Esempio n. 1
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            /// <summary>
            /// Writes the data element into the given buffer (at its current position).
            /// </summary>
            /// <param name="buffer">The buffer where the data element should be deserialized into.</param>
            public void WriteData(RAMBuffer buffer)
            {
                buffer.WriteUShort((ushort)PlayerName.Length);
                buffer.WriteString(PlayerName);
                buffer.WriteFloat(InitialCameraX);
                buffer.WriteFloat(InitialCameraY);
                buffer.WriteShort(UnknownX);
                buffer.WriteShort(UnknownY);
                buffer.WriteByte(AlliedVictory);

                ScenarioDataElementTools.AssertTrue(Diplomacy1.Count == Diplomacy2.Count);
                buffer.WriteUShort((ushort)Diplomacy1.Count);
                Diplomacy1.ForEach(d => buffer.WriteByte((byte)d));
                Diplomacy2.ForEach(d => buffer.WriteUInteger((uint)d));

                buffer.WriteUInteger(Color);
                buffer.WriteFloat(Unknown1);
                buffer.WriteUShort(Unknown3Count);

                if (Unknown1 == 2)
                {
                    ScenarioDataElementTools.AssertListLength(Unknown2, 8);
                    Unknown2.ForEach(b => buffer.WriteByte(b));
                }

                ScenarioDataElementTools.AssertListLength(Unknown3, Unknown3Count * 44);
                Unknown3.ForEach(b => buffer.WriteByte(b));

                ScenarioDataElementTools.AssertListLength(Unknown4, 7);
                Unknown4.ForEach(b => buffer.WriteByte(b));

                buffer.WriteInteger(Unknown5);
            }
Esempio n. 2
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteByte(Type);
     buffer.WriteShort(A);
     buffer.WriteShort(B);
     buffer.WriteShort(C);
     buffer.WriteFloat(D);
 }
Esempio n. 3
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteString(FileName, 13);
     buffer.WriteInteger(ResourceID);
     buffer.WriteShort(Probability);
     buffer.WriteShort(Civ);
     buffer.WriteShort(Unknown1);
 }
Esempio n. 4
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        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteShort(ID);
            buffer.WriteShort(Unknown1);
            buffer.WriteShort((short)Items.Count);
            buffer.WriteInteger(Unknown2);

            Items.ForEach(e => e.WriteData(buffer));
        }
Esempio n. 5
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteShort(SheepConversion);
     buffer.WriteFloat(SearchRadius);
     buffer.WriteFloat(WorkRate);
     buffer.WriteShort(DropSite1);
     buffer.WriteShort(DropSite2);
     buffer.WriteByte(VillagerMode);
     buffer.WriteShort(AttackSound);
     buffer.WriteShort(MoveSound);
     buffer.WriteByte(AnimalMode);
 }
Esempio n. 6
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        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteShort(WalkingGraphic1);
            buffer.WriteShort(WalkingGraphic2);
            buffer.WriteFloat(RotationSpeed);
            buffer.WriteByte(Unknown11);
            buffer.WriteShort(TrackingUnit);
            buffer.WriteByte(TrackingUnitUsed);
            buffer.WriteFloat(TrackingUnitDensity);
            buffer.WriteByte(Unknown16);

            AssertListLength(Unknown16B, 5);
            Unknown16B.ForEach(e => buffer.WriteInteger(e));
        }
        private void _saveSimulationButton_Click(object sender, RoutedEventArgs e)
        {
            // Show dialog
            SaveFileDialog dialog = new SaveFileDialog
            {
                Filter = "Simulation files (*.balancingsim)|*.balancingsim",
                Title  = "Save simulation..."
            };

            if (!(dialog.ShowDialog() ?? false))
            {
                return;
            }

            // Create buffer
            RAMBuffer buffer = new RAMBuffer();

            // Write version
            buffer.WriteInteger(Version);

            // Write civ IDs
            buffer.WriteShort((short)(_civ1ComboBox.SelectedValue ?? (short)-1));
            buffer.WriteShort((short)(_civ2ComboBox.SelectedValue ?? (short)-1));

