public void Load( BinaryFormatter formatter ) { OwnerType = formatter.ReadInt32(); Owner = formatter.ReadInt32(); X = formatter.ReadInt32(); Y = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { Description = formatter.ReadString((int)BIQEspionageSizes.Description); DiplomatSpyMissionName = formatter.ReadString((int)BIQEspionageSizes.DiplomatSpyMissionName); CivilopediaEntry = formatter.ReadString((int)BIQEspionageSizes.CivilopediaEntry); MissionPerformedBy = formatter.ReadInt32(); BaseCost = formatter.ReadInt32(); }
public void GetBufferFrames() { FileBuffer.Seek(0, SeekOrigin.Begin); BinaryFormatter mFormatter = new BinaryFormatter(FileBuffer); FlcHeader.ReadData(mFormatter); Civ3Header.ReadData(mFormatter); SFliFrameHeader frameHeader = new SFliFrameHeader(); SFliChunkHeader chunkHeader = new SFliChunkHeader(); mBufferFrames = new byte[FlcHeader.frames + 8][]; mColourMap = new RGB[FlcHeader.frames + 8][]; for (short frame = 0; frame < FlcHeader.frames + 8; frame++) { mBufferFrames[frame] = new byte[FlcHeader.width * FlcHeader.height]; mColourMap[frame] = new RGB[256]; if (frame > 0) { Array.Copy(mBufferFrames[frame - 1], mBufferFrames[frame], sizeof(byte) * (FlcHeader.width * FlcHeader.height)); Array.Copy(mColourMap[frame - 1], mColourMap[frame], 256); } frameHeader.ReadData(mFormatter); if (frameHeader.magic != 0xf1fa) { //fseek(fp, frameHeader.Size - sizeof(frameHeader), SEEK_CUR); ulong size = (ulong)System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFliFrameHeader)); mFormatter.ReadBytes((int)(frameHeader.size - size)); FlcHeader.frames--; frame--; continue; } for (int chunk = 0; chunk < frameHeader.chunks; chunk++) { chunkHeader.ReadData(mFormatter); switch (chunkHeader.type) { case 4: FlcColour256(mFormatter, frame); break; case 7: long read = FlcDeltaFlc(mFormatter, frame); mFormatter.ReadBytes((int)((long)chunkHeader.size - read)); break; case 15: FlcBitwiseRun(mFormatter, frame); break; default: throw new NotImplementedException(); } } } }
public void Load( BinaryFormatter formatter ) { CultureOpinionName = formatter.ReadString( ( int ) BIQCultureSizes.CultureName ); ChanceOfSuccessfulPropaganda = formatter.ReadInt32(); CultureRatioPercentage = formatter.ReadInt32(); CultureRatioDenominator = formatter.ReadInt32(); CultureRatioNumerator = formatter.ReadInt32(); InitialResistanceChance = formatter.ReadInt32(); ContinuedResistanceChance = formatter.ReadInt32(); }
public void BufferFile(string path) { this.Path = path; this.fileName = System.IO.Path.GetFileNameWithoutExtension(this.Path); long length = new System.IO.FileInfo(Path).Length; FileBuffer = new MemoryStream(File.ReadAllBytes(Path)); BinaryFormatter mFormatter = new BinaryFormatter(FileBuffer); FlcHeader.ReadData(mFormatter); Civ3Header.ReadData(mFormatter); }
public void Load( BinaryFormatter formatter ) { WorkerName = formatter.ReadString( ( int ) BIQWorkerJobSizes.WorkerName ); CivilopediaEntry = formatter.ReadString( ( int ) BIQWorkerJobSizes.CivilopediaEntry ); Turns = formatter.ReadInt32(); Required = formatter.ReadInt32(); RequireResource1 = formatter.ReadInt32(); RequireResource2 = formatter.ReadInt32(); Order = formatter.ReadString( ( int ) BIQWorkerJobSizes.Order ); }
public void Load( BinaryFormatter formatter ) { Unknown1 = formatter.ReadInt32(); Name = formatter.ReadString( ( int ) BIQFlavourSizes.Name ); RelationWithOtherFlavor = new List<int>(); NumberOfFlavors = formatter.ReadInt32(); for ( int i = 0; i < NumberOfFlavors; i++ ) RelationWithOtherFlavor.Add( formatter.ReadInt32() ); }
