Пример #1
0
        Proficiency GetProficiency(ProficiencyFlags flags)
        {
            Proficiency result;

            if (IsProficiencyForbidden(flags))
            {
                result = Proficiency.Forbidden;
            }
            else if (IsProficiencyExpert(flags))
            {
                result = Proficiency.Expert;
            }
            else
            {
                result = Proficiency.Normal;
            }

            return(result);
        }
Пример #2
0
 /// <summary>
 /// Determines if a proficiency type is forbidden.
 /// </summary>
 /// <param name="flags">ProficiencyFlags to test.</param>
 /// <returns>True if proficiency is forbidden.</returns>
 public bool IsProficiencyForbidden(ProficiencyFlags flags)
 {
     return(((ForbiddenProficiencies & flags) == flags) ? true : false);
 }
Пример #3
0
 /// <summary>
 /// Determines if a proficiency type is expert.
 /// </summary>
 /// <param name="flags">ProficiencyFlags to test.</param>
 /// <returns>True if proficiency is forbidden.</returns>
 public bool IsProficiencyExpert(ProficiencyFlags flags)
 {
     return(((ExpertProficiencies & flags) == flags) ? true : false);
 }
Пример #4
0
        /// <summary>
        /// Reads RawData into structured data.
        /// </summary>
        public void StructureData(CFGData cfg)
        {
            this.Name = cfg.Name;

            this.Strength     = cfg.Attributes[0];
            this.Intelligence = cfg.Attributes[1];
            this.Willpower    = cfg.Attributes[2];
            this.Agility      = cfg.Attributes[3];
            this.Endurance    = cfg.Attributes[4];
            this.Personality  = cfg.Attributes[5];
            this.Speed        = cfg.Attributes[6];
            this.Luck         = cfg.Attributes[7];

            this.PrimarySkill1 = (Skills)cfg.PrimarySkill1;
            this.PrimarySkill2 = (Skills)cfg.PrimarySkill2;
            this.PrimarySkill3 = (Skills)cfg.PrimarySkill3;
            this.MajorSkill1   = (Skills)cfg.MajorSkill1;
            this.MajorSkill2   = (Skills)cfg.MajorSkill2;
            this.MajorSkill3   = (Skills)cfg.MajorSkill3;
            this.MinorSkill1   = (Skills)cfg.MinorSkill1;
            this.MinorSkill2   = (Skills)cfg.MinorSkill2;
            this.MinorSkill3   = (Skills)cfg.MinorSkill3;
            this.MinorSkill4   = (Skills)cfg.MinorSkill4;
            this.MinorSkill5   = (Skills)cfg.MinorSkill5;
            this.MinorSkill6   = (Skills)cfg.MinorSkill6;

            this.HitPointsPerLevel = cfg.HitPointsPerLevel;

            float value = (cfg.AdvancementMultiplier >> 16) + ((cfg.AdvancementMultiplier & 0xffff)) / 65536f;

            try
            {
                this.AdvancementMultiplier = float.Parse(string.Format("{0:0.00}", value), NumberStyles.Float, CultureInfo.InvariantCulture);
            }
            catch
            {
                this.AdvancementMultiplier = value;
            }

            this.Paralysis = GetTolerance(cfg, EffectFlags.Paralysis);
            this.Magic     = GetTolerance(cfg, EffectFlags.Magic);
            this.Poison    = GetTolerance(cfg, EffectFlags.Poison);
            this.Fire      = GetTolerance(cfg, EffectFlags.Fire);
            this.Frost     = GetTolerance(cfg, EffectFlags.Frost);
            this.Shock     = GetTolerance(cfg, EffectFlags.Shock);
            this.Disease   = GetTolerance(cfg, EffectFlags.Disease);

            this.ForbiddenMaterials     = (MaterialFlags)cfg.ForbiddenMaterialsFlags;
            this.ForbiddenShields       = (ShieldFlags)((cfg.WeaponArmorShieldsBitfield >> 9) & 0x0f);
            this.ForbiddenArmors        = (ArmorFlags)((cfg.WeaponArmorShieldsBitfield >> 6) & 0x07);
            this.ForbiddenProficiencies = (ProficiencyFlags)(cfg.WeaponArmorShieldsBitfield & 0x3f);
            this.ExpertProficiencies    = (ProficiencyFlags)((cfg.WeaponArmorShieldsBitfield >> 16) & 0x3f);

