Esempio n. 1
0
        void ExploreSubItem(StreamWriter OutputStream, ref ByteStream Buffer)
        {
            Buffer.SkipBytes(8);

            byte Area = Buffer.ReadByte();
            UInt16 MainSlot = Buffer.ReadUInt16();
            Int16 SubSlot = Buffer.ReadInt16();
            Buffer.SkipBytes(54);
            string Name = Buffer.ReadString(true);

            if (SubSlot >= 0)
                OutputStream.Write("  ");

            string AreaName = "Unknown";

            switch (Area)
            {
                case 0:
                    AreaName = "Personal Inventory";
                    break;
                case 1:
                    AreaName = "Bank";
                    break;
                case 2:
                    AreaName = "Shared Bank";
                    break;
                case 6:
                    AreaName = "Personal Tribute";
                    break;
                case 7:
                    AreaName = "Guild Tribute";
                    break;
                case 8:
                    AreaName = "Merchant";
                    break;
            }

            OutputStream.WriteLine("Area: {0} {1} Main Slot {2,2} Sub Slot {3,3} Name {4}", Area, AreaName.PadRight(20), MainSlot, SubSlot, Name);

            Buffer.ReadString(true);    // Lore
            Buffer.ReadString(true);    // IDFile

            //Buffer.SkipBytes(236);  // Item Body Struct

            UInt32 ID = Buffer.ReadUInt32();
            byte Weight = Buffer.ReadByte();
            byte NoRent = Buffer.ReadByte();
            byte NoDrop = Buffer.ReadByte();
            byte Attune = Buffer.ReadByte();
            byte Size = Buffer.ReadByte();

            OutputStream.WriteLine("   ID: {0} Weight: {1} NoRent: {2} NoDrop: {3} Attune {4} Size {5}", ID, Weight, NoRent, NoDrop, Attune, Size);

            UInt32 Slots = Buffer.ReadUInt32();
            UInt32 Price = Buffer.ReadUInt32();
            UInt32 Icon = Buffer.ReadUInt32();
            Buffer.SkipBytes(2);
            UInt32 BenefitFlags = Buffer.ReadUInt32();
            byte Tradeskills = Buffer.ReadByte();

            OutputStream.WriteLine("   Slots: {0} Price: {1} Icon: {2} BenefitFlags {3} Tradeskills: {4}", Slots, Price, Icon, BenefitFlags, Tradeskills);

            byte CR = Buffer.ReadByte();
            byte DR = Buffer.ReadByte();
            byte PR = Buffer.ReadByte();
            byte MR = Buffer.ReadByte();
            byte FR = Buffer.ReadByte();
            byte SVC = Buffer.ReadByte();

            OutputStream.WriteLine("   CR: {0} DR: {1} PR: {2} MR: {3} FR: {4} SVC: {5}", CR, DR, PR, MR, FR, SVC);

            byte AStr = Buffer.ReadByte();
            byte ASta = Buffer.ReadByte();
            byte AAgi = Buffer.ReadByte();
            byte ADex = Buffer.ReadByte();
            byte ACha = Buffer.ReadByte();
            byte AInt = Buffer.ReadByte();
            byte AWis = Buffer.ReadByte();

            OutputStream.WriteLine("   AStr: {0} ASta: {1} AAgi: {2} ADex: {3} ACha: {4} AInt: {5} AWis: {6}", AStr, ASta, AAgi, ADex, ACha, AInt, AWis);

