public override bool Execute(VM vm) { //the client should ignore these. Can be sent before state sync when joining job lots (by accident) if (!vm.BlueprintRestore) { return(true); } vm.SetGlobalValue(11, JobLevel); //set job level beforehand if (IffData) { var iff = new IffFile(); using (var stream = new MemoryStream(XMLData)) { iff.Read(stream); } var fsov = iff.List <FSOV>()?.FirstOrDefault(); if (fsov != null) { var marshal = new VMMarshal(); using (var read = new BinaryReader(new MemoryStream(fsov.Data))) marshal.Deserialize(read); vm.Load(marshal); } else { var activator = new VMTS1Activator(vm, vm.Context.World, JobLevel); var blueprint = activator.LoadFromIff(iff); } var entClone = new List <VMEntity>(vm.Entities); foreach (var nobj in entClone) { nobj.ExecuteEntryPoint(2, vm.Context, true); } vm.TS1State.VerifyFamily(vm); } else { XmlHouseData lotInfo; using (var stream = new MemoryStream(XMLData)) { lotInfo = XmlHouseData.Parse(stream); } var activator = new VMWorldActivator(vm, vm.Context.World); activator.FloorClip = new Microsoft.Xna.Framework.Rectangle(FloorClipX, FloorClipY, FloorClipWidth, FloorClipHeight); activator.Offset = new Microsoft.Xna.Framework.Point(OffsetX, OffsetY); activator.TargetSize = TargetSize; var blueprint = activator.LoadFromXML(lotInfo); } /*if (VM.UseWorld) * { * vm.Context.World.InitBlueprint(blueprint); * vm.Context.Blueprint = blueprint; * }*/ return(true); }
/// <summary> /// Initiates loading of walls. /// </summary> public void Init() { var wallGlobalsPath = ContentManager.GetPath("objectdata/globals/walls.iff"); WallGlobals = new IffFile(wallGlobalsPath); var buildGlobalsPath = ContentManager.GetPath("objectdata/globals/build.iff"); BuildGlobals = new IffFile(buildGlobalsPath); //todo: centralize? InitGlobals(); ushort wallID = 256; var archives = new string[] { "housedata/walls/walls.far", "housedata/walls2/walls2.far", "housedata/walls3/walls3.far", "housedata/walls4/walls4.far" }; for (var i = 0; i < archives.Length; i++) { var archivePath = ContentManager.GetPath(archives[i]); var archive = new FAR1Archive(archivePath, true); var entries = archive.GetAllEntries(); foreach (var entry in entries) { var iff = new IffFile(); DynamicWallFromID[new string(entry.Key.TakeWhile(x => x != '.').ToArray()).ToLowerInvariant()] = wallID; var bytes = archive.GetEntry(entry); using (var stream = new MemoryStream(bytes)) { iff.Read(stream); } var catStrings = iff.Get <STR>(0); Entries.Add(wallID, new WallReference(this) { ID = wallID, FileName = entry.Key, Name = catStrings.GetString(0), Price = int.Parse(catStrings.GetString(1)), Description = catStrings.GetString(2) }); wallID++; } archive.Close(); } var far1 = new FAR1Provider <IffFile>(ContentManager, new IffCodec(), new Regex(".*/walls.*\\.far")); far1.Init(); Walls = far1; NumWalls = wallID; }
/// <summary> /// Gets a resource. /// </summary> /// <param name="filename">The filename of the resource to get.</param> /// <returns>A GameGlobal instance containing the resource.</returns> public GameGlobal Get(string filename) { filename = filename.ToLowerInvariant(); lock (Cache) { if (Cache.ContainsKey(filename)) { return(Cache[filename]); } //if we can't load this let it throw an exception... //probably sanity check this when we add user objects. GameGlobalResource resource = null; if (TS1Provider != null) { var data = TS1Provider.GetEntry( TS1Provider.GetAllEntries().FirstOrDefault(x => x.Key.ToLowerInvariant() == (filename + ".iff").ToLowerInvariant())); if (data != null) { using (var stream = new MemoryStream(data)) { var iff = new IffFile(); iff.Read(stream); iff.InitHash(); iff.SetFilename(filename + ".iff"); resource = new GameGlobalResource(iff, null); } } } else { var iff = new IffFile(Path.Combine(ContentManager.BasePath, "objectdata/globals/" + filename + ".iff")); iff.InitHash(); OTFFile otf = null; try { var rewrite = PIFFRegistry.GetOTFRewrite(filename + ".otf"); otf = new OTFFile(rewrite ?? Path.Combine(ContentManager.BasePath, ("objectdata/globals/" + filename + ".otf"))); } catch (IOException) { //if we can't load an otf, it probably doesn't exist. } resource = new GameGlobalResource(iff, otf); } var item = new GameGlobal { Resource = resource }; Cache.Add(filename, item); return(item); } }
