionFile = new FITFile(MechCommanderUnity.Instance.FileManager.File(MCGExtensions.PathCombine(new string[] { "missions", missionFileName })));
            if (missionFile.SectionNumber == 0)
            {
                MechCommanderUnity.LogMessage("Error Loading Mission FitFile :" + MCGExtensions.PathCombine(new string[] { MechCommanderUnity.Instance.MCGPath, "missions", missionFileName }));
            }
            //-----------------------------------------
            // Begin Setting up Teams and Commanders...
            loadProgress = 10.0f;

            //NULL ANY TEAMS & COMMANDERS

            //------------------------------------------------------------
            // First, let's see how many teams and commanders there are...
            long maxTeamID      = -1;
            long maxCommanderID = -1;

            if (loadType == MissionLoadType.MISSION_LOAD_MP_LOGISTICS)
            {
                //MP TEAMS & COMMANDERS
            }
            else
            {
                missionFile.SeekSection("Parts");
                int numParts;

                missionFile.GetInt("NumParts", out numParts);

                if (numParts > 0)
                {
                    for (int i = 1; i < (long)numParts + 1; i++)
                    {
                        //SP TEAMS & COMMANDERS



                        //------------------------------------------------------------------
                        // Find the object to load
                        missionFile.SeekSection("Part" + i);

                        int teamID = -1;
                        missionFile.GetInt("TeamId", out teamID);

                        int commanderID = -1;

                        if (missionFile.GetInt("CommanderId", out commanderID))
                        {
                            int cID;
                            missionFile.GetInt("CommanderId", out cID);
                            commanderID = (sbyte)cID;
                        }

                        //if (MPlayer && dropZoneList)
                        //{
                        //    //-------------------------------------------------------------
                        //    // Since dropZoneList is not NULL, we know this was not started
                        //    // from the command-line...
                        //    long origCommanderID = commanderID;
                        //    commanderID = commandersToLoad[origCommanderID][0];
                        //    teamID = commandersToLoad[origCommanderID][1];
                        //}

                        if (commanderID > maxCommanderID)
                        {
                            maxCommanderID = commanderID;
                        }
                        if (teamID > maxTeamID)
                        {
                            maxTeamID = teamID;
                        }
                    }
                }
            }

            missionFile.SeekSection("PaletteSystem");
            missionFile.GetString("PaletteSystem", out string paletteName);

            ContentReader.PaletteXpansion = paletteName == "palettex";

            //----------------------------------------------
            // Now, init the teams and commanders we need...

            //INIT TEAMS & COMMANDERS

            //-----------------------------
            // Init Trigger Area Manager...

            //-----------------------------------
            // Setup the Sensor System Manager...

            //INIT SENSOR MANAGER

            //INITIAL DROPZONE FROM missionFIle

            missionFile.SeekSection("DropZone0");
            missionFile.GetFloat("PositionX", out dropZone.x);
            missionFile.GetFloat("PositionY", out dropZone.y);

            //-----------------------------------------------------------------
            // Load the names of the scenario tunes.
            missionFile.SeekSection("Music");
            missionFile.GetInt("scenarioTuneNum", out missionTuneNum);
            //auxStr = "";
            //missionFile.getKeyValueBySection("Music", "scenarioTuneNum", out auxStr);
            //missionTuneNum=int.Parse(auxStr);

            //INIT CRATER MANAGER!!?¿?
            //result = craterManager->init(1000,20479,"feet");

//            MechCommanderUnity.LogMessage("Starting ObjectManager");
            //-----------------------------------------------------------------
            // Start the object system next.
            ObjectManager = GameObjectManager.Instance;
//            MechCommanderUnity.LogMessage("Finished ObjectManager");


            //-----------------------------------------------------------------
            // Start the collision detection system. -- Doesn't need objects?

            //------------------------------------------------------------
            // Start the Terrain System

            missionFile.SeekSection("TerrainSystem");
            string terrainFileName;

            missionFile.GetString("TerrainFileName", out terrainFileName);//System.IO.Path.ChangeExtension(missionName, "fit");
            //Read Terrain Fit File
            //INIT TERRAIN FILE
//            MechCommanderUnity.LogMessage("Starting Terrain");
            Terrain = new Terrain(terrainFileName);
            var Map = new GameObject();

            this.MapGO = Map;
//            MechCommanderUnity.LogMessage("Finished Terrain");

            loadProgress = 15.0f;

            //INIT TERRAIN GENERATION
//            MechCommanderUnity.LogMessage("Starting TerrainTiles");
            StartCoroutine(Terrain.InitTerrainTiles(GenerateMapIsoMeshes));
//            MechCommanderUnity.LogMessage("Finished TerrainTiles");
            //long terrainInitResult = land->init(&pakFile, 0, GameVisibleVertices, loadProgress, 20.0 );


            loadProgress = 35.0f;


            // land->load(missionFile);

            loadProgress = 36.0f;


            //----------------------------------------------------
            // Start GameMap for Movement System


            // PathManager = new MovePathManager;

            loadProgress = 40.0f;


            //----------------------
            // Load ABL Libraries...