            // Run through techs and write IDs of checked ones
            var res1 = Researches1.Where(r => r.Checked).Select(r => r.Id).ToList();

            buffer.WriteInteger(res1.Count);
            res1.ForEach(buffer.WriteShort);
            var res2 = Researches2.Where(r => r.Checked).Select(r => r.Id).ToList();

            buffer.WriteInteger(res2.Count);
            res2.ForEach(buffer.WriteShort);

            // Write duels
            buffer.WriteInteger(Duels.Count);
            foreach (var duel in Duels)
            {
                buffer.WriteShort(duel.Id1);
                buffer.WriteShort(duel.Id2);
            }

            // Save
            try { buffer.Save(dialog.FileName); }
            catch (IOException ex)
            {
                // Error
                MessageBox.Show($"Unable to save simulation data: {ex.Message}");
            }
        }
Esempio n. 8
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteShort(GraphicID);
     buffer.WriteByte(DamagePercent);
     buffer.WriteByte(ApplyMode);
     buffer.WriteByte(Unknown2);
 }
Esempio n. 9
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteInteger(LandID);
     buffer.WriteInteger(Terrain);
     buffer.WriteInteger(LandSpacing);
     buffer.WriteInteger(BaseSize);
     buffer.WriteByte(Zone);
     buffer.WriteByte(PlacementType);
     buffer.WriteShort(Padding1);
     buffer.WriteInteger(BaseX);
     buffer.WriteInteger(BaseY);
     buffer.WriteByte(LandProportion);
     buffer.WriteByte(ByPlayerFlag);
     buffer.WriteShort(Padding2);
     buffer.WriteInteger(StartAreaRadius);
     buffer.WriteInteger(TerrainEdgeFade);
     buffer.WriteInteger(Clumpiness);
 }
Esempio n. 10
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteShort(GraphicID);
     buffer.WriteShort(Unknown1);
     buffer.WriteShort(Unknown2);
     buffer.WriteShort(Unknown3);
     buffer.WriteShort(DirectionX);
     buffer.WriteShort(DirectionY);
     buffer.WriteShort(Unknown4);
     buffer.WriteShort(Unknown5);
 }
Esempio n. 11
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        /// <summary>
        /// Writes the data element into the given buffer (at its current position).
        /// </summary>
        /// <param name="buffer">The buffer where the data element should be deserialized into.</param>
        public void WriteData(RAMBuffer buffer)
        {
            ScenarioDataElementTools.AssertListLength(UnknownStrings, 32);
            UnknownStrings.ForEach(s => { buffer.WriteShort((short)s.Length); buffer.WriteString(s); });

            ScenarioDataElementTools.AssertListLength(AiNames, 16);
            AiNames.ForEach(s => { buffer.WriteShort((short)s.Length); buffer.WriteString(s); });

            ScenarioDataElementTools.AssertListLength(AiFiles, 16);
            AiFiles.ForEach(f => f.WriteData(buffer));

            ScenarioDataElementTools.AssertListLength(AiTypes, 16);
            AiTypes.ForEach(t => buffer.WriteByte(t));

            buffer.WriteUInteger(0xFFFFFF9D);

            ScenarioDataElementTools.AssertListLength(ResourceEntries, 16);
            ResourceEntries.ForEach(e => e.WriteData(buffer));
        }
Esempio n. 12
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        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteByte(One);
            buffer.WriteString(Name, 20);
            buffer.WriteUShort((ushort)Resources.Count);
            buffer.WriteShort(TechTreeID);
            buffer.WriteShort(TeamBonusID);
            Resources.ForEach(e => buffer.WriteFloat(e));
            buffer.WriteByte(IconSet);
            buffer.WriteUShort((ushort)UnitPointers.Count);
            UnitPointers.ForEach(e => buffer.WriteInteger(e));