public override bool Execute(VM vm) { //the client should ignore these. Can be sent before state sync when joining job lots (by accident) if (!vm.IsServer) { return(true); } vm.SetGlobalValue(11, JobLevel); //set job level beforehand if (IffData) { vm.SetGlobalValue(10, JobLevel); //set house number var iff = new IffFile(); using (var stream = new MemoryStream(XMLData)) { iff.Read(stream); } var activator = new VMTS1Activator(vm, vm.Context.World); var blueprint = activator.LoadFromIff(iff); vm.VerifyFamily(); } else { XmlHouseData lotInfo; using (var stream = new MemoryStream(XMLData)) { lotInfo = XmlHouseData.Parse(stream); } var activator = new VMWorldActivator(vm, vm.Context.World); activator.FloorClip = new Microsoft.Xna.Framework.Rectangle(FloorClipX, FloorClipY, FloorClipWidth, FloorClipHeight); activator.Offset = new Microsoft.Xna.Framework.Point(OffsetX, OffsetY); activator.TargetSize = TargetSize; var blueprint = activator.LoadFromXML(lotInfo); } /*if (VM.UseWorld) * { * vm.Context.World.InitBlueprint(blueprint); * vm.Context.Blueprint = blueprint; * }*/ return(true); }
/// <summary> /// Initiates loading of walls. /// </summary> public void Init() { WallStyleToIndex = WallStyleIDs.ToDictionary(x => x, x => Array.IndexOf(WallStyleIDs, x)); this.Entries = new Dictionary <ushort, WallReference>(); this.ById = new Dictionary <ushort, Wall>(); this.StyleById = new Dictionary <ushort, WallStyle>(); this.WallStyles = new List <WallStyle>(); var wallGlobalsPath = ContentManager.GetPath("objectdata/globals/walls.iff"); WallGlobals = new IffFile(wallGlobalsPath); var buildGlobalsPath = ContentManager.GetPath("objectdata/globals/build.iff"); var buildGlobals = new IffFile(buildGlobalsPath); //todo: centralize? /** Get wall styles from globals file **/ var styleStrs = buildGlobals.Get <STR>(0x81); ushort wallID = 1; for (ushort i = 2; i < 512; i += 2) { var far = WallGlobals.Get <SPR>((ushort)(i)); var medium = WallGlobals.Get <SPR>((ushort)(i + 512)); var near = WallGlobals.Get <SPR>((ushort)(i + 1024)); var fard = WallGlobals.Get <SPR>((ushort)(i + 1)); var mediumd = WallGlobals.Get <SPR>((ushort)(i + 513)); var neard = WallGlobals.Get <SPR>((ushort)(i + 1025)); if (fard == null) { //no walls down, just render exactly the same fard = far; mediumd = medium; neard = near; } string name = null, description = null; int price = -1; int buyIndex = -1; WallStyleToIndex.TryGetValue(wallID, out buyIndex); if (buyIndex != -1) { price = int.Parse(styleStrs.GetString(buyIndex * 3)); name = styleStrs.GetString(buyIndex * 3 + 1); description = styleStrs.GetString(buyIndex * 3 + 2); } this.AddWallStyle(new WallStyle { ID = wallID, WallsUpFar = far, WallsUpMedium = medium, WallsUpNear = near, WallsDownFar = fard, WallsDownMedium = mediumd, WallsDownNear = neard, Price = price, Name = name, Description = description }); wallID++; } DynamicStyleID = 256; //styles loaded from objects start at 256. The objd reference is dynamically altered to reference this new id, //so only refresh wall cache at same time as obj cache! (do this on lot unload) /** Get wall patterns from globals file **/ var wallStrs = buildGlobals.Get <STR>(0x83); wallID = 0; for (ushort i = 0; i < 256; i++) { var far = WallGlobals.Get <SPR>((ushort)(i + 1536)); var medium = WallGlobals.Get <SPR>((ushort)(i + 1536 + 256)); var near = WallGlobals.Get <SPR>((ushort)(i + 1536 + 512)); this.AddWall(new Wall { ID = wallID, Far = far, Medium = medium, Near = near, }); if (i > 0 && i < (wallStrs.Length / 3) + 1) { Entries.Add(wallID, new WallReference(this) { ID = wallID, FileName = "global", Name = wallStrs.GetString((i - 1) * 3 + 1), Price = int.Parse(wallStrs.GetString((i - 1) * 3 + 0)), Description = wallStrs.GetString((i - 1) * 3 + 2) }); } wallID++; } Junctions = new Wall { ID = wallID, Far = WallGlobals.Get <SPR>(4096), Medium = WallGlobals.Get <SPR>(4097), Near = WallGlobals.Get <SPR>(4098), }; wallID = 256; var archives = new string[] { "housedata/walls/walls.far", "housedata/walls2/walls2.far", "housedata/walls3/walls3.far", "housedata/walls4/walls4.far" }; DynamicWallFromID = new Dictionary <string, ushort>(); for (var i = 0; i < archives.Length; i++) { var archivePath = ContentManager.GetPath(archives[i]); var archive = new FAR1Archive(archivePath, true); var entries = archive.GetAllEntries(); foreach (var entry in entries) { var iff = new IffFile(); DynamicWallFromID[new string(entry.Key.TakeWhile(x => x != '.').ToArray()).ToLowerInvariant()] = wallID; var bytes = archive.GetEntry(entry); using (var stream = new MemoryStream(bytes)) { iff.Read(stream); } var catStrings = iff.Get <STR>(0); Entries.Add(wallID, new WallReference(this) { ID = wallID, FileName = entry.Key, Name = catStrings.GetString(0), Price = int.Parse(catStrings.GetString(1)), Description = catStrings.GetString(2) }); wallID++; } archive.Close(); } this.Walls = new FAR1Provider <IffFile>(ContentManager, new IffCodec(), new Regex(".*/walls.*\\.far")); Walls.Init(); NumWalls = wallID; }
