Esempio n. 1
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            /// <summary>
            /// Reads the data element from the given buffer.
            /// </summary>
            /// <param name="buffer">The buffer where the data element should be deserialized from.</param>
            public IncludedFile ReadData(RAMBuffer buffer)
            {
                Title   = buffer.ReadString(buffer.ReadInteger());
                Content = buffer.ReadString(buffer.ReadInteger());

                return(this);
            }
Esempio n. 2
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        /// <summary>
        /// Reads the data element from the given buffer.
        /// </summary>
        /// <param name="buffer">The buffer where the data element should be deserialized from.</param>
        public MessagesCinematics ReadData(RAMBuffer buffer)
        {
            InstructionsStringDllId = buffer.ReadUInteger();
            HintsStringDllId        = buffer.ReadUInteger();
            VictoryStringDllId      = buffer.ReadUInteger();
            LossStringDllId         = buffer.ReadUInteger();
            HistoryStringDllId      = buffer.ReadUInteger();
            ScoutsStringDllId       = buffer.ReadUInteger();
            InstructionsString      = buffer.ReadString(buffer.ReadShort());
            HintsString             = buffer.ReadString(buffer.ReadShort());
            VictoryString           = buffer.ReadString(buffer.ReadShort());
            LossString               = buffer.ReadString(buffer.ReadShort());
            HistoryString            = buffer.ReadString(buffer.ReadShort());
            ScoutsString             = buffer.ReadString(buffer.ReadShort());
            PregameCinematicFileName = buffer.ReadString(buffer.ReadShort());
            VictoryCinematicFileName = buffer.ReadString(buffer.ReadShort());
            LossCinematicFileName    = buffer.ReadString(buffer.ReadShort());
            BackgroundFileName       = buffer.ReadString(buffer.ReadShort());

            BitmapIncluded = buffer.ReadUInteger();
            buffer.ReadInteger();           // Width
            buffer.ReadInteger();           // Height
            buffer.ReadShort();             // Unknown, -1 for Bitmaps, 1 for no bitmaps
            Bitmap = BitmapIncluded != 0 ? new BitmapLibrary.BitmapLoader(buffer, readFileHeader: false) : null;

            return(this);
        }
Esempio n. 3
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        /// <summary>
        /// Deserializes the data elements from the internal buffer.
        /// </summary>
        /// <remarks></remarks>
        private void ReadData()
        {
            // Read version
            string version = _buffer.ReadString(4);

            if (version != "1.21")
            {
                throw new InvalidDataException($"Invalid primary file version: '{version}'");
            }

            // Read remaining file header
            _buffer.ReadUInteger();            // Header length
            _buffer.ReadInteger();             // Unknown constant = 2
            LastSaveTimestamp = _buffer.ReadUInteger();
            int instructionsLength = _buffer.ReadInteger();

            ScenarioInstructions = _buffer.ReadString(instructionsLength);
            _buffer.ReadUInteger();             // Unknown constant = 0
            PlayerCount = _buffer.ReadUInteger();

            // Create memory stream for decompression
            using (MemoryStream output = new MemoryStream())
                using (MemoryStream input = _buffer.ToMemoryStream())
                {
                    // Go to begin of uncompressed data
                    input.Seek(_buffer.Position, SeekOrigin.Begin);

                    // Create decompressor stream
                    using (DeflateStream decompressor = new DeflateStream(input, CompressionMode.Decompress))
                    {
                        // Decompress
                        decompressor.CopyTo(output);
                        decompressor.Close();
                    }

                    // Save decompressed data into buffer
                    _buffer = new RAMBuffer(output.ToArray());
                }

            // Read parts
            Header             = new DataElements.Header().ReadData(_buffer);
            MessagesCinematics = new DataElements.MessagesCinematics().ReadData(_buffer);
            PlayerAiResources  = new DataElements.PlayerAiResources().ReadData(_buffer);
            GlobalVictory      = new DataElements.GlobalVictory().ReadData(_buffer);
            Diplomacy          = new DataElements.Diplomacy().ReadData(_buffer);
            Disables           = new DataElements.Disables().ReadData(_buffer);
            Map   = new DataElements.Map().ReadData(_buffer);
            Units = new DataElements.Units().ReadData(_buffer);
            PlayerDiplomacyVarious = new DataElements.PlayerDiplomacyVarious().ReadData(_buffer);
            Triggers      = new DataElements.Triggers().ReadData(_buffer);
            IncludedFiles = new DataElements.IncludedFiles().ReadData(_buffer);

            // Clear buffer to save memory
            _buffer.Clear();
        }
Esempio n. 4
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        public Graphic ReadData(RAMBuffer buffer)
        {
            Name1 = buffer.ReadString(21);
            Name2 = buffer.ReadString(13);

            SLP         = buffer.ReadInteger();
            Unknown1    = buffer.ReadByte();
            Unknown2    = buffer.ReadByte();
            Layer       = buffer.ReadByte();
            PlayerColor = buffer.ReadByte();
            Rainbow     = buffer.ReadByte();
            Replay      = buffer.ReadByte();