            // Sicherstellen, dass genau jede definierte Einheit einen entsprechenden Pointer hat; hier nur über die Listenlänge, sollte aber die meisten auftretenden Fehler abdecken
            AssertListLength(Units, UnitPointers.Count(p => p != 0));
            foreach (var u in Units)
            {
                u.Value.WriteData(buffer);
            }
        }
Esempio n. 13
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        public void WriteData(RAMBuffer buffer)
        {
            AssertListLength(ResourceCosts, 3);
            ResourceCosts.ForEach(e =>
            {
                buffer.WriteShort(e.Type);
                buffer.WriteShort(e.Amount);
                buffer.WriteShort(e.Mode);
            });

            buffer.WriteShort(TrainTime);
            buffer.WriteShort(TrainLocationID);
            buffer.WriteByte(ButtonID);
            buffer.WriteFloat(Unknown26);
            buffer.WriteFloat(Unknown27);
            buffer.WriteByte(Unknown28);
            buffer.WriteByte(HeroMode);
            buffer.WriteInteger(GarrisonGraphic);
            buffer.WriteFloat(ProjectileCount);
            buffer.WriteByte(ProjectileCountOnFullGarrison);
            buffer.WriteFloat(ProjectileSpawningAreaWidth);
            buffer.WriteFloat(ProjectileSpawningAreaHeight);
            buffer.WriteFloat(ProjectileSpawningAreaRandomness);
            buffer.WriteInteger(AlternativeProjectileUnit);
            buffer.WriteInteger(ChargingGraphic);
            buffer.WriteByte(ChargingMode);
            buffer.WriteShort(DisplayedPierceArmor);
        }
Esempio n. 14
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            public void WriteData(RAMBuffer buffer)
            {
                // Eigenschaften schreiben
                buffer.WriteByte((byte)ElementType);
                buffer.WriteShort(ElementObjectID);
                buffer.WriteByte(Age);
                buffer.WriteByte((byte)RenderMode);

                // Deaktivierende Kulturen schreiben
                buffer.WriteByte((byte)DisableCivs.Count);
                DisableCivs.ForEach(c => buffer.WriteByte(c));

                // Kindelemente schreiben
                buffer.WriteShort((short)Children.Count);
                Children.ForEach(c => c.WriteData(buffer));

                // Benötigte Elemente schreiben
                buffer.WriteShort((short)RequiredElements.Count);
                RequiredElements.ForEach(r => { buffer.WriteByte((byte)r.Item1); buffer.WriteShort(r.Item2); });

                // Node-Hintergrund schreiben
                buffer.WriteInteger(NodeTypeIndex);
            }
Esempio n. 15
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteShort(SoundDelay1);
     buffer.WriteShort(SoundID1);
     buffer.WriteShort(SoundDelay2);
     buffer.WriteShort(SoundID2);
     buffer.WriteShort(SoundDelay3);
     buffer.WriteShort(SoundID3);
 }
Esempio n. 16
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        /// <summary>
        /// Schreibt die TechTree-Daten.
        /// </summary>
        /// <param name="buffer">Der Datenpuffer.</param>
        /// <param name="writeTreeOnly">Gibt an, ob nur die Baumdaten (und nicht auch das Design) geschrieben werden sollen.</param>
        public void WriteData(RAMBuffer buffer, bool writeTreeOnly)
        {
            // Version schreiben
            buffer.WriteByte(NEW_TECH_TREE_VERSION);

            // Stammelemente schreiben
            buffer.WriteShort((short)ParentElements.Count);
            ParentElements.ForEach(p => p.WriteData(buffer));

            // Designdaten schreiben
            if (!writeTreeOnly)
            {
                DesignData.WriteData(buffer);
            }
        }
Esempio n. 17
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        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteString(Name1, 21);
            buffer.WriteString(Name2, 13);

            buffer.WriteInteger(SLP);
            buffer.WriteByte(Unknown1);
            buffer.WriteByte(Unknown2);
            buffer.WriteByte(Layer);
            buffer.WriteByte(PlayerColor);
            buffer.WriteByte(Rainbow);
            buffer.WriteByte(Replay);