public void Load( BinaryFormatter formatter ) { OptimalNumberOfCities = formatter.ReadInt32(); TechRate = formatter.ReadInt32(); Empty = formatter.ReadString( ( int ) BIQWorldSizeSizes.Empty ); Name = formatter.ReadString( ( int ) BIQWorldSizeSizes.Name ); Height = formatter.ReadInt32(); DistanceBetweenCivs = formatter.ReadInt32(); NumberOfCivs = formatter.ReadInt32(); Width = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { Name = formatter.ReadString ( (int) BIQGameUnitSizes.Name ); OwnerType = formatter.ReadInt32(); ExperienceLevel = formatter.ReadInt32(); Owner = formatter.ReadInt32(); PRTONumber = formatter.ReadInt32(); AIStrategy = formatter.ReadInt32(); X = formatter.ReadInt32(); Y = formatter.ReadInt32(); PTWCustomName = formatter.ReadString( ( int ) BIQGameUnitSizes.PTWCustomName ); UseCivilizationKing = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { //Name = formatter.ReadString( ( int ) BIQGameColonySizes.Name ); OwnerType = formatter.ReadInt32(); //ExperienceLevel = formatter.ReadInt32(); Owner = formatter.ReadInt32(); //PRTONumber = formatter.ReadInt32(); //AIStrategy = formatter.ReadInt32(); X = formatter.ReadInt32(); Y = formatter.ReadInt32(); //PTWCustomName = formatter.ReadString( ( int ) BIQGameColonySizes.PTWCustomName ); //UseCivilizationKing = formatter.ReadInt32(); ImprovementType = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { NumTotalResources = formatter.ReadInt32(); int bytesOfAllowedResourceDataToInput = ( NumTotalResources + 7 ) / 8; PossibleResources = new List<byte>(); for ( int j = 0; j < bytesOfAllowedResourceDataToInput; j++ ) PossibleResources.Add ( formatter.ReadByte() ); Name = formatter.ReadString( ( int ) BIQTerrainSizes.Name ); Civlopedia = formatter.ReadString( ( int ) BIQTerrainSizes.CivilopediaEntry ); FoodBonus = formatter.ReadInt32(); ShieldsBonus = formatter.ReadInt32(); CommerceBonus = formatter.ReadInt32(); DefenceBonus = formatter.ReadInt32(); MovementCost = formatter.ReadInt32(); Food = formatter.ReadInt32(); Shields = formatter.ReadInt32(); Commerce = formatter.ReadInt32(); WorkerJob = formatter.ReadInt32(); PollutionEffect = formatter.ReadInt32(); AllowCities = formatter.ReadByte(); AllowColonies = formatter.ReadByte(); Impassible = formatter.ReadByte(); ImpassibleWheeled = formatter.ReadByte(); AllowAirfields = formatter.ReadByte(); AllowForts = formatter.ReadByte(); AllowOutposts = formatter.ReadByte(); AllowRadarTowers = formatter.ReadByte(); Unknown1 = formatter.ReadInt32(); LandmarkEnabled = formatter.ReadByte(); LandmarkFood = formatter.ReadInt32(); LandmarkShields = formatter.ReadInt32(); LandmarkCommerce = formatter.ReadInt32(); LandmarkFoodBonus = formatter.ReadInt32(); LandmarkShieldBonus = formatter.ReadInt32(); LandmarkCommerceBonus = formatter.ReadInt32(); LandmarkMovementCost = formatter.ReadInt32(); LandmarkDefenseBonus = formatter.ReadInt32(); LandmarkName = formatter.ReadString( ( int ) BIQTerrainSizes.LandmarkName ); LandmarkCivlopedia = formatter.ReadString( ( int ) BIQTerrainSizes.LandmarkCivlopedia); Unknown2 = formatter.ReadInt32(); TerrainFlags = formatter.ReadInt32(); DiseaseStrength = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { SelectedClimate = formatter.ReadInt32(); ActualClimate = formatter.ReadInt32(); SelectedBarbarianActivity = formatter.ReadInt32(); ActualBarbarianActivity = formatter.ReadInt32(); SelectedLandform = formatter.ReadInt32(); ActualLandform = formatter.ReadInt32(); SelectedOceanCoverage = formatter.ReadInt32(); ActualOceanCoverage = formatter.ReadInt32(); SelectedTemperature = formatter.ReadInt32(); ActualTemperature = formatter.ReadInt32(); SelectedAge = formatter.ReadInt32(); ActualAge = formatter.ReadInt32(); WorldSize = formatter.ReadInt32(); }