            //---------------------------
            // Load the mission script...
            //-----------------------------------------------------------------
            // We now read in the mission Script File Name


            loadProgress = 41.0f;

            //-------------------------------------------
            // Load all MechWarriors for this mission...

            //Get Num Warrior from missionFile
            //foreach warrior
            //-------------------------
            // Find the warrior to load
            //--------------------------------------
            // Load the mechwarrior into the mech...
            //----------------------------
            // Read in the Brain module...
            //------------------------------------------------------------
            // For now, all mplayer brains are pbrain. Need to change when
            // we allow ai brains in mplayer...

            //---------------------------------------------------------------
            // Load the brain parameter file and load 'em for each warrior...


            loadProgress = 43.0f;

            //-----------------------------------------------------------------
            // All systems are GO if we reach this point.  Now we need to
            // parse the scenario file for the Objects we need for this scenario
            // We then create each object and place it in the world at the
            // position we read in with the frame we read in.



            //--------------------------------------------------------------------------------
            // IMPORTANT NOTE: mission parts should always start with Part 1.
            // Part 0 is reserved as a "NULL" id for routines that reference the mission
            // parts. AI routines, Brain keywords, etc. use PART ID 0 as an "object not found"
            // error code. DO NOT USE PART 0!!!!!!! Start with Part 1...


            loadProgress = 43.5f;

            //READ SPECIAL PARTS & LOAD THEM

            loadProgress = 48.5f;
            //--------------------------------------------------------------------------
            // Now that the parts data has been loaded, let's prep the ObjectManager for
            // the real things. First, count the number of objects we need...
            long numMechs    = 0;
            long numVehicles = 0;

            //foreach part load in Objectmanager calculate total nummechs & vehicles

            loadProgress = 55.0f;

            //pakFile.seekPacket(1);
            //ObjectManager->countTerrainObjects(&pakFile, (numMechs + MAX_TEAMS * MAX_REINFORCEMENTS_PER_TEAM) + (numVehicles + MAX_TEAMS * MAX_REINFORCEMENTS_PER_TEAM)/* + ObjectManager->maxElementals*/ + 1);
            loadProgress = 58.0f;
            //ObjectManager->setNumObjects(numMechs, numVehicles, 0, -1, -1, -1, 100, 50, 0, 130, -1);

            //-------------------------
            // Load the mech objects...


            loadProgress = 68.0f;

            //  ObjectManager->loadTerrainObjects(&pakFile, loadProgress, 30);
            ObjectManager.terrain = Terrain;
            StartCoroutine(ObjectManager.LoadTerrainObjects(Terrain.ObjBlock.objDataBlock, GenerateMapObj));
            //Terrain.InitTerrainObjects();

            loadProgress = 98.0f;

            //----------------------------------------------
            // Read in the Mission Time Limit.


            //----------------------------------------------
            // Read in the Objectives.  Safe to have none.

            //----------------------------
            // Read in Commander Groups...

            //-----------------------------------------------------------------------
            // Now that the parts are loaded, let's build the roster for each team...

            //---------------------------------------------------------------------------------
            // If we're not playing multiplayer, make sure all home commander movers have their
            // localMoverId set to 0, so the iface can at least check if a mover is player
            // controlled...

            //-----------------------------------------------------
            // This tracks time since scenario started in seconds.

            //----------------------------
            // Create and load the Weather

            //---------------------------------------------------------------
            // Start the Camera and Lists


            //----------------------------------------------------------------------------
            // Start the Mission GUI


            //--------------------------------------------------
            // Close all walls and open gates and landbridges...

//            MechCommanderUnity.LogMessage(loadProgress.ToString());
        }
Esempio n. 15
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        public ObjectType Load(int objTypeNum, bool noCacheOut = true, bool forceLoad = false)
        {
            if (ObjectTypeList.ContainsKey(objTypeNum))
            {
                return(ObjectTypeList[objTypeNum]);
            }

            int objectTypeNum = -1;

            var objFitData = objPakFile.GetFileInner(objTypeNum);

            if (objFitData == null)
            {
                return(null);
            }

            var objFitFile = new FITFile(objFitData);

            objFitFile.SeekSection("ObjectClass");

            objFitFile.GetInt("ObjectTypeNum", out objectTypeNum);

            ObjectType objType = new ObjectType(objectTypeNum);

            switch ((ObjectTypeClass)objectTypeNum)
            {
            case ObjectTypeClass.CRAPPY_OBJECT:
                //----------------------------------------------
                // In theory we can't ever get here.
                // Because we did our jobs correctly!!