            Coordinates = new List <short>(4);
            for (int i = 0; i < 4; ++i)
            {
                Coordinates.Add(buffer.ReadShort());
            }

            int deltaCount = buffer.ReadUShort();

            SoundID         = buffer.ReadShort();
            AttackSoundUsed = buffer.ReadByte();
            FrameCount      = buffer.ReadUShort();
            AngleCount      = buffer.ReadUShort();
            NewSpeed        = buffer.ReadFloat();
            FrameRate       = buffer.ReadFloat();
            ReplayDelay     = buffer.ReadFloat();
            SequenceType    = buffer.ReadByte();
            ID            = buffer.ReadShort();
            MirroringMode = buffer.ReadByte();
            Unknown3      = buffer.ReadByte();

            Deltas = new List <GraphicDelta>(deltaCount);
            for (int i = 0; i < deltaCount; ++i)
            {
                Deltas.Add(new GraphicDelta().ReadData(buffer));
            }

            if (AttackSoundUsed != 0)
            {
                AttackSounds = new List <GraphicAttackSound>(AngleCount);
                for (int i = 0; i < AngleCount; ++i)
                {
                    AttackSounds.Add(new GraphicAttackSound().ReadData(buffer));
                }
            }

            return(this);
        }
Esempio n. 5
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            /// <summary>
            /// Reads the data element from the given buffer.
            /// </summary>
            /// <param name="buffer">The buffer where the data element should be deserialized from.</param>
            public Effect ReadData(RAMBuffer buffer)
            {
                Type = (EffectTypes)buffer.ReadUInteger();

                ScenarioDataElementTools.AssertTrue(buffer.ReadUInteger() == 0x00000017);

                AiGoal     = buffer.ReadInteger();
                Amount     = buffer.ReadInteger();
                ResourceId = buffer.ReadInteger();
                Diplomacy  = buffer.ReadInteger();

                int selectedUnitsCount = buffer.ReadInteger();

                if (selectedUnitsCount < 0)
                {
                    selectedUnitsCount = 0;
                }

                LocationUnitInstanceId = buffer.ReadInteger();
                UnitType         = buffer.ReadInteger();
                PlayerSource     = buffer.ReadInteger();
                PlayerTarget     = buffer.ReadInteger();
                ResearchId       = buffer.ReadInteger();
                StringId         = buffer.ReadInteger();
                SoundId          = buffer.ReadInteger();
                DisplayTime      = buffer.ReadInteger();
                TriggerIndex     = buffer.ReadInteger();
                LocationX        = buffer.ReadInteger();
                LocationY        = buffer.ReadInteger();
                AreaBottomLeftX  = buffer.ReadInteger();
                AreaBottomLeftY  = buffer.ReadInteger();
                AreaTopRightX    = buffer.ReadInteger();
                AreaTopRightY    = buffer.ReadInteger();
                UnitClass        = buffer.ReadInteger();
                UnitType2        = buffer.ReadInteger();
                InstructionPanel = buffer.ReadInteger();

                Text          = buffer.ReadString(buffer.ReadInteger());
                SoundFileName = buffer.ReadString(buffer.ReadInteger());

                SelectedUnitInstanceIds = new List <uint>(selectedUnitsCount);
                for (int i = 0; i < selectedUnitsCount; i++)
                {
                    SelectedUnitInstanceIds.Add(buffer.ReadUInteger());
                }

                return(this);
            }
Esempio n. 6
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            public TerrainBorder ReadData(RAMBuffer buffer)
            {
                Enabled = buffer.ReadByte();
                Random  = buffer.ReadByte();

                Name  = buffer.ReadString(13);
                Name2 = buffer.ReadString(13);

                SLP      = buffer.ReadInteger();
                ShapePtr = buffer.ReadInteger();
                SoundID  = buffer.ReadInteger();

                Colors = new List <byte>(3);
                for (int i = 0; i < 3; ++i)
                {
                    Colors.Add(buffer.ReadByte());
                }

                IsAnimated        = buffer.ReadByte();
                AnimationFrames   = buffer.ReadShort();
                PauseFames        = buffer.ReadShort();
                Interval          = buffer.ReadFloat();
                PauseBetweenLoops = buffer.ReadFloat();
                Frame             = buffer.ReadShort();
                DrawFrame         = buffer.ReadShort();
                AnimateLast       = buffer.ReadFloat();
                FrameChanged      = buffer.ReadByte();
                Drawn             = buffer.ReadByte();

                Borders = new List <List <FrameData> >(19);
                for (int i = 0; i < 19; ++i)
                {
                    List <FrameData> frameData = new List <FrameData>(12);
                    for (int j = 0; j < 12; ++j)
                    {
                        frameData.Add(new FrameData().ReadData(buffer));
                    }
                    Borders.Add(frameData);
                }