void FlcBitwiseRun(BinaryFormatter formatter, int frame) { int line = 0; int k, pos = 0; sbyte size; byte colour; while (line++ < FlcHeader.height) { formatter.ReadByte(); k = 0; while (k < FlcHeader.width) { size = (sbyte)formatter.ReadByte(); if (size > 0) { colour = formatter.ReadByte(); k += size; for (int j = 0; j < size; j++ ) mBufferFrames[frame][pos++] = colour; } else { size = (sbyte)-size; k += size; for (int j = 0; j < size; j++) { colour = formatter.ReadByte(); mBufferFrames[frame][pos++] = colour; } } } } }
void FlcColour256(BinaryFormatter formatter, int frame) { short packets, idx; byte skip, change; packets = formatter.ReadShort16(); idx = 0; for (int i = 0; i < packets; i++) { skip = formatter.ReadByte(); idx += skip; change = formatter.ReadByte(); if (change == 0) { for (idx = 0; idx < 256; idx++) { mColourMap[frame][idx].red = formatter.ReadByte(); mColourMap[frame][idx].green = formatter.ReadByte(); mColourMap[frame][idx].blue = formatter.ReadByte(); } } else { for (int j = 0; j < change; j++) { mColourMap[frame][idx].red = formatter.ReadByte(); mColourMap[frame][idx].green = formatter.ReadByte(); mColourMap[frame][idx].blue = formatter.ReadByte(); idx++; } } } }
long FlcDeltaFlc(BinaryFormatter formatter, int frame) { long pos, read; short lines, l, b, colour; byte skip; sbyte change; lines = formatter.ReadShort16(); read = 6 + sizeof(short); l = 0; while (lines > 0) { pos = l * FlcHeader.width; b = formatter.ReadShort16(); read += 2; if ((b & 0xC000) == 0x0000) { b &= 0x3FFF; for (int j = 0; j < b; j++) { skip = formatter.ReadByte(); pos += skip; read += 1; change = formatter.ReadSByte(); read += 1; if (change > 0) { for (int i = 0; i < change; i++) { colour = formatter.ReadShort16(); read += 2; mBufferFrames[frame][pos++] = (byte)(colour & 0x00FF); mBufferFrames[frame][pos++] = (byte)((colour >> 8) & 0x00FF); } } else { change = (sbyte)-change; colour = formatter.ReadShort16(); read += 2; for (int i = 0; i < change; i++) { mBufferFrames[frame][pos++] = (byte)(colour & 0x00FF); mBufferFrames[frame][pos++] = (byte)((colour >> 8) & 0x00FF); } } } lines--; l++; } else { if ((b & 0xC000) == 0xC000) l -= b; else mBufferFrames[frame][pos++] = (byte)(b & 0x00FF); } } if ((read % 4) == 1) { formatter.ReadBytes(2); read++; } return read; }
public void ReadData(BinaryFormatter mFormatter) { this.size = mFormatter.ReadUInt32(); this.flags = mFormatter.ReadInt32(); this.numAnims = mFormatter.ReadUShort16(); this.animLength = mFormatter.ReadUShort16(); this.xOffset = mFormatter.ReadUShort16(); this.yOffset = mFormatter.ReadUShort16(); this.xs_orig = mFormatter.ReadUShort16(); this.ys_orig = mFormatter.ReadUShort16(); this.animTime = mFormatter.ReadInt32(); this.unknown12 = mFormatter.ReadInt32(); this.stuff = mFormatter.ReadChars(12); }
