コード例 #1
0
ファイル: GamePlayer.cs プロジェクト: XboxChaos/Liberty
        internal void Update(SaveIO.SaveWriter writer)
        {
            writer.Seek(_dataPosition + 0x28, SeekOrigin.Begin);
            writer.WriteUInt32(_biped.ID);

            writer.Seek(_dataPosition + 0x34, SeekOrigin.Begin);
            writer.WriteUInt32(_biped.ID);

            writer.Seek(_dataPosition + 0x5C, SeekOrigin.Begin);
            if (PrimaryWeapon != null)
            {
                writer.WriteUInt32(PrimaryWeapon.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }
            if (SecondaryWeapon != null)
            {
                writer.WriteUInt32(SecondaryWeapon.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }
        }
コード例 #2
0
        protected override void DoUpdate(SaveIO.SaveWriter writer, long start)
        {
            base.DoUpdate(writer, start);

            // Player data
            writer.Seek(start + 0xF0, SeekOrigin.Begin);
            if (_player != null)
            {
                writer.WriteUInt32(_player.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }
            writer.Seek(start + 0x1B4, SeekOrigin.Begin);
            if (Carrier != null && Carrier.TagGroup == TagGroup.Bipd)
            {
                writer.WriteUInt32(Carrier.ID);
                writer.WriteUInt32(Carrier.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
                writer.WriteUInt32(0xFFFFFFFF);
            }

            // This ID
            writer.WriteUInt32(ID);
        }
コード例 #3
0
ファイル: CampaignSave.cs プロジェクト: XboxChaos/Liberty
        /// <summary>
        /// Updates and resigns the save data, writing any changes back to a stream.
        /// </summary>
        /// <exception cref="ArgumentException">Thrown if the stream cannot be written to or does not support seeking</exception>
        public void Update(Stream stream)
        {
            if (!stream.CanWrite || !stream.CanSeek)
            {
                throw new ArgumentException("Campaign save output streams must be writable and seekable");
            }

            SaveIO.SaveWriter writer = new SaveIO.SaveWriter(stream);

            // Update each object
            Player.ResolvePlayerRefs();
            foreach (GameObject obj in _objects)
            {
                if (obj != null)
                {
                    obj.Update(writer);
                }
            }
            _objectChunk.Update(writer);

            // Update player information
            Player.Update(writer);

            // Update each squad
            foreach (Squad squad in _squads)
            {
                if (squad != null)
                {
                    squad.Update(writer);
                }
            }

            // Update each actor
            foreach (Actor actor in _actors)
            {
                if (actor != null)
                {
                    actor.Update(writer);
                }
            }

            // Gravity
            writer.Seek(0x68EBF4, SeekOrigin.Begin);
            writer.WriteFloat(_gravity);

            // Target locator ammo
            writer.Seek(0x915E1A, SeekOrigin.Begin);
            writer.WriteInt16(_targetLocatorAmmo);

            // Checkpoint message
            writer.Seek(0x9DF9E0, SeekOrigin.Begin);
            writer.WriteUTF16(_checkpointMsg);

            // Resign the file
            Resign(stream);
        }
コード例 #4
0
        /// <summary>
        /// Updates any changes made to this chunk.
        /// </summary>
        /// <param name="writer">The SaveWriter to write to.</param>
        public void Update(SaveIO.SaveWriter writer)
        {
            long baseAddress = _entryListStart - 0x54;

            writer.Seek(baseAddress + 0x34, SeekOrigin.Begin);
            writer.WriteUInt32(_firstDeleted);
            writer.WriteUInt32(_nextFree);
            writer.WriteUInt32(_activeEntries);

            // Null out deleted datum indices by setting their high word to 0
            foreach (uint index in _deletedEntries)
            {
                writer.Seek(baseAddress + 0x54 + index * _entrySize, SeekOrigin.Begin);
                writer.WriteUInt16(0);
            }
        }
コード例 #5
0
        protected override void DoUpdate(SaveIO.SaveWriter writer, long start)
        {
            base.DoUpdate(writer, start);

            // Actor
            writer.Seek(start + 0x1BC, SeekOrigin.Begin);
            if (_actor != null)
            {
                writer.WriteUInt32(_actor.DatumIndex);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }

            // Unit flags
            writer.Seek(start + 0x1C4, SeekOrigin.Begin);
            writer.WriteInt32(_unitFlags.Data);

            // Team
            writer.Seek(start + 0x1C8, SeekOrigin.Begin);
            writer.WriteByte(_team);

            // Write weapon index info
            writer.Seek(start + 0x340, SeekOrigin.Begin);
            writer.WriteUInt16((ushort)(_weapons.Count + 2));
            writer.WriteSByte(_currentWeaponIndex);
            writer.Skip(1);

            writer.WriteUInt16((ushort)(_weapons.Count + 2));
            writer.WriteSByte(_backupWeaponIndex);
            writer.Skip(1);

