public static GUIData Read(BinaryReader reader) { GUIData gui = new GUIData(); gui.Name = reader.ReadTString(); uint dataLength = reader.ReadUInt32(); long dataEnd = reader.BaseStream.Position + dataLength; //Load_GUI { uint i1 = reader.ReadUInt32(); //Num something - inits array to NULLs ReadGUIElement(reader); uint numActions = reader.ReadUInt32(); for (uint x = 0; x < numActions; x++) { GameFunction f = GameFunction.ReadFunction(reader); } } if (reader.BaseStream.Position != dataEnd) { throw new Exception(); } return(gui); }
public static ObjectData Read(BinaryReader reader) { uint i1 = reader.ReadUInt32(); //As float uint i2 = reader.ReadUInt32(); //As float uint i3 = reader.ReadUInt32(); uint i4 = reader.ReadUInt32(); uint i5 = reader.ReadUInt32(); uint i6 = reader.ReadUInt32(); string s1 = reader.ReadTString(); int i7 = reader.ReadInt32(); if (i7 > 0) //Load some kind of array { uint[] ar1 = new uint[i7]; for (int x = 0; x < i7; x++) { ar1[x] = reader.ReadUInt32(); } } uint i8 = reader.ReadUInt32(); if (i8 > 0) //Load some kind of array { uint[] ar2 = new uint[i8]; for (int x = 0; x < i8; x++) { ar2[x] = reader.ReadUInt32(); } } //Num tiles? uint numTiles = reader.ReadUInt32(); TileData[] tiles = new TileData[numTiles]; for (uint tx = 0; tx < numTiles; tx++) { tiles[tx] = TileData.Read(reader); } uint i9 = reader.ReadUInt32(); //Function num? if (i9 > 0) { //0x004375A6 for (int fx = 0; fx < i9; fx++) { GameFunction func = GameFunction.ReadFunction(reader); } } return(null); }
public GameFunction[] ReadFunctionTable(IEXEntry entry) { JumpToEntry(entry); uint entries = _reader.ReadUInt32(); GameFunction[] array = new GameFunction[entries]; for (uint x = 0; x < entries; x++) { array[x] = GameFunction.ReadFunction(_reader); } CheckFilePosition(entry); return(array); }
private static void ReadRectAndFuncs(BinaryReader reader) //GUI_load_rect_and_funcs { uint i3 = reader.ReadUInt32(); byte b1 = reader.ReadByte(); uint i4 = reader.ReadUInt32(); //as float uint i5 = reader.ReadUInt32(); //as float uint i6 = reader.ReadUInt32(); //as float uint i7 = reader.ReadUInt32(); //as float uint funcCount = reader.ReadUInt32(); for (uint x = 0; x < funcCount; x++) { GameFunction f = GameFunction.ReadFunction(reader); } }
public static LayerType3 Read(BinaryReader reader) { LayerType3 layer = new LayerType3(); layer.Name = reader.ReadTString(); uint i1 = reader.ReadUInt32(); uint i2 = reader.ReadUInt32(); uint numData = reader.ReadUInt32(); for (uint x = 0; x < numData; x++) { uint objIndex = reader.ReadUInt32(); int i3 = reader.ReadInt32(); int i4 = reader.ReadInt32(); int i5 = reader.ReadInt32(); byte b1 = reader.ReadByte(); if (b1 > 0) { uint i6 = reader.ReadUInt32(); uint i7 = reader.ReadUInt32(); } b1 = reader.ReadByte(); if (b1 > 0) { uint i8 = reader.ReadUInt32(); uint i9 = reader.ReadUInt32(); uint i10 = reader.ReadUInt32(); uint i11 = reader.ReadUInt32(); } uint numActions = reader.ReadUInt32(); for (uint y = 0; y < numActions; y++) { GameFunction func = GameFunction.ReadFunction(reader); } } return(layer); }
public static GameFunction ReadFunction(BinaryReader reader) { GameFunction func = new GameFunction(); func.Name = reader.ReadTString(); int i1_1 = reader.ReadInt32(); int numActions = reader.ReadInt32(); if (numActions > 0) { func.Actions = new GameAction[numActions]; for (int x = 0; x < numActions; x++) { func.Actions[x] = GameAction.ReadAction(reader); } } return(func); }
public static LevelData Read(BinaryReader reader) { LevelData level = new LevelData(); level.Name = reader.ReadTString(); uint dataLength = reader.ReadUInt32(); long dataEnd = reader.BaseStream.Position + dataLength; //Read level { uint widthPixel = reader.ReadUInt32(); uint heightPixel = reader.ReadUInt32(); uint i1 = reader.ReadUInt32(); uint layerCount = reader.ReadUInt32(); level.Layers = new Layer[layerCount]; for (uint x = 0; x < layerCount; x++) { uint type = reader.ReadUInt32(); Layer layer = null; switch (type) { case 0: layer = LayerType0.Read(reader); break; case 1: layer = LayerType1.Read(reader); break; case 2: layer = LayerType2.Read(reader); break; case 3: layer = LayerType3.Read(reader); break; default: throw new Exception(); } level.Layers[x] = layer; } } uint levelActions = reader.ReadUInt32(); for (uint x = 0; x < levelActions; x++) { GameFunction func = GameFunction.ReadFunction(reader); } if (reader.BaseStream.Position != dataEnd) { throw new Exception(); } return(level); }