                DrawTerrain     = buffer.ReadShort();
                UnderlayTerrain = buffer.ReadShort();
                BorderStyle     = buffer.ReadShort();

                return(this);
            }
Esempio n. 7
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            /// <summary>
            /// Reads the data element from the given buffer.
            /// </summary>
            /// <param name="buffer">The buffer where the data element should be deserialized from.</param>
            public AiFile ReadData(RAMBuffer buffer)
            {
                Unknown1         = buffer.ReadUInteger();
                Unknown2         = buffer.ReadUInteger();
                AiPerFileContent = buffer.ReadString(buffer.ReadInteger());

                return(this);
            }
Esempio n. 8
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            public SoundItem ReadData(RAMBuffer buffer)
            {
                FileName    = buffer.ReadString(13);
                ResourceID  = buffer.ReadInteger();
                Probability = buffer.ReadShort();
                Civ         = buffer.ReadShort();
                Unknown1    = buffer.ReadShort();

                return(this);
            }
Esempio n. 9
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        /// <summary>
        /// Konstruktor. Lädt die angegebene Datei.
        /// </summary>
        /// <param name="filename">Die zu ladende Datei.</param>
        public ShipFile(string filename)
            : this()
        {
            // Datei laden
            RAMBuffer buffer = new RAMBuffer(filename);

            // Namen lesen
            Name = buffer.ReadString(buffer.ReadInteger());

            // Rumpf-SLP lesen
            if (buffer.ReadByte() == 1)
            {
                BaseSlp = new SLPFile(buffer);
            }

            // Schatten-SLP lesen
            if (buffer.ReadByte() == 1)
            {
                ShadowSlp = new SLPFile(buffer);
            }

            // Segel lesen
            int sailCount = buffer.ReadByte();

            for (int i = 0; i < sailCount; ++i)
            {
                // Lesen
                Sail.SailType currType = (Sail.SailType)buffer.ReadByte();
                Sail          currSail = new Sail(buffer);
                Sails.Add(currType, currSail);
            }

            // Invertierte Segeltypen lesen
            int invSailCount = buffer.ReadByte();

            for (int i = 0; i < invSailCount; ++i)
            {
                InvertedSails.Add((Sail.SailType)buffer.ReadByte());
            }

            // 0 -> 0, 10 -> 0, 20 -> 10, 30 -> 10, 40 -> 20, 50 -> 20, 60 -> 30, 70 -> 30, 80 -> 40

            /*func(Sail.SailType.MainGo, Civ.AS, Properties.Resources.MainGo_AS);
             * func(Sail.SailType.MainGo, Civ.IN, Properties.Resources.MainGo_IN);
             * func(Sail.SailType.MainGo, Civ.ME, Properties.Resources.MainGo_ME);
             * func(Sail.SailType.MainGo, Civ.OR, Properties.Resources.MainGo_OR);
             * func(Sail.SailType.MainGo, Civ.WE, Properties.Resources.MainGo_WE);
             * func(Sail.SailType.MainStop, Civ.AS, Properties.Resources.MainStop_AS);
             * func(Sail.SailType.MainStop, Civ.IN, Properties.Resources.MainStop_IN);
             * func(Sail.SailType.MainStop, Civ.ME, Properties.Resources.MainStop_ME);
             * func(Sail.SailType.MainStop, Civ.OR, Properties.Resources.MainStop_OR);
             * func(Sail.SailType.MainStop, Civ.WE, Properties.Resources.MainStop_WE);
             *
             * Save(Path.Combine(Path.GetDirectoryName(filename), Path.GetFileNameWithoutExtension(filename) + "_converted.ship"));*/
        }
Esempio n. 10
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                public NodeType ReadData(RAMBuffer buffer, byte version)
                {
                    Name       = buffer.ReadString(buffer.ReadInteger());
                    FrameIndex = buffer.ReadInteger();

                    if (version >= 1)
                    {
                        LegendLabelDllId = buffer.ReadInteger();
                    }

                    return(this);
                }
Esempio n. 11
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            /// <summary>
            /// Reads the data element from the given buffer.
            /// </summary>
            /// <param name="buffer">The buffer where the data element should be deserialized from.</param>
            public Trigger ReadData(RAMBuffer buffer)
            {
                Enabled                   = buffer.ReadUInteger();
                Looping                   = buffer.ReadUInteger();
                State                     = buffer.ReadByte();
                ShowAsObjective           = buffer.ReadByte();
                ObjectiveDescriptionIndex = buffer.ReadInteger();
                Unknown                   = buffer.ReadUInteger();

                Description = buffer.ReadString(buffer.ReadInteger());
                Name        = buffer.ReadString(buffer.ReadInteger());

                int effectCount = buffer.ReadInteger();

                Effects = new List <Effect>(effectCount);
                for (int i = 0; i < effectCount; i++)
                {
                    Effects.Add(new Effect().ReadData(buffer));
                }
                EffectDisplayIndices = new List <int>(effectCount);
                for (int i = 0; i < effectCount; i++)
                {
                    EffectDisplayIndices.Add(buffer.ReadInteger());
                }

                int conditionCount = buffer.ReadInteger();