            AssertListLength(Coordinates, 4);
            Coordinates.ForEach(e => buffer.WriteShort(e));

            buffer.WriteUShort((ushort)Deltas.Count);
            buffer.WriteShort(SoundID);
            buffer.WriteByte(AttackSoundUsed);
            buffer.WriteUShort(FrameCount);
            buffer.WriteUShort(AngleCount);
            buffer.WriteFloat(NewSpeed);
            buffer.WriteFloat(FrameRate);
            buffer.WriteFloat(ReplayDelay);
            buffer.WriteByte(SequenceType);
            buffer.WriteShort(ID);
            buffer.WriteByte(MirroringMode);
            buffer.WriteByte(Unknown3);

            Deltas.ForEach(e => e.WriteData(buffer));
            if (AttackSoundUsed != 0)
            {
                AssertListLength(AttackSounds, AngleCount);
                AttackSounds.ForEach(e => e.WriteData(buffer));
            }
        }
Esempio n. 18
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteInteger(Unit);
     buffer.WriteInteger(HostTerrain);
     buffer.WriteByte(GroupPlacing);
     buffer.WriteByte(ScaleFlag);
     buffer.WriteShort(Padding1);
     buffer.WriteInteger(ObjectsPerGroup);
     buffer.WriteInteger(Fluctuation);
     buffer.WriteInteger(GroupsPerPlayer);
     buffer.WriteInteger(GroupArea);
     buffer.WriteInteger(PlayerID);
     buffer.WriteInteger(SetPlaceForAllPlayers);
     buffer.WriteInteger(MinDistanceToPlayers);
     buffer.WriteInteger(MaxDistanceToPlayers);
 }
Esempio n. 19
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        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteShort(DefaultArmor);

            buffer.WriteUShort((ushort)Attacks.Count);
            foreach (KeyValuePair <ushort, ushort> currA in Attacks)
            {
                buffer.WriteUShort(currA.Key);
                buffer.WriteUShort(currA.Value);
            }

            buffer.WriteUShort((ushort)Armors.Count);
            foreach (KeyValuePair <ushort, ushort> currA in Armors)
            {
                buffer.WriteUShort(currA.Key);
                buffer.WriteUShort(currA.Value);
            }

            buffer.WriteShort(TerrainRestrictionForDamageMultiplying);
            buffer.WriteFloat(MaxRange);
            buffer.WriteFloat(BlastRadius);
            buffer.WriteFloat(ReloadTime);
            buffer.WriteShort(ProjectileUnitID);
            buffer.WriteShort(ProjectileAccuracyPercent);
            buffer.WriteByte(TowerMode);
            buffer.WriteShort(ProjectileFrameDelay);

            AssertListLength(ProjectileGraphicDisplacement, 3);
            ProjectileGraphicDisplacement.ForEach(e => buffer.WriteFloat(e));

            buffer.WriteByte(BlastLevel);
            buffer.WriteFloat(MinRange);
            buffer.WriteFloat(ProjectileDispersion);
            buffer.WriteShort(AttackGraphic);
            buffer.WriteShort(DisplayedMeleeArmor);
            buffer.WriteShort(DisplayedAttack);
            buffer.WriteFloat(DisplayedRange);
            buffer.WriteFloat(DisplayedReloadTime);
        }
Esempio n. 20
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        /// <summary>
        /// Writes the data element into the given buffer (at its current position).
        /// </summary>
        /// <param name="buffer">The buffer where the data element should be deserialized into.</param>
        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteUInteger(NextUnitIdToPlace);

            buffer.WriteFloat(1.22f);

            ScenarioDataElementTools.AssertListLength(PlayerNames, 16);
            PlayerNames.ForEach(p => buffer.WriteString(p, 256));

            ScenarioDataElementTools.AssertListLength(PlayerNameDllIds, 16);
            PlayerNameDllIds.ForEach(p => buffer.WriteUInteger(p));