            // Write the weapon list
            foreach (WeaponObject weapon in _weapons)
            {
                writer.WriteUInt32(weapon.ID);
            }

            // Write empty spots
            for (int i = _weapons.Count; i < 4; i++)
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }
        }
コード例 #6
0
ファイル: ObjectEntry.cs プロジェクト: XboxChaos/Liberty
        public void Update(SaveIO.SaveWriter writer)
        {
            writer.Seek(_offset, SeekOrigin.Begin);

            writer.WriteUInt16((ushort)(_id >> 16));
            writer.WriteUInt16((ushort)_flags.Data);
            writer.WriteUInt16((ushort)((ushort)_tagGroup << 8));
            writer.WriteUInt16(_type);
            writer.WriteUInt32(_poolOffset);
            writer.WriteUInt32(_memAddress);
        }
コード例 #7
0
ファイル: VehicleObject.cs プロジェクト: XboxChaos/Liberty
        protected override void DoUpdate(SaveIO.SaveWriter writer, long start)
        {
            base.DoUpdate(writer, start);

            writer.Seek(start + 0x388, SeekOrigin.Begin);
            if (_driver != null)
            {
                writer.WriteUInt32(_driver.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }
            if (_controller != null)
            {
                writer.WriteUInt32(_controller.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }
        }
コード例 #8
0
        /// <summary>
        /// Override this to write out any changed properties.
        /// </summary>
        /// <param name="writer">The SaveWriter to write to</param>
        /// <param name="start">The start of the object's data</param>
        protected virtual void DoUpdate(SaveIO.SaveWriter writer, long start)
        {
            // If the object's position has changed, awaken it
            if (_x != _originalX || _y != _originalY || _z != _originalZ || !_velocity.Equals(_originalVelocity))
            {
                IsAwake = true;
            }

            writer.Seek(start + 0x4, SeekOrigin.Begin);
            writer.WriteInt32(_flags.Data);
            writer.WriteUInt16(_zone);
            writer.Seek(2, SeekOrigin.Current);

            if (_nextCarried != null)
            {
                writer.WriteUInt32(_nextCarried.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }

            if (_firstCarried != null)
            {
                writer.WriteUInt32(_firstCarried.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }

            if (_carrier != null)
            {
                writer.WriteUInt32(_carrier.ID);
            }
            else
            {
                writer.WriteUInt32(0xFFFFFFFF);
            }
            writer.WriteSByte(_parentNodeIndex);

            writer.Seek(start + 0x20, SeekOrigin.Begin);
            writer.WriteFloat(_x);
            writer.WriteFloat(_y);
            writer.WriteFloat(_z);

            /*writer.WriteFloat(_boundsX1);
            *  writer.WriteFloat(_boundsY1);
            *  writer.WriteFloat(_boundsZ1);*/
            writer.Seek(4, SeekOrigin.Current);
            writer.WriteFloat(_x);
            writer.WriteFloat(_y);
            writer.WriteFloat(_z);

            /*writer.WriteFloat(_boundsX2);
            *  writer.WriteFloat(_boundsY2);
            *  writer.WriteFloat(_boundsZ2);*/
            writer.Seek(8, SeekOrigin.Current);
            writer.WriteFloat(_x);
            writer.WriteFloat(_y);
            writer.WriteFloat(_z);

            writer.WriteFloat(_right.X);
            writer.WriteFloat(-_right.Y);   // hax
            writer.WriteFloat(_right.Z);
            writer.WriteFloat(_up.X);
            writer.WriteFloat(-_up.Y);  // hax
            writer.WriteFloat(_up.Z);

            writer.Seek(start + 0x68, SeekOrigin.Begin);
            writer.WriteFloat(_velocity.X);
            writer.WriteFloat(_velocity.Y);
            writer.WriteFloat(_velocity.Z);

            writer.Seek(start + 0x80, SeekOrigin.Begin);
            // Scale is stored twice??
            writer.WriteFloat(_scale);
            writer.WriteFloat(_scale);

            writer.Seek(start + 0xDC, SeekOrigin.Begin);
            writer.WriteInt32(_physicsFlags.Data);

            writer.Seek(start + 0x13C, SeekOrigin.Begin);
            writer.WriteInt32(_invincibilityFlags.Data);

            // Write strength info
            writer.Seek(start + 0x110, SeekOrigin.Begin);
            _healthInfo.WriteTo(writer);

            if (_nodeDataOffset != 0xFFFF)
            {
                writer.Seek(start + _nodeDataOffset, SeekOrigin.Begin);
                foreach (ModelNode node in _nodes)
                {
                    node.Update(writer, this);
                }
            }
        }