public short width; /* FLIC width in pixels */ #endregion Fields #region Methods //BYTE reserved3[40]; /* Set to zero */ public void ReadData(BinaryFormatter mFormatter) { this.size = mFormatter.ReadInt32(); this.type = mFormatter.ReadShort16(); this.frames = mFormatter.ReadShort16(); this.width = mFormatter.ReadShort16(); this.height = mFormatter.ReadShort16(); this.depth = mFormatter.ReadShort16(); this.flags = mFormatter.ReadShort16(); this.speed = mFormatter.ReadInt32(); this.reserved1 = mFormatter.ReadShort16(); this.created = mFormatter.ReadInt32(); this.creator = mFormatter.ReadInt32(); this.updated = mFormatter.ReadInt32(); this.updater = mFormatter.ReadInt32(); this.aspect_dx = mFormatter.ReadShort16(); this.aspect_dy = mFormatter.ReadShort16(); this.reserved2 = mFormatter.ReadChars(38); this.oframe1 = mFormatter.ReadInt32(); this.oframe2 = mFormatter.ReadInt32(); }
public void ReadData(BinaryFormatter mFormatter) { this.size = mFormatter.ReadUInt32(); this.magic = mFormatter.ReadUShort16(); this.chunks = mFormatter.ReadUShort16(); this.expand = mFormatter.ReadChars(8); }
public void Load( BinaryFormatter formatter ) { ExperienceLevelName = formatter.ReadString( ( int ) BIQExperienceSizes.ExperienceLevelName ); BaseHitPoints = formatter.ReadInt32(); RetreatBonus = formatter.ReadInt32(); }
public static void Load( BinaryFormatter formatter ) { CitySizeLevelName1 = formatter.ReadString((int)BIQGeneralSizes.CitySizeLevelName1); CitySizeLevelName2 = formatter.ReadString((int)BIQGeneralSizes.CitySizeLevelName2); CitySizeLevelName3 = formatter.ReadString((int)BIQGeneralSizes.CitySizeLevelName3); NumSpaceShipParts = formatter.ReadInt32(); NumNeeded = new List<int>(); for ( int o = 0; o < NumSpaceShipParts; o++ ) NumNeeded.Add( formatter.ReadInt32() ); AdvancedBarbarian = formatter.ReadInt32(); BasicBarbarian = formatter.ReadInt32(); BarbarianSeaUnit = formatter.ReadInt32(); NeededToSupportCity = formatter.ReadInt32(); ChanceOfRioting = formatter.ReadInt32(); DraftPenalty = formatter.ReadInt32(); ShieldGoldCost = formatter.ReadInt32(); FortressDefBonus = formatter.ReadInt32(); CitizenHappyFace = formatter.ReadInt32(); Unknown1 = formatter.ReadInt32(); Unknown2 = formatter.ReadInt32(); ForestShieldValue = formatter.ReadInt32(); ShieldGoldValue = formatter.ReadInt32(); CitizenShieldValue = formatter.ReadInt32(); DefaultDiffLevel = formatter.ReadInt32(); BattleCreatedUnit = formatter.ReadInt32(); BuildArmyUnit = formatter.ReadInt32(); BuildDefBonus = formatter.ReadInt32(); CitizenDefBonus = formatter.ReadInt32(); DefMoneyResource = formatter.ReadInt32(); InterceptEnemyAir = formatter.ReadInt32(); InterceptEnemyStealth = formatter.ReadInt32(); StartingGold = formatter.ReadInt32(); Unknown3 = formatter.ReadInt32(); FoodPerCitizen = formatter.ReadInt32(); RiverDefBonus = formatter.ReadInt32(); TurnHurryPenalty = formatter.ReadInt32(); Scout = formatter.ReadInt32(); Slave = formatter.ReadInt32(); RoadMovementRate = formatter.ReadInt32(); StartUnit1 = formatter.ReadInt32(); StartUnit2 = formatter.ReadInt32(); WeLoveKingMinPop = formatter.ReadInt32(); TownDefBonus = formatter.ReadInt32(); CityDefBonus = formatter.ReadInt32(); MetropolisDefBonus = formatter.ReadInt32(); MinLevel1CitySize = formatter.ReadInt32(); MinLevel2CitySize = formatter.ReadInt32(); Unknown4 = formatter.ReadInt32(); FortDefBonus = formatter.ReadInt32(); NumCultureLevels = formatter.ReadInt32(); CultureNames = new List<string>(); for ( int i = 0; i < NumCultureLevels; i++ ) CultureNames.Add ( formatter.ReadString(64)); BorderExpansionMultiplier = formatter.ReadInt32(); BorderFactor = formatter.ReadInt32(); FutureTechCost = formatter.ReadInt32(); GoldenAgeDuration = formatter.ReadInt32(); MaxResearchTime = formatter.ReadInt32(); MinResearchTime = formatter.ReadInt32(); FlagUnit = formatter.ReadInt32(); UpgradeCost = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { DefaultType = formatter.ReadInt32(); TransitionType = formatter.ReadInt32(); RequiresMaintenance = formatter.ReadInt32(); Unknown = formatter.ReadInt32(); StandardTilePenalty = formatter.ReadInt32(); StandardTradeBonus = formatter.ReadInt32(); GovernmentName = formatter.ReadString((int)BIQGovernmentSizes.GovernmentName); CivilopediaEntry = formatter.ReadString((int)BIQGovernmentSizes.CivilopediaEntry); MaleRulerTitle1 = formatter.ReadString((int)BIQGovernmentSizes.MaleRulerTitle1); FemaleRulerTitle1 = formatter.ReadString((int)BIQGovernmentSizes.FemaleRulerTitle1); MaleRulerTitle2 = formatter.ReadString((int)BIQGovernmentSizes.MaleRulerTitle2); FemaleRulerTitle2 = formatter.ReadString((int)BIQGovernmentSizes.FemaleRulerTitle2); MaleRulerTitle3 = formatter.ReadString((int)BIQGovernmentSizes.MaleRulerTitle3); FemaleRulerTitle3 = formatter.ReadString((int)BIQGovernmentSizes.FemaleRulerTitle3); MaleRulerTitle4 = formatter.ReadString((int)BIQGovernmentSizes.MaleRulerTitle4); FemaleRulerTitle4 = formatter.ReadString((int)BIQGovernmentSizes.FemaleRulerTitle4); CorruptionAndWaste = formatter.ReadInt32(); ImmuneTo = formatter.ReadInt32(); DiplomatsAre = formatter.ReadInt32(); SpiesAre = formatter.ReadInt32(); NumberOfGovernments = formatter.ReadInt32(); GovernmentsPerformance = new List<BIQGovernment.SGovernmentPerformance>(); for ( int o = 0; o < NumberOfGovernments; o++ ) { SGovernmentPerformance governmentsPerformance = new SGovernmentPerformance(); governmentsPerformance.CanBribeThisGovernmentType = formatter.ReadInt32(); governmentsPerformance.BriberyModifierVs = formatter.ReadInt32(); governmentsPerformance.ResistanceModifierVs = formatter.ReadInt32(); GovernmentsPerformance.Add( governmentsPerformance ); } Hurrying = formatter.ReadInt32(); AssimilationChance = formatter.ReadInt32(); DraftLimit = formatter.ReadInt32(); MilitaryPoliceLimit = formatter.ReadInt32(); RulerTitlePairsUsed = formatter.ReadInt32();// (max is 4); PrerequisiteTechnologyIndex = formatter.ReadInt32();// #; ScienceRateCap = formatter.ReadInt32();// (10 = 100% of gold can go to science); WorkerRate = formatter.ReadInt32(); Unknown1 = formatter.ReadInt32(); //??? (-1 for Despotism/Communism, 0 for Anarchy/Monarchy, 1 for Republic/Democracy) Unknown2 = formatter.ReadInt32(); // ???; // (1 for Republic/Democracy, 0 for the rest) Unknown3 = formatter.ReadInt32(); //???; FreeUnits = formatter.ReadInt32(); // (-1 = all, >=0 number of free units) FreeUnitsPerTown = formatter.ReadInt32(); FreeUnitsPerCity = formatter.ReadInt32(); FreeUnitsPerMetropolis = formatter.ReadInt32(); CostUnit = formatter.ReadInt32(); WarWeariness = formatter.ReadInt32(); Xenophobic = formatter.ReadInt32(); ForceResettle = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { ZoneOfControl = formatter.ReadInt32(); Name = formatter.ReadString( ( int ) BIQUnitSizes.Name ); Civlopedia = formatter.ReadString( ( int ) BIQUnitSizes.Civlopedia ); BombardStrength = formatter.ReadInt32(); BombardRange = formatter.ReadInt32(); Capacity = formatter.ReadInt32(); Cost = formatter.ReadInt32(); Defence = formatter.ReadInt32(); IconIndex = formatter.ReadInt32(); Attack = formatter.ReadInt32(); OperationalRange = formatter.ReadInt32(); PopulationCost = formatter.ReadInt32(); RateOfFire = formatter.ReadInt32(); Movement = formatter.ReadInt32(); Tech = formatter.ReadInt32(); UpgradeTo = formatter.ReadInt32(); Resource1 = formatter.ReadInt32(); Resource2 = formatter.ReadInt32(); Resource3 = formatter.ReadInt32(); UnitAbilities = formatter.ReadInt32(); AIStrategy = formatter.ReadInt32(); AvailableTo = formatter.ReadInt32(); StandardOrdersSpecialActions = formatter.ReadInt32(); AirMissions = formatter.ReadInt32(); UnitClass = formatter.ReadInt32(); OtherStrategy = formatter.ReadInt32(); HitPointBonus = formatter.ReadInt32(); PTWStandardOrders = formatter.ReadInt32(); PTWSpecialActions = formatter.ReadInt32(); PTWWorkerActions = formatter.ReadInt32(); PTWAirMissions = formatter.ReadInt32(); PTWActionsMix = formatter.ReadShort16(); Unknown1 = formatter.ReadShort16(); BombardEffects = formatter.ReadInt32(); IgnoreMovementCost = new List<byte>(); for ( int i = 0; i < 14; i++ ) IgnoreMovementCost.Add ( formatter.ReadByte() ); RequireSupport = formatter.ReadInt32(); UseExactCost = formatter.ReadInt32(); TelepadRange = formatter.ReadInt32(); Unknown4 = formatter.ReadInt32(); NumLegalUnitTelepads = formatter.ReadInt32(); LegalUnitTelepads = new List<int>(); for ( int i = 0; i < NumLegalUnitTelepads; i++ ) LegalUnitTelepads.Add( formatter.ReadInt32() ); EnslaveResults = formatter.ReadInt32(); Unknown6 = formatter.ReadInt32(); NumberOfStealthTargets = formatter.ReadInt32(); StealthTargets = new List<int>(); for ( int i = 0; i < NumberOfStealthTargets; i++ ) StealthTargets.Add ( formatter.ReadInt32() ); Unknown7 = formatter.ReadInt32(); NumLegalBuildingTelepads = formatter.ReadInt32(); LegalBuildingTelepads = new List<int>(); for ( int i = 0; i < NumLegalBuildingTelepads; i++ ) LegalBuildingTelepads.Add( formatter.ReadInt32() ); CreateCraters = formatter.ReadByte(); WorkerStrength1 = formatter.ReadInt32(); int temp = formatter.ReadInt32(); if ( temp == 1 ) { WorkerStrength2 = temp; WorkerStrength3 = formatter.ReadInt32(); temp = formatter.ReadInt32(); } Unknown9 = temp; AitDefense = formatter.ReadInt32(); }
public void ReadData(BinaryFormatter mFormatter) { this.size = mFormatter.ReadUInt32(); this.type = mFormatter.ReadUShort16(); }
public void Load( BinaryFormatter formatter ) { EraName = formatter.ReadString((int)BIQEraSizes.EraName); CivilopediaEntry = formatter.ReadString((int)BIQEraSizes.CivilopediaEntry); Researcher1 = formatter.ReadString((int)BIQEraSizes.Researcher1); Researcher2 = formatter.ReadString((int)BIQEraSizes.Researcher2); Researcher3 = formatter.ReadString((int)BIQEraSizes.Researcher3); Researcher4 = formatter.ReadString((int)BIQEraSizes.Researcher4); Researcher5 = formatter.ReadString((int)BIQEraSizes.Researcher5); NumberOfUsedResearcherNames = formatter.ReadInt32(); Unknown = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { UseDefaultRules = formatter.ReadInt32(); DefaultVictoryConditions = formatter.ReadInt32(); NumberOfPlayableCivs = formatter.ReadInt32(); IdOfPlayableCivs = new List<int>(); for ( int i = 0; i < NumberOfPlayableCivs; i++ ) IdOfPlayableCivs.Add( formatter.ReadInt32() ); VictoryConditionsAndRules = formatter.ReadInt32(); PlaceCaptureUnits = formatter.ReadInt32(); AutoPlaceKings = formatter.ReadInt32(); AutoPlaceVictoryLocations = formatter.ReadInt32(); DebugMode = formatter.ReadInt32(); UseTimeLimit = formatter.ReadInt32(); BaseTimeUnit = formatter.ReadInt32(); StartMonth = formatter.ReadInt32(); StartWeek = formatter.ReadInt32(); StartYear = formatter.ReadInt32(); MinuteTimeLimit = formatter.ReadInt32(); TurnTimeLimit = formatter.ReadInt32(); TurnsPerTimescalePart = new List<int>(); for ( int i = 0; i < 7; i++ ) TurnsPerTimescalePart.Add( formatter.ReadInt32() ); TimeUnitsPerTurn = new