            ScenarioDataElementTools.AssertListLength(PlayerData, 16);
            PlayerData.ForEach(p => p.WriteData(buffer));

            buffer.WriteUInteger(Unknown1);
            buffer.WriteByte(0);
            buffer.WriteFloat(Unknown2);

            buffer.WriteShort((short)OriginalFileName.Length);
            buffer.WriteString(OriginalFileName);
        }
Esempio n. 21
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            public void WriteData(RAMBuffer buffer)
            {
                buffer.WriteByte(Enabled);
                buffer.WriteByte(Random);

                buffer.WriteString(Name, 13);
                buffer.WriteString(Name2, 13);

                buffer.WriteInteger(SLP);
                buffer.WriteInteger(ShapePtr);
                buffer.WriteInteger(SoundID);

                AssertListLength(Colors, 3);
                Colors.ForEach(col => buffer.WriteByte(col));

                buffer.WriteByte(IsAnimated);
                buffer.WriteShort(AnimationFrames);
                buffer.WriteShort(PauseFames);
                buffer.WriteFloat(Interval);
                buffer.WriteFloat(PauseBetweenLoops);
                buffer.WriteShort(Frame);
                buffer.WriteShort(DrawFrame);
                buffer.WriteFloat(AnimateLast);
                buffer.WriteByte(FrameChanged);
                buffer.WriteByte(Drawn);

                AssertListLength(Borders, 19);
                Borders.ForEach(b =>
                {
                    AssertListLength(b, 12);
                    b.ForEach(fd => fd.WriteData(buffer));
                });

                buffer.WriteShort(DrawTerrain);
                buffer.WriteShort(UnderlayTerrain);
                buffer.WriteShort(BorderStyle);
            }
Esempio n. 22
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteShort(FrameCount);
     buffer.WriteShort(AngleCount);
     buffer.WriteShort(ShapeID);
 }
Esempio n. 23
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteShort(UnitID);
     buffer.WriteFloat(MisplacementX);
     buffer.WriteFloat(MisplacementY);
 }
Esempio n. 24
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 public void WriteData(RAMBuffer buffer)
 {
     buffer.WriteShort(Width);
     buffer.WriteShort(Height);
     buffer.WriteShort(DeltaY);
 }
Esempio n. 25
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        public void WriteData(RAMBuffer buffer)
        {
            AssertListLength(RequiredTechs, 6);
            RequiredTechs.ForEach(e => buffer.WriteShort(e));

            AssertListLength(ResourceCosts, 3);
            ResourceCosts.ForEach(e =>
            {
                buffer.WriteShort(e.Type);
                buffer.WriteShort(e.Amount);
                buffer.WriteByte(e.Mode);
            });

            buffer.WriteShort(RequiredTechCount);
            buffer.WriteShort(Civ);
            buffer.WriteShort(FullTechMode);
            buffer.WriteShort(ResearchLocation);
            buffer.WriteUShort(LanguageDLLName1);
            buffer.WriteUShort(LanguageDLLDescription);
            buffer.WriteShort(ResearchTime);
            buffer.WriteShort(TechageID);
            buffer.WriteShort(Type);
            buffer.WriteShort(IconID);
            buffer.WriteByte(ButtonID);
            buffer.WriteInteger(LanguageDLLHelp);
            buffer.WriteInteger(LanguageDLLName2);
            buffer.WriteInteger(Unknown1);

            buffer.WriteUShort((ushort)Name.Length);
            buffer.WriteString(Name);
        }
Esempio n. 26
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        /// <summary>
        /// Writes the data element into the given buffer (at its current position).
        /// </summary>
        /// <param name="buffer">The buffer where the data element should be deserialized into.</param>
        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteUInteger(InstructionsStringDllId);
            buffer.WriteUInteger(HintsStringDllId);
            buffer.WriteUInteger(VictoryStringDllId);
            buffer.WriteUInteger(LossStringDllId);
            buffer.WriteUInteger(HistoryStringDllId);
            buffer.WriteUInteger(ScoutsStringDllId);

            buffer.WriteShort((short)InstructionsString.Length);
            buffer.WriteString(InstructionsString);

            buffer.WriteShort((short)HintsString.Length);
            buffer.WriteString(HintsString);

            buffer.WriteShort((short)VictoryString.Length);
            buffer.WriteString(VictoryString);

            buffer.WriteShort((short)LossString.Length);
            buffer.WriteString(LossString);