/// <summary> /// Initiates loading of floors. /// </summary> public void Init() { this.Entries = new Dictionary <ushort, FloorReference>(); this.ById = new Dictionary <ushort, Floor>(); var floorGlobalsPath = ContentManager.GetPath("objectdata/globals/floors.iff"); var floorGlobals = new IffFile(floorGlobalsPath); FloorGlobals = floorGlobals; var buildGlobalsPath = ContentManager.GetPath("objectdata/globals/build.iff"); var buildGlobals = new IffFile(buildGlobalsPath); //todo: centralize? /** There is a small handful of floors in a global file for some reason **/ ushort floorID = 1; var floorStrs = buildGlobals.Get <STR>(0x83); for (ushort i = 1; i < (floorStrs.Length / 3); i++) { var far = floorGlobals.Get <SPR2>(i); var medium = floorGlobals.Get <SPR2>((ushort)(i + 256)); var near = floorGlobals.Get <SPR2>((ushort)(i + 512)); //2048 is water tile this.AddFloor(new Floor { ID = floorID, Far = far, Medium = medium, Near = near }); Entries.Add(floorID, new FloorReference(this) { ID = floorID, FileName = "global", Name = floorStrs.GetString((i - 1) * 3 + 1), Price = int.Parse(floorStrs.GetString((i - 1) * 3 + 0)), Description = floorStrs.GetString((i - 1) * 3 + 2) }); floorID++; } var waterStrs = buildGlobals.Get <STR>(0x85); //add pools for catalog logic Entries.Add(65535, new FloorReference(this) { ID = 65535, FileName = "global", Price = int.Parse(waterStrs.GetString(0)), Name = waterStrs.GetString(1), Description = waterStrs.GetString(2) }); floorID = 256; var archives = new string[] { "housedata/floors/floors.far", "housedata/floors2/floors2.far", "housedata/floors3/floors3.far", "housedata/floors4/floors4.far" }; for (var i = 0; i < archives.Length; i++) { var archivePath = ContentManager.GetPath(archives[i]); var archive = new FAR1Archive(archivePath, true); var entries = archive.GetAllEntries(); foreach (var entry in entries) { var iff = new IffFile(); var bytes = archive.GetEntry(entry); using (var stream = new MemoryStream(bytes)) { iff.Read(stream); } var catStrings = iff.Get <STR>(0); Entries.Add(floorID, new FloorReference(this) { ID = floorID, FileName = entry.Key, Name = catStrings.GetString(0), Price = int.Parse(catStrings.GetString(1)), Description = catStrings.GetString(2) }); floorID++; } archive.Close(); } NumFloors = floorID; this.Floors = new FAR1Provider <IffFile>(ContentManager, new IffCodec(), new Regex(".*/floors.*\\.far")); Floors.Init(); }
/// <summary> /// Gets a resource. /// </summary> /// <param name="filename">The filename of the resource to get.</param> /// <returns>A GameGlobal instance containing the resource.</returns> public GameGlobal Get(string filename, bool ts1) { string filepath; Files.Formats.IFF.IffFile iff = null; filename = filename.ToLowerInvariant(); lock (Cache) { if (Cache.ContainsKey(filename)) { return(Cache[filename]); } if (!ts1) { filepath = Path.Combine(Content.Get().BasePath, "objectdata/globals/" + filename + ".iff"); //if we can't load this let it throw an exception... //probably sanity check this when we add user objects. if (File.Exists(filepath)) { iff = new Files.Formats.IFF.IffFile(filepath); } } if (GlobalFar != null && iff == null) { var Giff = new IffFile(); var bytes = GlobalFar.GetEntry(GlobalFar.GetAllEntries().FirstOrDefault(x => x.Key.ToLowerInvariant() == (filename + ".iff").ToLowerInvariant())); using (var stream = new MemoryStream(bytes)) { Giff.Read(stream); } if (Giff != null) { iff = Giff; } } OTFFile otf = null; try { otf = new OTFFile(Path.Combine(Content.Get().BasePath, "objectdata/globals/" + filename + ".otf")); } catch (IOException) { //if we can't load an otf, it probably doesn't exist. } var resource = new GameGlobalResource(iff, otf); var item = new GameGlobal { Resource = resource }; Cache.Add(filename, item); return(item); } }