public MPQCOF GetPlayerAnimation(eHero hero, eMobMode mobMode, PlayerEquipment equipment)
 => cache.AddOrGetExisting($"COF::{hero}{mobMode.ToToken()}{equipment.HashKey}", () =>
 {
     var path = $"{ResourcePaths.PlayerAnimationBase}\\{hero.ToToken()}\\COF\\{hero.ToToken()}{mobMode.ToToken()}{equipment.WeaponClass.ToToken()}.cof";
     return(MPQCOF.Load(mpqProvider.GetStream(path), Animations, hero, mobMode, equipment));
 }, new System.Runtime.Caching.CacheItemPolicy {
     Priority = System.Runtime.Caching.CacheItemPriority.NotRemovable
 });
Esempio n. 2
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        public static MPQCOF Load(Stream stream, Dictionary <string, List <AnimationData> > animations, eHero hero, eMobMode mobMode, PlayerEquipment equipment)
        {
            var result = new MPQCOF
            {
                MobMode = mobMode,
                Hero    = hero
            };

            var br = new BinaryReader(stream);

            result.NumberOfLayers     = br.ReadByte();
            result.FramesPerDirection = br.ReadByte();
            result.NumberOfDirections = br.ReadByte(); // Number of directions

            br.ReadBytes(25);                          // Skip 25 unknown bytes...

            var layers = new List <COFLayer>();

            result.CompositLayers = new Dictionary <eCompositType, int>();

            for (var layerIdx = 0; layerIdx < result.NumberOfLayers; layerIdx++)
            {
                var layer = new COFLayer
                {
                    COF          = result,
                    CompositType = (eCompositType)br.ReadByte(),
                    Shadow       = br.ReadByte()
                };
                br.ReadByte(); // Unknown
                layer.IsTransparent = br.ReadByte() != 0;
                layer.DrawEffect    = (eDrawEffect)br.ReadByte();
                layer.WeaponClass   = Encoding.ASCII.GetString(br.ReadBytes(4)).Trim('\0').ToWeaponClass();
                layers.Add(layer);
                result.CompositLayers[layer.CompositType] = layerIdx;
            }
            result.Layers          = layers.ToArray();
            result.AnimationFrames = br.ReadBytes(result.FramesPerDirection).Select(x => (eAnimationFrame)x);
            result.Priority        = br.ReadBytes(result.FramesPerDirection * result.NumberOfLayers * result.NumberOfDirections).Select(x => (eCompositType)x).ToArray();

            var cofName = $"{hero.ToToken()}{mobMode.ToToken()}{equipment.WeaponClass.ToToken()}".ToUpper();

            result.Animations = animations[cofName];
            br.Dispose();
            return(result);
        }
Esempio n. 3
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        public string GetCharacterDccPath(eHero hero, eMobMode mobMode, eCompositType compositType, PlayerEquipment equipment)
        {
            var fileName  = $@"{ResourcePaths.PlayerAnimationBase}\{hero.ToToken()}\{compositType.ToToken()}\{hero.ToToken()}{compositType.ToToken()}".ToLower();
            var armorType = eArmorType.Lite;

            // Override default armor type based on equipped torso
            if (equipment.Torso != null && (equipment.Torso.Item as Armor).ArmorTypes.ContainsKey(compositType))
            {
                armorType = (equipment.Torso.Item as Armor).ArmorTypes[compositType];
            }

            switch (compositType)
            {
            case eCompositType.Head:
                fileName += $"{equipment.Head?.Item.Code ?? eArmorType.Lite.ToToken()}{mobMode.ToToken()}";
                return(_mpqLookup.ContainsKey($"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower())
                        ? $"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower()
                        : $"{fileName}{eWeaponClass.HandToHand.ToToken()}.dcc".ToLower());

            case eCompositType.Torso:
            case eCompositType.Legs:
            case eCompositType.RightArm:
            case eCompositType.LeftArm:
                fileName += $"{armorType.ToToken()}{mobMode.ToToken()}";
                return(_mpqLookup.ContainsKey($"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower())
                        ? $"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower()
                        : $"{fileName}{eWeaponClass.HandToHand.ToToken()}.dcc".ToLower());

            case eCompositType.RightHand:
                if (!(equipment.RightArm?.Item is Weapon))
                {
                    return(null);
                }
                fileName += $"{equipment.RightArm.Item.Code}{mobMode.ToToken()}{equipment.WeaponClass.ToToken()}.dcc".ToLower();
                return(fileName);

            case eCompositType.LeftHand:
                if (!(equipment.LeftArm?.Item is Weapon))
                {
                    return(null);
                }
                fileName += $"{equipment.LeftArm.Item.Code}{mobMode.ToToken()}{equipment.WeaponClass.ToToken()}.dcc".ToLower();
                return(fileName);

            case eCompositType.Shield:
                if (!(equipment.LeftArm?.Item is Armor))
                {
                    return(null);
                }
                fileName += $"{equipment.LeftArm.Item.Code}{mobMode.ToToken()}";
                return(_mpqLookup.ContainsKey($"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower())
                        ? $"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower()
                        : $"{fileName}{eWeaponClass.HandToHand.ToToken()}.dcc".ToLower());

            // TODO: Figure these out...
            case eCompositType.Special1:
            case eCompositType.Special2:
                fileName += $"{armorType.ToToken()}{mobMode.ToToken()}{equipment.WeaponClass}.dcc".ToLower();
                return(_mpqLookup.ContainsKey(fileName)
                        ? fileName
                        : null); // TODO: Should we silence this?

            case eCompositType.Special3:
            case eCompositType.Special4:
            case eCompositType.Special5:
            case eCompositType.Special6:
            case eCompositType.Special7:
            case eCompositType.Special8:
            default:
                return(null);
            }
        }