            buffer.WriteShort((short)HistoryString.Length);
            buffer.WriteString(HistoryString);

            buffer.WriteShort((short)ScoutsString.Length);
            buffer.WriteString(ScoutsString);

            buffer.WriteShort((short)PregameCinematicFileName.Length);
            buffer.WriteString(PregameCinematicFileName);

            buffer.WriteShort((short)VictoryCinematicFileName.Length);
            buffer.WriteString(VictoryCinematicFileName);

            buffer.WriteShort((short)LossCinematicFileName.Length);
            buffer.WriteString(LossCinematicFileName);

            buffer.WriteShort((short)BackgroundFileName.Length);
            buffer.WriteString(BackgroundFileName);

            if (Bitmap == null)
            {
                buffer.WriteUInteger(0);
                buffer.WriteInteger(0);
                buffer.WriteInteger(0);
                buffer.WriteShort(1);
            }
            else
            {
                buffer.WriteUInteger(1);
                buffer.WriteInteger(Bitmap.Width);
                buffer.WriteInteger(Bitmap.Height);
                buffer.WriteShort(-1);
                Bitmap.SaveToBuffer(buffer, false);
            }
        }
Esempio n. 27
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            public void WriteData(RAMBuffer buffer)
            {
                buffer.WriteByte(Enabled);
                buffer.WriteByte(Random);

                buffer.WriteString(Name, 13);
                buffer.WriteString(Name2, 13);

                buffer.WriteInteger(SLP);
                buffer.WriteInteger(ShapePtr);
                buffer.WriteInteger(SoundID);

                buffer.WriteInteger(BlendPriority);
                buffer.WriteInteger(BlendType);

                AssertListLength(Colors, 3);
                Colors.ForEach(col => buffer.WriteByte(col));

                buffer.WriteByte(CliffColors.Item1);
                buffer.WriteByte(CliffColors.Item2);

                buffer.WriteByte(PassableTerrain);
                buffer.WriteByte(ImpassableTerrain);

                buffer.WriteByte(IsAnimated);
                buffer.WriteShort(AnimationFrames);
                buffer.WriteShort(PauseFames);
                buffer.WriteFloat(Interval);
                buffer.WriteFloat(PauseBetweenLoops);
                buffer.WriteShort(Frame);
                buffer.WriteShort(DrawFrame);
                buffer.WriteFloat(AnimateLast);
                buffer.WriteByte(FrameChanged);
                buffer.WriteByte(Drawn);

                AssertListLength(ElevationGraphics, 19);
                ElevationGraphics.ForEach(eg => eg.WriteData(buffer));

                buffer.WriteShort(TerrainToDraw);
                buffer.WriteShort(TerrainDimensions.Item1);
                buffer.WriteShort(TerrainDimensions.Item2);

                Borders.ForEach(b => buffer.WriteShort(b));

                AssertListLength(TerrainUnitID, 30);
                TerrainUnitID.ForEach(tu => buffer.WriteShort(tu));

                AssertListLength(TerrainUnitDensity, 30);
                TerrainUnitDensity.ForEach(tu => buffer.WriteShort(tu));

                AssertListLength(TerrainUnitCentering, 30);
                TerrainUnitCentering.ForEach(tu => buffer.WriteByte(tu));

                buffer.WriteShort(NumberOfTerrainUnitsUsed);

                buffer.WriteShort(Phantom);
            }
Esempio n. 28
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            public void WriteData(RAMBuffer buffer)
            {
                buffer.WriteShort(One);
                buffer.WriteShort(ID);
                buffer.WriteByte(Unknown1);
                buffer.WriteShort(Type);
                buffer.WriteShort(ClassID);
                buffer.WriteShort(UnitID);
                buffer.WriteShort(TerrainID);
                buffer.WriteShort(ResourceIn);
                buffer.WriteShort(ResourceProductivityMultiplier);
                buffer.WriteShort(ResourceOut);
                buffer.WriteShort(Resource);
                buffer.WriteFloat(WorkRateMultiplier);
                buffer.WriteFloat(ExecutionRadius);
                buffer.WriteFloat(ExtraRange);
                buffer.WriteByte(Unknown4);
                buffer.WriteFloat(Unknown5);
                buffer.WriteByte(SelectionEnabler);
                buffer.WriteByte(Unknown7);
                buffer.WriteShort(PlunderSource);
                buffer.WriteShort(Unknown9);
                buffer.WriteByte(SelectionMode);
                buffer.WriteByte(RightClickMode);
                buffer.WriteByte(Unknown12);