                Conditions = new List <Condition>(conditionCount);
                for (int i = 0; i < conditionCount; i++)
                {
                    Conditions.Add(new Condition().ReadData(buffer));
                }
                ConditionDisplayIndices = new List <int>(conditionCount);
                for (int i = 0; i < conditionCount; i++)
                {
                    ConditionDisplayIndices.Add(buffer.ReadInteger());
                }

                return(this);
            }
Esempio n. 12
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        /// <summary>
        /// Reads the data element from the given buffer.
        /// </summary>
        /// <param name="buffer">The buffer where the data element should be deserialized from.</param>
        public Header ReadData(RAMBuffer buffer)
        {
            NextUnitIdToPlace = buffer.ReadUInteger();

            float version = buffer.ReadFloat();

            if (version != 1.22f)
            {
                throw new InvalidDataException($"Invalid secondary file version: '{version}'");
            }

            PlayerNames = new List <string>(16);
            for (int i = 0; i < 16; ++i)
            {
                PlayerNames.Add(buffer.ReadString(256));
            }

            PlayerNameDllIds = new List <uint>(16);
            for (int i = 0; i < 16; ++i)
            {
                PlayerNameDllIds.Add(buffer.ReadUInteger());
            }

            PlayerData = new List <PlayerDataHeader>(16);
            for (int i = 0; i < 16; ++i)
            {
                PlayerData.Add(new PlayerDataHeader().ReadData(buffer));
            }

            Unknown1 = buffer.ReadUInteger();
            byte unknown = buffer.ReadByte();             // = 0

            Unknown2 = buffer.ReadFloat();

            short length = buffer.ReadShort();

            OriginalFileName = buffer.ReadString(length);

            return(this);
        }
Esempio n. 13
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            /// <summary>
            /// Reads the data element from the given buffer.
            /// </summary>
            /// <param name="buffer">The buffer where the data element should be deserialized from.</param>
            public PlayerDiplomacyVariousEntry ReadData(RAMBuffer buffer)
            {
                PlayerName     = buffer.ReadString(buffer.ReadUShort());
                InitialCameraX = buffer.ReadFloat();
                InitialCameraY = buffer.ReadFloat();
                UnknownX       = buffer.ReadShort();
                UnknownY       = buffer.ReadShort();
                AlliedVictory  = buffer.ReadByte();

                ushort playerDiplomacyCount = buffer.ReadUShort();

                Diplomacy1 = new List <DiplomacyTypes1>(playerDiplomacyCount);
                for (int i = 0; i < playerDiplomacyCount; i++)
                {
                    Diplomacy1.Add((DiplomacyTypes1)buffer.ReadByte());
                }
                Diplomacy2 = new List <DiplomacyTypes2>(playerDiplomacyCount);
                for (int i = 0; i < playerDiplomacyCount; i++)
                {
                    Diplomacy2.Add((DiplomacyTypes2)buffer.ReadUInteger());
                }

                Color         = buffer.ReadUInteger();
                Unknown1      = buffer.ReadFloat();
                Unknown3Count = buffer.ReadUShort();

                if (Unknown1 == 2)
                {
                    Unknown2 = new List <byte>(8);
                    for (int i = 0; i < 8; i++)
                    {
                        Unknown2.Add(buffer.ReadByte());
                    }
                }

                Unknown3 = new List <byte>(Unknown3Count * 44);
                for (int i = 0; i < Unknown3Count * 44; i++)
                {
                    Unknown3.Add(buffer.ReadByte());
                }

                Unknown4 = new List <byte>(7);
                for (int i = 0; i < 7; i++)
                {
                    Unknown4.Add(buffer.ReadByte());
                }

                Unknown5 = buffer.ReadInteger();

                return(this);
            }
Esempio n. 14
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        public Techage ReadData(RAMBuffer buffer)
        {
            Name = buffer.ReadString(31);

            int effectCount = buffer.ReadUShort();

            Effects = new List <TechageEffect>(effectCount);
            for (int i = 0; i < effectCount; ++i)
            {
                Effects.Add(new TechageEffect().ReadData(buffer));
            }

            return(this);
        }
Esempio n. 15
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        // Resources

        #endregion

        #region Functions

        /// <summary>
        /// Reads the data element from the given buffer.
        /// </summary>
        /// <param name="buffer">The buffer where the data element should be deserialized from.</param>
        public PlayerAiResources ReadData(RAMBuffer buffer)
        {
            UnknownStrings = new List <string>(32);
            for (int i = 0; i < 32; ++i)
            {
                UnknownStrings.Add(buffer.ReadString(buffer.ReadShort()));
            }

            AiNames = new List <string>(16);
            for (int i = 0; i < 16; ++i)
            {
                AiNames.Add(buffer.ReadString(buffer.ReadShort()));
            }