                throw new Exception();
                break;

            case ObjectTypeClass.BATTLEMECH_TYPE:
            {
                //objType = new ObjectType(objFitFile);
                //objType.init(objFitFile);
                //objType = new BattleMechType;
                //objType->setObjTypeNum(objTypeNum);
                ////if ((objType->init(objectFile,objectFile->getPacketSize()) != NO_ERR) && (objType->init(tmp1) != NO_ERR))
                //if ((objType->init(objectFile, objectFile->getPacketSize(), tmp1) != NO_ERR))// && (objType->init(tmp1) != NO_ERR))
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init Mech type ");
            }
            break;

            case ObjectTypeClass.VEHICLE_TYPE:
            {
                //objType = new GroundVehicleType;
                //objType->setObjTypeNum(objTypeNum);
                //if ((objType->init(objectFile, objectFile->getPacketSize(), tmp1) != NO_ERR))// && (objType->init(tmp1,3) != NO_ERR))
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init Vehicle type ");
            }
            break;

            case ObjectTypeClass.TREEBUILDING_TYPE:
            case ObjectTypeClass.BUILDING_TYPE:
            {
                objType = new BuildingType(objFitFile);
                //objType->setObjTypeNum(objTypeNum);
                //if (objType->init(objectFile, objectFile->getPacketSize(), tmp1) != NO_ERR)
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init Building type ");
            }
            break;

            case ObjectTypeClass.TREE_TYPE:
            {
                objType = new TerrainObjectType(objFitFile);
                //objType->setObjTypeNum(objTypeNum);
                //if (objType->init(objectFile, objectFile->getPacketSize()) != NO_ERR)
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init TerrainObject:Tree type ");
            }
            break;

            case ObjectTypeClass.TERRAINOBJECT_TYPE:
            {
                objType = new TerrainObjectType(objFitFile);
                //objType->setObjTypeNum(objTypeNum);
                //if (isMiscTerrObj)
                //    ((TerrainObjectTypePtr)objType)->initMiscTerrObj(objTypeNum);
                //else if (objType->init(objectFile, objectFile->getPacketSize()) != NO_ERR)
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init TerrainObject type ");
            }
            break;

            case ObjectTypeClass.WEAPONBOLT_TYPE:
            {
                //objType = new WeaponBoltType;
                //objType->setObjTypeNum(objTypeNum);
                //if (objType->init(objectFile, objectFile->getPacketSize()) != NO_ERR)
                //Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init WeaponBolt type ");
            }
            break;

            case ObjectTypeClass.TURRET_TYPE:
            {
                objType = new TurretType(objFitFile);
                //objType = new TurretType;
                //objType->setObjTypeNum(objTypeNum);
                //if (objType->init(objectFile, objectFile->getPacketSize(), tmp1) != NO_ERR)
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init Turret type ");
            }
            break;

            case ObjectTypeClass.EXPLOSION_TYPE:
            {
                objType = new ExplosionType(objFitFile);
                //objType = new ExplosionType;
                //objType->setObjTypeNum(objTypeNum);
                //if (objType->init(objectFile, objectFile->getPacketSize()) != NO_ERR)
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init Explosion type ");
            }
            break;

            case ObjectTypeClass.FIRE_TYPE:
            {
                objType = new FireType(objFitFile);
                //objType = new FireType;
                //objType->setObjTypeNum(objTypeNum);
                //if (objType->init(objectFile, objectFile->getPacketSize()) != NO_ERR)
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init Fire type ");
            }
            break;

            case ObjectTypeClass.GATE_TYPE:
            {
                objType = new GateType(objFitFile);
                //objType = new GateType;
                //objType->setObjTypeNum(objTypeNum);
                //if (objType->init(objectFile, objectFile->getPacketSize(), tmp1) != NO_ERR)
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init Gate type ");
            }
            break;

            case ObjectTypeClass.ARTILLERY_TYPE:
            {
            }
            break;

            case ObjectTypeClass.MINE_TYPE:
            {
                objType             = new ObjectType(objFitFile);
                objType.objectClass = ObjectClass.MINE;
                //objType = new ArtilleryType;
                //objType->setObjTypeNum(objTypeNum);
                //if (objType->init(objectFile, objectFile->getPacketSize()) != NO_ERR)
                //    Fatal(objectTypeNum, " ObjectTypeManager.load: unable to init Artillery type ");
            }
            break;

            default:
                return(null);
            }


            if (noCacheOut)
            {
                objType.NoCacheOut();
                if (objType.ExplosionObject > 0)
                {
                    Load((int)objType.ExplosionObject, false);
                }
            }

            ObjectTypeList.Add(objTypeNum, objType);

            return(objType);
        }