List<int>(); for ( int i = 0; i < 7; i++ ) TimeUnitsPerTurn.Add( formatter.ReadInt32() ); ScenarioSearchFolders = formatter.ReadString( ( int ) BIQGameSizes.ScenarioSearchFolders ); CivPartOfWhichAlliance = new List<int>(); for ( int i = 0; i < NumberOfPlayableCivs; i++ ) CivPartOfWhichAlliance.Add( formatter.ReadInt32() ); VictoryPointLimit = formatter.ReadInt32(); CityEliminationCount = formatter.ReadInt32(); OneCityCultureWinLimit = formatter.ReadInt32(); AllCitiesCultureWinLimit = formatter.ReadInt32(); DominationTerrainPercent = formatter.ReadInt32(); DominationPopulationPercent = formatter.ReadInt32(); WonderVP = formatter.ReadInt32(); DefeatingOpposingUnitVP = formatter.ReadInt32(); AdvancementVP = formatter.ReadInt32(); CityConquestVP = formatter.ReadInt32(); VictoryPointVP = formatter.ReadInt32(); CaptureSpecialUnitVP = formatter.ReadInt32(); Unknown1 = formatter.ReadInt32(); Unknown2 = formatter.ReadByte(); Alliance0 = formatter.ReadString( ( int ) BIQGameSizes.Alliance0 ); Alliance1 = formatter.ReadString( ( int ) BIQGameSizes.Alliance1 ); Alliance2 = formatter.ReadString( ( int ) BIQGameSizes.Alliance2 ); Alliance3 = formatter.ReadString( ( int ) BIQGameSizes.Alliance3 ); Alliance4 = formatter.ReadString( ( int ) BIQGameSizes.Alliance4 ); warWith0 = new List<int>(); warWith1 = new List<int>(); warWith2 = new List<int>(); warWith3 = new List<int>(); warWith4 = new List<int>(); for ( int i = 0; i < 5; i++ ) { warWith0.Add( formatter.ReadInt32() ); warWith1.Add( formatter.ReadInt32() ); warWith2.Add( formatter.ReadInt32() ); warWith3.Add( formatter.ReadInt32() ); warWith4.Add( formatter.ReadInt32() ); } AllianceVictoryType = formatter.ReadInt32(); PlaugeName = formatter.ReadString( ( int ) BIQGameSizes.PlaugeName ); PermitPlagues = formatter.ReadByte(); PlagueEarliestStart = formatter.ReadInt32(); PlagueVariation = formatter.ReadInt32(); PlagueDuration = formatter.ReadInt32(); PlagueStrength = formatter.ReadInt32(); PlagueGracePeriod = formatter.ReadInt32(); PlagueMaxOccurance = formatter.ReadInt32(); Unknown3 = formatter.ReadInt32(); Unknown4 = formatter.ReadString( ( int ) BIQGameSizes.Unknown4 ); RespawnFlagUnits = formatter.ReadInt32(); CaptureAnyFlag = formatter.ReadByte(); GoldForCapture = formatter.ReadInt32(); MapVisible = formatter.ReadByte(); RetainCulture = formatter.ReadByte(); Unknown5 = formatter.ReadInt32(); EruptionPeriod = formatter.ReadInt32(); if ( BIQHeader.MajorVer == 12 && BIQHeader.MinorVer >= 7 ) { MpBaseTime = formatter.ReadInt32(); MpCityTime = formatter.ReadInt32(); MpUnitTime = formatter.ReadInt32(); } else { MpBaseTime = 24; MpCityTime = 2; MpUnitTime = 3; } }
public void Load( BinaryFormatter formatter ) { Name = formatter.ReadString( ( int ) BIQResourceSizes.Name ); CivilopediaEntry = formatter.ReadString( ( int ) BIQResourceSizes.Civlopedia ); Type = formatter.ReadInt32(); AppearanceRatio = formatter.ReadInt32(); DisappearanceProbability = formatter.ReadInt32(); Icon = formatter.ReadInt32(); Prerequisite = formatter.ReadInt32(); FoodBonus = formatter.ReadInt32(); ShieldsBonus = formatter.ReadInt32(); CommerceBonus = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { Class = formatter.ReadInt32(); NumTiles = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { Description = formatter.ReadString( ( int ) BIQBuildingSizes.Description ); Name = formatter.ReadString( ( int ) BIQBuildingSizes.Name ); Civlopedia = formatter.ReadString( ( int ) BIQBuildingSizes.Civlopedia ); DoublesHappinessOf = formatter.ReadInt32(); GainInEveryCity = formatter.ReadInt32(); GainInEveryCityOnContinent = formatter.ReadInt32(); RequiredBuilding = formatter.ReadInt32(); Cost = formatter.ReadInt32(); Culture = formatter.ReadInt32(); BombardmentDefense = formatter.ReadInt32(); NavalBombardmentDefense = formatter.ReadInt32(); DefenseBonus = formatter.ReadInt32(); NavalDefenseBonus = formatter.ReadInt32(); MaintenanceCost = formatter.ReadInt32(); HappyFacesAllCities = formatter.ReadInt32(); HappyFaces = formatter.ReadInt32(); UnhappyFacesAllCities = formatter.ReadInt32(); UnhappyFaces = formatter.ReadInt32(); NumberOfRequiredBuildings = formatter.ReadInt32(); AirPower = formatter.ReadInt32(); NavalPower = formatter.ReadInt32(); Pollution = formatter.ReadInt32(); Production = formatter.ReadInt32(); RequiredGovernment = formatter.ReadInt32(); SpaceshipPart = formatter.ReadInt32(); RequiredAdvance = formatter.ReadInt32(); RenderedObsoleteBy = formatter.ReadInt32(); RequiredResource1 = formatter.ReadInt32(); RequiredResource2 = formatter.ReadInt32(); Improvements = formatter.ReadInt32(); OtherCharacteristics = formatter.ReadInt32(); SmallWonders = formatter.ReadInt32(); Wonders = formatter.ReadInt32(); NumberOfArmiesRequired = formatter.ReadInt32(); Flavors = formatter.ReadInt32(); // Binary Unknown = formatter.ReadInt32(); UnitProduced = formatter.ReadInt32(); // (PRTO ref) UnitFrequency = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { CustomCivData = formatter.ReadInt32(); HumanPlayer = formatter.ReadInt32(); LeaderName = formatter.ReadString((int)BIQLeadSizes.LeaderName); Unknown1 = formatter.ReadInt32(); Unknown2 = formatter.ReadInt32(); NumberOfDifferentStartUnits = formatter.ReadInt32(); DifferentStartUnits = new List<StartUnits>(); for (int i = 0; i < NumberOfDifferentStartUnits; i++) { StartUnits startUnits = new StartUnits(); startUnits.UnitsOfThisType = formatter.ReadInt32(); startUnits.TypeOfStartingUnit = formatter.ReadInt32(); DifferentStartUnits.Add(startUnits); } GenderOfLeaderName = formatter.ReadInt32(); NumberOfStartingTechnologies = formatter.ReadInt32(); StartingTechnologies = new List<int>(); for (int i = 0; i < NumberOfStartingTechnologies; i++) StartingTechnologies.Add(formatter.ReadInt32()); Difficulty = formatter.ReadInt32(); InitialEra = formatter.ReadInt32(); StartCash = formatter.ReadInt32(); Government = formatter.ReadInt32(); Civ = formatter.ReadInt32(); Color = formatter.ReadInt32(); SkipFirstTurn = formatter.ReadInt32(); Unknown3 = formatter.ReadInt32(); StartEmbassies = formatter.ReadByte(); }
public void Load( BinaryFormatter formatter ) { RiverConnectionInfo = formatter.ReadByte(); Border = formatter.ReadByte(); Resource = formatter.ReadInt32(); Image = formatter.ReadByte(); File = formatter.ReadByte(); Unknown1 = formatter.ReadShort16(); Overlays = formatter.ReadByte(); BaseRealTerrain = formatter.ReadByte(); Bonuses = formatter.ReadByte(); RiverCrossingData = formatter.ReadByte(); BarbarianTribe = formatter.ReadShort16(); City = formatter.ReadShort16(); Colony = formatter.ReadShort16(); Continent = formatter.ReadShort16(); Unknown2 = formatter.ReadByte(); VictoryPointLocation = formatter.ReadShort16(); Ruin = formatter.ReadInt32(); // Conquests C3COverlays = formatter.ReadInt32(); Unknown3 = formatter.ReadByte(); C3CBaseRealTerrain = formatter.ReadByte(); Unknown4 = formatter.ReadShort16(); FogOfWar = formatter.ReadShort16(); C3CBonuses = formatter.ReadInt32(); Unknown5 = formatter.ReadShort16(); }