            this.ShortBlades    = GetProficiency(ProficiencyFlags.ShortBlades);
            this.LongBlades     = GetProficiency(ProficiencyFlags.LongBlades);
            this.HandToHand     = GetProficiency(ProficiencyFlags.HandToHand);
            this.Axes           = GetProficiency(ProficiencyFlags.Axes);
            this.BluntWeapons   = GetProficiency(ProficiencyFlags.BluntWeapons);
            this.MissileWeapons = GetProficiency(ProficiencyFlags.MissileWeapons);

            this.SpellPointMultiplier      = GetSpellPointMultiplier(cfg);
            this.SpellPointMultiplierValue = GetSpellPointMultiplierValue(this.SpellPointMultiplier);

            this.DarknessPoweredMagery = (DarknessMageryFlags)((cfg.AbilityFlagsAndSpellPointsBitfield & 0x300) >> 8);
            this.LightPoweredMagery    = (LightMageryFlags)((cfg.AbilityFlagsAndSpellPointsBitfield & 0x00C0) >> 6);

            this.SpellAbsorption = (SpellAbsorptionFlags)cfg.SpellAbsorptionFlags;

            this.NoRegenSpellPoints = HasSpecialAbility(cfg, SpecialAbilityFlags.NoRegenSpellPoints);

            this.AcuteHearing   = HasSpecialAbility(cfg, SpecialAbilityFlags.AcuteHearing);
            this.Athleticism    = HasSpecialAbility(cfg, SpecialAbilityFlags.Athleticism);
            this.AdrenalineRush = HasSpecialAbility(cfg, SpecialAbilityFlags.AdrenalineRush);

            this.Regeneration = (RegenerationFlags)cfg.Regeneration;
            this.RapidHealing = (RapidHealingFlags)cfg.RapidHealing;

            this.DamageFromSunlight   = HasSpecialAbility(cfg, SpecialAbilityFlags.SunDamage);
            this.DamageFromHolyPlaces = HasSpecialAbility(cfg, SpecialAbilityFlags.HolyDamage);

            this.UndeadAttackModifier   = GetAttackModifier(cfg, EnemyGroups.Undead);
            this.DaedraAttackModifier   = GetAttackModifier(cfg, EnemyGroups.Daedra);
            this.HumanoidAttackModifier = GetAttackModifier(cfg, EnemyGroups.Humanoid);
            this.AnimalsAttackModifier  = GetAttackModifier(cfg, EnemyGroups.Animals);
        }
        Proficiency GetProficiency(ProficiencyFlags flags)
        {
            Proficiency result;

            if (IsProficiencyForbidden(flags))
                result = Proficiency.Forbidden;
            else if (IsProficiencyExpert(flags))
                result = Proficiency.Expert;
            else
                result = Proficiency.Normal;

            return result;
        }
        /// <summary>
        /// Reads RawData into structured data.
        /// </summary>
        public void StructureData(CFGData cfg)
        {
            this.Name = cfg.Name;

            this.Strength = cfg.Attributes[0];
            this.Intelligence = cfg.Attributes[1];
            this.Willpower = cfg.Attributes[2];
            this.Agility = cfg.Attributes[3];
            this.Endurance = cfg.Attributes[4];
            this.Personality = cfg.Attributes[5];
            this.Speed = cfg.Attributes[6];
            this.Luck = cfg.Attributes[7];

            this.PrimarySkill1 = (Skills)cfg.PrimarySkill1;
            this.PrimarySkill2 = (Skills)cfg.PrimarySkill2;
            this.PrimarySkill3 = (Skills)cfg.PrimarySkill3;
            this.MajorSkill1 = (Skills)cfg.MajorSkill1;
            this.MajorSkill2 = (Skills)cfg.MajorSkill2;
            this.MajorSkill3 = (Skills)cfg.MajorSkill3;
            this.MinorSkill1 = (Skills)cfg.MinorSkill1;
            this.MinorSkill2 = (Skills)cfg.MinorSkill2;
            this.MinorSkill3 = (Skills)cfg.MinorSkill3;
            this.MinorSkill4 = (Skills)cfg.MinorSkill4;
            this.MinorSkill5 = (Skills)cfg.MinorSkill5;
            this.MinorSkill6 = (Skills)cfg.MinorSkill6;

            this.HitPointsPerLevelOrMonsterLevel = cfg.HitPointsPerLevelOrMonsterLevel;

            float value = (cfg.AdvancementMultiplier >> 16) + ((cfg.AdvancementMultiplier & 0xffff)) / 65536f;
            try
            {
                this.AdvancementMultiplier = float.Parse(string.Format("{0:0.00}", value), NumberStyles.Float, CultureInfo.InvariantCulture);
            }
            catch
            {
                this.AdvancementMultiplier = value;
            }