            AiFiles = new List <AiFile>(16);
            for (int i = 0; i < 16; ++i)
            {
                AiFiles.Add(new AiFile().ReadData(buffer));
            }

            AiTypes = new List <byte>(16);
            for (int i = 0; i < 16; ++i)
            {
                AiTypes.Add(buffer.ReadByte());
            }

            // Separator
            ScenarioDataElementTools.AssertTrue(buffer.ReadUInteger() == 0xFFFFFF9D);

            ResourceEntries = new List <ResourceEntry>(16);
            for (int i = 0; i < 16; ++i)
            {
                ResourceEntries.Add(new ResourceEntry().ReadData(buffer));
            }

            return(this);
        }
Esempio n. 16
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        public Research ReadData(RAMBuffer buffer)
        {
            RequiredTechs = new List <short>(6);
            for (int i = 0; i < 6; ++i)
            {
                RequiredTechs.Add(buffer.ReadShort());
            }

            ResourceCosts = new List <ResourceTuple <short, short, byte> >(3);
            for (int i = 0; i < 3; ++i)
            {
                ResourceCosts.Add(new ResourceTuple <short, short, byte>()
                {
                    Type = buffer.ReadShort(), Amount = buffer.ReadShort(), Mode = buffer.ReadByte()
                });
            }

            RequiredTechCount = buffer.ReadShort();
            Civ                    = buffer.ReadShort();
            FullTechMode           = buffer.ReadShort();
            ResearchLocation       = buffer.ReadShort();
            LanguageDLLName1       = buffer.ReadUShort();
            LanguageDLLDescription = buffer.ReadUShort();
            ResearchTime           = buffer.ReadShort();
            TechageID              = buffer.ReadShort();
            Type                   = buffer.ReadShort();
            IconID                 = buffer.ReadShort();
            ButtonID               = buffer.ReadByte();
            LanguageDLLHelp        = buffer.ReadInteger();
            LanguageDLLName2       = buffer.ReadInteger();
            Unknown1               = buffer.ReadInteger();

            int nameLength = buffer.ReadUShort();

            Name = buffer.ReadString(nameLength);

            return(this);
        }
Esempio n. 17
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        public Civ ReadData(RAMBuffer buffer)
        {
            One  = buffer.ReadByte();
            Name = buffer.ReadString(20);
            int resourceCount = buffer.ReadUShort();

            TechTreeID  = buffer.ReadShort();
            TeamBonusID = buffer.ReadShort();

            Resources = new List <float>(resourceCount);
            for (int i = 0; i < resourceCount; ++i)
            {
                Resources.Add(buffer.ReadFloat());
            }

            IconSet = buffer.ReadByte();

            int unitCount = buffer.ReadUShort();

            UnitPointers = new List <int>(unitCount);
            for (int i = 0; i < unitCount; ++i)
            {
                UnitPointers.Add(buffer.ReadInteger());
            }

            Units = new SortedList <int, Unit>(unitCount);
            for (int p = 0; p < UnitPointers.Count; ++p)
            {
                if (UnitPointers[p] != 0)
                {
                    Units.Add(p, new Unit().ReadData(buffer));
                }
            }

            return(this);
        }
Esempio n. 18
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            public Unit ReadData(RAMBuffer buffer)
            {
                Type                    = (UnitType)buffer.ReadByte();
                NameLength1             = buffer.ReadUShort();
                ID1                     = buffer.ReadShort();
                LanguageDLLName         = buffer.ReadUShort();
                LanguageDLLCreation     = buffer.ReadUShort();
                Class                   = buffer.ReadShort();
                StandingGraphic1        = buffer.ReadShort();
                StandingGraphic2        = buffer.ReadShort();
                DyingGraphic1           = buffer.ReadShort();
                DyingGraphic2           = buffer.ReadShort();
                DeathMode               = buffer.ReadByte();
                HitPoints               = buffer.ReadShort();
                LineOfSight             = buffer.ReadFloat();
                GarrisonCapacity        = buffer.ReadByte();
                SizeRadius1             = buffer.ReadFloat();
                SizeRadius2             = buffer.ReadFloat();
                HPBarHeight1            = buffer.ReadFloat();
                TrainSound1             = buffer.ReadShort();
                TrainSound2             = buffer.ReadShort();
                DeadUnitID              = buffer.ReadShort();
                PlacementMode           = buffer.ReadByte();
                AirMode                 = buffer.ReadByte();
                IconID                  = buffer.ReadShort();
                HideInEditor            = buffer.ReadByte();
                Unknown1                = buffer.ReadShort();
                Enabled                 = buffer.ReadByte();
                Disabled                = buffer.ReadByte();
                PlacementBypassTerrain1 = buffer.ReadShort();
                PlacementBypassTerrain2 = buffer.ReadShort();
                PlacementTerrain1       = buffer.ReadShort();
                PlacementTerrain2       = buffer.ReadShort();
                EditorRadius1           = buffer.ReadFloat();
                EditorRadius2           = buffer.ReadFloat();
                HillMode                = buffer.ReadByte();
                VisibleInFog            = buffer.ReadByte();
                TerrainRestriction      = buffer.ReadShort();
                FlyMode                 = buffer.ReadByte();
                ResourceCapacity        = buffer.ReadShort();
                ResourceDecay           = buffer.ReadFloat();
                BlastType               = buffer.ReadByte();
                Unknown2                = buffer.ReadByte();
                InteractionMode         = buffer.ReadByte();
                MinimapMode             = buffer.ReadByte();
                CommandAttribute        = buffer.ReadByte();
                Unknown3A               = buffer.ReadFloat();
                MinimapColor            = buffer.ReadByte();
                LanguageDLLHelp         = buffer.ReadInteger();
                LanguageDLLHotKeyText   = buffer.ReadInteger();
                HotKey                  = buffer.ReadInteger();
                Unselectable            = buffer.ReadByte();
                Unknown6                = buffer.ReadByte();
                UnknownSelectionMode    = buffer.ReadByte();
                Unknown8                = buffer.ReadByte();
                SelectionMask           = buffer.ReadByte();
                SelectionShapeType      = buffer.ReadByte();
                SelectionShape          = buffer.ReadByte();
                Attribute               = buffer.ReadByte();
                Civilization            = buffer.ReadByte();
                Nothing                 = buffer.ReadShort();
                SelectionEffect         = buffer.ReadByte();
                EditorSelectionColor    = buffer.ReadByte();
                SelectionRadius1        = buffer.ReadFloat();
                SelectionRadius2        = buffer.ReadFloat();
                HPBarHeight2            = buffer.ReadFloat();