            Int32 HP = Buffer.ReadInt32();
            Int32 Mana = Buffer.ReadInt32();
            UInt32 Endurance = Buffer.ReadUInt32();
            Int32 AC = Buffer.ReadInt32();
            Int32 Regen = Buffer.ReadInt32();
            Int32 ManaRegen = Buffer.ReadInt32();
            Int32 EndRegen = Buffer.ReadInt32();
            UInt32 Classes = Buffer.ReadUInt32();
            UInt32 Races = Buffer.ReadUInt32();
            UInt32 Deity = Buffer.ReadUInt32();
            Int32 SkillModValue = Buffer.ReadInt32();
            Buffer.SkipBytes(4);
            UInt32 SkillModType = Buffer.ReadUInt32();
            UInt32 BaneDamageRace = Buffer.ReadUInt32();
            UInt32 BaneDamageBody = Buffer.ReadUInt32();
            UInt32 BaneDamageRaceAmount = Buffer.ReadUInt32();
            Int32 BaneDamageAmount = Buffer.ReadInt32();
            byte Magic = Buffer.ReadByte();
            Int32 CastTime = Buffer.ReadInt32();
            UInt32 ReqLevel = Buffer.ReadUInt32();
            UInt32 RecLevel = Buffer.ReadUInt32();
            UInt32 ReqSkill = Buffer.ReadUInt32();
            UInt32 BardType = Buffer.ReadUInt32();
            Int32 BardValue = Buffer.ReadInt32();
            byte Light = Buffer.ReadByte();
            byte Delay = Buffer.ReadByte();
            byte ElemDamageAmount = Buffer.ReadByte();
            byte ElemDamageType = Buffer.ReadByte();
            byte Range = Buffer.ReadByte();
            UInt32 Damage = Buffer.ReadUInt32();
            UInt32 Color = Buffer.ReadUInt32();
            byte ItemType = Buffer.ReadByte();
            UInt32 Material = Buffer.ReadUInt32();
            Buffer.SkipBytes(4);
            UInt32 EliteMaterial = Buffer.ReadUInt32();
            float SellRate = Buffer.ReadSingle();
            Int32 CombatEffects = Buffer.ReadInt32();
            Int32 Shielding = Buffer.ReadInt32();
            Int32 StunResist = Buffer.ReadInt32();
            Int32 StrikeThrough = Buffer.ReadInt32();
            Int32 ExtraDamageSkill = Buffer.ReadInt32();
            Int32 ExtraDamageAmount = Buffer.ReadInt32();
            Int32 SpellShield = Buffer.ReadInt32();
            Int32 Avoidance = Buffer.ReadInt32();
            Int32 Accuracy = Buffer.ReadInt32();
            UInt32 CharmFileID = Buffer.ReadUInt32();
            UInt32 FactionMod1 = Buffer.ReadUInt32();
            Int32 FactionAmount1 = Buffer.ReadInt32();
            UInt32 FactionMod2 = Buffer.ReadUInt32();
            Int32 FactionAmount2 = Buffer.ReadInt32();
            UInt32 FactionMod3 = Buffer.ReadUInt32();
            Int32 FactionAmount3 = Buffer.ReadInt32();
            UInt32 FactionMod4 = Buffer.ReadUInt32();
            Int32 FactionAmount4 = Buffer.ReadInt32();

            Buffer.ReadString(true);    // Charm File
            Buffer.SkipBytes(64);   // Item Secondary Body Struct
            Buffer.ReadString(true);    // Filename
            Buffer.SkipBytes(76);   // Item Tertiary Body Struct
            Buffer.SkipBytes(30);   // Click Effect Struct
            Buffer.ReadString(true);    // Clickname
            Buffer.SkipBytes(4);    // clickunk7
            Buffer.SkipBytes(30);   // Proc Effect Struct
            Buffer.ReadString(true);    // Proc Name
            Buffer.SkipBytes(4);    // unknown5
            Buffer.SkipBytes(30);   // Worn Effect Struct
            Buffer.ReadString(true);    // Worn Name
            Buffer.SkipBytes(4);    // unknown6
            Buffer.SkipBytes(30);   // Worn Effect Struct
            Buffer.ReadString(true);    // Worn Name
            Buffer.SkipBytes(4);    // unknown6
            Buffer.SkipBytes(30);   // Worn Effect Struct
            Buffer.ReadString(true);    // Worn Name
            Buffer.SkipBytes(4);    // unknown6
            Buffer.SkipBytes(30);   // Worn Effect Struct
            Buffer.ReadString(true);    // Worn Name
            Buffer.SkipBytes(4);    // unknown6
            Buffer.SkipBytes(103);   // Item Quaternary Body Struct - 4 (we want to read the SubLength field at the end)

            UInt32 SubLengths = Buffer.ReadUInt32();

            for (int i = 0; i < SubLengths; ++i)
            {
                Buffer.SkipBytes(4);
                ExploreSubItem(OutputStream, ref Buffer);
            }
        }