                AssertListLength(Graphics, 6);
                Graphics.ForEach(e => buffer.WriteShort(e));
            }
Esempio n. 29
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        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteShort(ConstructionGraphicID);
            buffer.WriteShort(SnowGraphicID);
            buffer.WriteByte(AdjacentMode);
            buffer.WriteShort(GraphicsAngle);
            buffer.WriteByte(DisappearsWhenBuilt);
            buffer.WriteShort(StackUnitID);
            buffer.WriteShort(FoundationTerrainID);
            buffer.WriteShort(OldTerrainLikeID);
            buffer.WriteShort(ResearchID);
            buffer.WriteByte(Unknown33);

            AssertListLength(Annexes, 4);
            Annexes.ForEach(e => e.WriteData(buffer));

            buffer.WriteShort(HeadUnit);
            buffer.WriteShort(TransformUnit);
            buffer.WriteShort(UnknownSound);
            buffer.WriteShort(ConstructionSound);
            buffer.WriteByte(GarrisonType);
            buffer.WriteFloat(GarrisonHealRateFactor);
            buffer.WriteFloat(Unknown35);
            buffer.WriteShort(PileUnit);

            AssertListLength(LootingTable, 6);
            LootingTable.ForEach(e => buffer.WriteByte(e));
        }
Esempio n. 30
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        public void WriteData(RAMBuffer buffer)
        {
            buffer.WriteInteger(VirtualFunctionPtr);
            buffer.WriteInteger(MapPointer);
            buffer.WriteInteger(MapWidth);
            buffer.WriteInteger(MapHeight);
            buffer.WriteInteger(WorldWidth);
            buffer.WriteInteger(WorldHeight);

            AssertListLength(TileSizes, 19);
            TileSizes.ForEach(ts => ts.WriteData(buffer));

            buffer.WriteShort(PaddingTS);

            Terrains.ForEach(t => t.WriteData(buffer));

            AssertListLength(TerrainBorders, 16);
            TerrainBorders.ForEach(tb => tb.WriteData(buffer));

            buffer.WriteInteger(MapRowOffset);
            buffer.WriteFloat(MapMinX);
            buffer.WriteFloat(MapMinY);
            buffer.WriteFloat(MapMaxX);
            buffer.WriteFloat(MapMaxY);
            buffer.WriteFloat(MapMaxXplus1);
            buffer.WriteFloat(MapMaxYplus1);

            buffer.WriteUShort(TerrainsUsed2);
            buffer.WriteUShort(BordersUsed);
            buffer.WriteShort(MaxTerrain);
            buffer.WriteShort(TileWidth);
            buffer.WriteShort(TileHeight);
            buffer.WriteShort(TileHalfHeight);
            buffer.WriteShort(TileHalfWidth);
            buffer.WriteShort(ElevHeight);
            buffer.WriteShort(CurRow);
            buffer.WriteShort(CurCol);
            buffer.WriteShort(BlockBegRow);
            buffer.WriteShort(BlockEndRow);
            buffer.WriteShort(BlockBegCol);
            buffer.WriteShort(BlockEndCol);

            buffer.WriteInteger(SearchMapPtr);
            buffer.WriteInteger(SearchMapRowsPtr);
            buffer.WriteByte(AnyFrameChange);

            buffer.WriteByte(MapVisibleFlag);
            buffer.WriteByte(FogFlag);

            AssertListLength(SomeBytes, 21);
            SomeBytes.ForEach(b => buffer.WriteByte(b));

            AssertListLength(SomeInt32, 157);
            SomeInt32.ForEach(i => buffer.WriteInteger(i));
        }