                ResourceStorages = new List <ResourceTuple <short, float, byte> >(3);
                for (int i = 0; i < 3; ++i)
                {
                    ResourceStorages.Add(new ResourceTuple <short, float, byte>()
                    {
                        Type = buffer.ReadShort(), Amount = buffer.ReadFloat(), Mode = buffer.ReadByte()
                    });
                }

                int damageGraphicCount = buffer.ReadByte();

                DamageGraphics = new List <DamageGraphic>();
                for (int i = 0; i < damageGraphicCount; ++i)
                {
                    DamageGraphics.Add(new DamageGraphic().ReadData(buffer));
                }

                SelectionSound = buffer.ReadShort();
                DyingSound     = buffer.ReadShort();
                AttackMode     = buffer.ReadByte();
                EdibleMeat     = buffer.ReadByte();
                Name1          = buffer.ReadString(NameLength1);
                ID2            = buffer.ReadShort();
                ID3            = buffer.ReadShort();

                if (Type >= UnitType.Flag)
                {
                    Speed = buffer.ReadFloat();
                }
                if (Type >= UnitType.DeadFish)
                {
                    DeadFish = new UnitTypes.DeadFish().ReadData(buffer);
                }
                if (Type >= UnitType.Bird)
                {
                    Bird = new UnitTypes.Bird().ReadData(buffer);
                }
                if (Type >= UnitType.Type50)
                {
                    Type50 = new UnitTypes.Type50().ReadData(buffer);
                }
                if (Type == UnitType.Projectile)
                {
                    Projectile = new UnitTypes.Projectile().ReadData(buffer);
                }
                if (Type >= UnitType.Creatable)
                {
                    Creatable = new UnitTypes.Creatable().ReadData(buffer);
                }
                if (Type == UnitType.Building)
                {
                    Building = new UnitTypes.Building().ReadData(buffer);
                }

                return(this);
            }
Esempio n. 19
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            public TechTreeDesign ReadData(RAMBuffer buffer)
            {
                // Puffer-Position merken, um alte Dateien ohne Versionsmarker lesen zu können
                int bufferPos = buffer.Position;

                // Versionsbyte lesen
                byte version = buffer.ReadByte();

                if (version > NEW_TECH_TREE_DESIGN_VERSION)
                {
                    throw new Exception("This file was created with a newer version of this program. Please consider updating.");
                }

                // SLP-Daten
                NodeSlpFileName          = buffer.ReadString(buffer.ReadInteger());
                NodeSlpId                = buffer.ReadInteger();
                ScrollSlpFileName        = buffer.ReadString(buffer.ReadInteger());
                ScrollSlpId              = buffer.ReadInteger();
                TileSlpFileName          = buffer.ReadString(buffer.ReadInteger());
                TileSlpId                = buffer.ReadInteger();
                LegendAgesSlpFileName    = buffer.ReadString(buffer.ReadInteger());
                LegendAgesSlpId          = buffer.ReadInteger();
                LegendDisableSlpFileName = buffer.ReadString(buffer.ReadInteger());
                LegendDisableSlpId       = buffer.ReadInteger();

                // Scroll-Daten
                MouseScrollArea   = buffer.ReadInteger();
                MouseScrollDelay  = buffer.ReadInteger();
                MouseScrollOffset = buffer.ReadInteger();
                KeyScrollOffset   = buffer.ReadInteger();

                // Button-Rechtecke
                CloseButtonRelativeRectangle       = new Rectangle(buffer.ReadInteger(), buffer.ReadInteger(), buffer.ReadInteger(), buffer.ReadInteger());
                ScrollLeftButtonRelativeRectangle  = new Rectangle(buffer.ReadInteger(), buffer.ReadInteger(), buffer.ReadInteger(), buffer.ReadInteger());
                ScrollRightButtonRelativeRectangle = new Rectangle(buffer.ReadInteger(), buffer.ReadInteger(), buffer.ReadInteger(), buffer.ReadInteger());

                // Auflösungsdaten
                int count = buffer.ReadInteger();

                ResolutionData = new Dictionary <int, ResolutionConfiguration>();
                for (int i = 0; i < count; ++i)
                {
                    ResolutionData.Add(buffer.ReadInteger(), new ResolutionConfiguration().ReadData(buffer, version));
                }

                // Popup-Label-Daten
                PopupLabelDelay           = buffer.ReadInteger();
                PopupLabelWidth           = buffer.ReadInteger();
                PopupInnerPadding         = buffer.ReadInteger();
                PopupBoxBevelColorIndices = new List <byte>(6);
                for (int i = 0; i < 6; ++i)
                {
                    PopupBoxBevelColorIndices.Add(buffer.ReadByte());
                }

                // Node-Daten
                NodeFontIndex = buffer.ReadByte();
                NodeTypes     = new List <NodeType>();
                int nodeTypesCount = buffer.ReadInteger();

                for (int i = 0; i < nodeTypesCount; i++)
                {
                    NodeTypes.Add(new NodeType().ReadData(buffer, version));
                }

                // Age-Labels
                if (version >= 2)
                {
                    FirstLineBaseDllId       = buffer.ReadInteger();
                    SecondLineDllId          = buffer.ReadInteger();
                    IncrementSecondLineDllId = buffer.ReadByte() > 0;
                }
                else
                {
                    FirstLineBaseDllId       = 20110;
                    SecondLineDllId          = 20114;
                    IncrementSecondLineDllId = false;
                }

                // Erfolg, beenden
                return(this);
            }
Esempio n. 20
0
        /// <summary>
        /// Lädt alle Daten aus dem internen Puffer in die jeweiligen Variablen.
        /// </summary>
        /// <remarks></remarks>
        private void ReadData()
        {
            // Dateiversion lesen
            string version = _buffer.ReadString(8);

            if (version != "VER 5.7\0")
            {
                throw new InvalidDataException("Invalid file format or wrong version.");
            }

            // Anzahlen lesen
            ushort terrainRestrictionCount = _buffer.ReadUShort();
            ushort terrainCount            = _buffer.ReadUShort();

            // Terrain-Pointer lesen
            TerrainRestrictionPointers1 = new List <int>(terrainRestrictionCount);
            for (int i = 0; i < terrainRestrictionCount; ++i)
            {
                TerrainRestrictionPointers1.Add(_buffer.ReadInteger());
            }
            TerrainRestrictionPointers2 = new List <int>(terrainRestrictionCount);
            for (int i = 0; i < terrainRestrictionCount; ++i)
            {
                TerrainRestrictionPointers2.Add(_buffer.ReadInteger());
            }

            // Terrain-Beschränkungen lesen
            TerrainRestrictions = new List <DataElements.TerrainRestriction>(terrainRestrictionCount);
            DataElements.TerrainRestriction.TerrainCount = terrainCount;
            for (int i = 0; i < terrainRestrictionCount; ++i)
            {
                TerrainRestrictions.Add(new DataElements.TerrainRestriction().ReadData(_buffer));
            }

            // Anzahl lesen
            ushort playerColorCount = _buffer.ReadUShort();

            // Spielerfarben lesen
            PlayerColors = new List <DataElements.PlayerColor>(playerColorCount);
            for (int i = 0; i < playerColorCount; ++i)
            {
                PlayerColors.Add(new DataElements.PlayerColor().ReadData(_buffer));
            }

            // Anzahl lesen
            ushort soundCount = _buffer.ReadUShort();

            // Sounds lesen
            Sounds = new List <DataElements.Sound>(soundCount);
            for (int i = 0; i < soundCount; ++i)
            {
                Sounds.Add(new DataElements.Sound().ReadData(_buffer));
            }

            // Anzahl lesen
            int graphicCount = _buffer.ReadUShort();

            // Grafik-Pointer lesen
            GraphicPointers = new List <int>(graphicCount);
            for (int i = 0; i < graphicCount; ++i)
            {
                GraphicPointers.Add(_buffer.ReadInteger());
            }

            // Grafiken lesen
            Graphics = new Dictionary <int, DataElements.Graphic>(graphicCount);
            for (int p = 0; p < GraphicPointers.Count; ++p)
            {
                if (GraphicPointers[p] != 0)
                {
                    Graphics.Add(p, new DataElements.Graphic().ReadData(_buffer));
                }
            }

            // Terrain-Daten lesen
            TerrainBlock = new DataElements.TerrainBlock().ReadData(_buffer);

            // RandomMap-Daten lese
            RandomMaps = new DataElements.RandomMaps().ReadData(_buffer);

            // Anzahl lesen
            int techageCount = _buffer.ReadInteger();

            // Technologie-Effekte lesen
            Techages = new List <DataElements.Techage>(techageCount);
            for (int i = 0; i < techageCount; ++i)
            {
                Techages.Add(new DataElements.Techage().ReadData(_buffer));
            }

            // Anzahl lesen
            int unitCount = _buffer.ReadInteger();

            // Einheiten-Header lesen
            UnitHeaders = new List <DataElements.UnitHeader>(unitCount);
            for (int i = 0; i < unitCount; ++i)
            {
                UnitHeaders.Add(new DataElements.UnitHeader().ReadData(_buffer));
            }

            // Anzahl lesen
            int civCount = _buffer.ReadUShort();

            // Kulturen lesen
            Civs = new List <DataElements.Civ>(civCount);
            for (int i = 0; i < civCount; ++i)
            {
                Civs.Add(new DataElements.Civ().ReadData(_buffer));
            }

            // Anzahl lesen
            int researchCount = _buffer.ReadUShort();

            // Technologien lesen
            Researches = new List <DataElements.Research>(researchCount);
            for (int i = 0; i < researchCount; ++i)
            {
                Researches.Add(new DataElements.Research().ReadData(_buffer));
            }

            // Unbekannte Technologiebaum-Daten lesen
            TechTreeUnknown = new List <int>(7);
            for (int i = 0; i < 7; ++i)
            {
                TechTreeUnknown.Add(_buffer.ReadInteger());
            }

            // TechTree lesen
            TechTree = new DataElements.TechTree().ReadData(_buffer);

            // Auf neuen TechTree prüfen
            if (_buffer.Length - _buffer.Position > 4)
            {
                // Marker einlesen
                string newTechTreeMarker = _buffer.ReadString(3);
                if (newTechTreeMarker == NEW_TECH_TREE_MARKER)
                {
                    _newTechTree = true;
                }
            }
            if (_newTechTree)
            {
                TechTreeNew = new DataElements.TechTreeNew().ReadData(_buffer);
            }

            // Puffer leeren, um Speicher zu sparen
            _buffer.Clear();
        }
Esempio n. 21
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            public Terrain ReadData(RAMBuffer buffer)
            {
                Enabled = buffer.ReadByte();
                Random  = buffer.ReadByte();

                Name  = buffer.ReadString(13);
                Name2 = buffer.ReadString(13);

                SLP      = buffer.ReadInteger();
                ShapePtr = buffer.ReadInteger();
                SoundID  = buffer.ReadInteger();

                BlendPriority = buffer.ReadInteger();
                BlendType     = buffer.ReadInteger();

                Colors = new List <byte>(3);
                for (int i = 0; i < 3; ++i)
                {
                    Colors.Add(buffer.ReadByte());
                }

                CliffColors       = new Tuple <byte, byte>(buffer.ReadByte(), buffer.ReadByte());
                PassableTerrain   = buffer.ReadByte();
                ImpassableTerrain = buffer.ReadByte();

                IsAnimated        = buffer.ReadByte();
                AnimationFrames   = buffer.ReadShort();
                PauseFames        = buffer.ReadShort();
                Interval          = buffer.ReadFloat();
                PauseBetweenLoops = buffer.ReadFloat();
                Frame             = buffer.ReadShort();
                DrawFrame         = buffer.ReadShort();
                AnimateLast       = buffer.ReadFloat();
                FrameChanged      = buffer.ReadByte();
                Drawn             = buffer.ReadByte();

                ElevationGraphics = new List <FrameData>(19);
                for (int i = 0; i < 19; ++i)
                {
                    ElevationGraphics.Add(new FrameData().ReadData(buffer));
                }

                TerrainToDraw     = buffer.ReadShort();
                TerrainDimensions = new Tuple <short, short>(buffer.ReadShort(), buffer.ReadShort());

                Borders = new List <short>(TERRAIN_COUNT);
                for (int i = 0; i < TERRAIN_COUNT; ++i)
                {
                    Borders.Add(buffer.ReadShort());
                }

                TerrainUnitID = new List <short>(30);
                for (int i = 0; i < 30; ++i)
                {
                    TerrainUnitID.Add(buffer.ReadShort());
                }

                TerrainUnitDensity = new List <short>(30);
                for (int i = 0; i < 30; ++i)
                {
                    TerrainUnitDensity.Add(buffer.ReadShort());
                }

                TerrainUnitCentering = new List <byte>(30);
                for (int i = 0; i < 30; ++i)
                {
                    TerrainUnitCentering.Add(buffer.ReadByte());
                }

                NumberOfTerrainUnitsUsed = buffer.ReadShort();

                Phantom = buffer.ReadShort();

                return(this);
            }