            this.Paralysis = GetTolerance(cfg, EffectFlags.Paralysis);
            this.Magic = GetTolerance(cfg, EffectFlags.Magic);
            this.Poison = GetTolerance(cfg, EffectFlags.Poison);
            this.Fire = GetTolerance(cfg, EffectFlags.Fire);
            this.Frost = GetTolerance(cfg, EffectFlags.Frost);
            this.Shock = GetTolerance(cfg, EffectFlags.Shock);
            this.Disease = GetTolerance(cfg, EffectFlags.Disease);

            this.ForbiddenMaterials = (MaterialFlags)cfg.ForbiddenMaterialsFlags;
            this.ForbiddenShields = (ShieldFlags)((cfg.WeaponArmorShieldsBitfield >> 9) & 0x0f);
            this.ForbiddenArmors = (ArmorFlags)((cfg.WeaponArmorShieldsBitfield >> 6) & 0x07);
            this.ForbiddenProficiencies = (ProficiencyFlags)(cfg.WeaponArmorShieldsBitfield & 0x3f);
            this.ExpertProficiencies = (ProficiencyFlags)((cfg.WeaponArmorShieldsBitfield >> 16) & 0x3f);

            this.ShortBlades = GetProficiency(ProficiencyFlags.ShortBlades);
            this.LongBlades = GetProficiency(ProficiencyFlags.LongBlades);
            this.HandToHand = GetProficiency(ProficiencyFlags.HandToHand);
            this.Axes = GetProficiency(ProficiencyFlags.Axes);
            this.BluntWeapons = GetProficiency(ProficiencyFlags.BluntWeapons);
            this.MissileWeapons = GetProficiency(ProficiencyFlags.MissileWeapons);

            this.SpellPointMultiplier = GetSpellPointMultiplier(cfg);
            this.SpellPointMultiplierValue = GetSpellPointMultiplierValue(this.SpellPointMultiplier);

            this.DarknessPoweredMagery = (DarknessMageryFlags)((cfg.AbilityFlagsAndSpellPointsBitfield & 0x300) >> 8);
            this.LightPoweredMagery = (LightMageryFlags)((cfg.AbilityFlagsAndSpellPointsBitfield & 0x00C0) >> 6);

            this.SpellAbsorption = (SpellAbsorptionFlags)cfg.SpellAbsorptionFlags;

            this.NoRegenSpellPoints = HasSpecialAbility(cfg, SpecialAbilityFlags.NoRegenSpellPoints);

            this.AcuteHearing = HasSpecialAbility(cfg, SpecialAbilityFlags.AcuteHearing);
            this.Athleticism = HasSpecialAbility(cfg, SpecialAbilityFlags.Athleticism);
            this.AdrenalineRush = HasSpecialAbility(cfg, SpecialAbilityFlags.AdrenalineRush);

            this.Regeneration = (RegenerationFlags)cfg.Regeneration;
            this.RapidHealing = (RapidHealingFlags)cfg.RapidHealing;

            this.DamageFromSunlight = HasSpecialAbility(cfg, SpecialAbilityFlags.SunDamage);
            this.DamageFromHolyPlaces = HasSpecialAbility(cfg, SpecialAbilityFlags.HolyDamage);

            this.UndeadAttackModifier = GetAttackModifier(cfg, EnemyGroups.Undead);
            this.DaedraAttackModifier = GetAttackModifier(cfg, EnemyGroups.Daedra);
            this.HumanoidAttackModifier = GetAttackModifier(cfg, EnemyGroups.Humanoid);
            this.AnimalsAttackModifier = GetAttackModifier(cfg, EnemyGroups.Animals);
        }
 /// <summary>
 /// Determines if a proficiency type is forbidden.
 /// </summary>
 /// <param name="flags">ProficiencyFlags to test.</param>
 /// <returns>True if proficiency is forbidden.</returns>
 public bool IsProficiencyForbidden(ProficiencyFlags flags)
 {
     return ((ForbiddenProficiencies & flags) == flags) ? true : false;
 }
 /// <summary>
 /// Determines if a proficiency type is expert.
 /// </summary>
 /// <param name="flags">ProficiencyFlags to test.</param>
 /// <returns>True if proficiency is forbidden.</returns>
 public bool IsProficiencyExpert(ProficiencyFlags flags)
 {
     return ((ExpertProficiencies & flags) == flags) ? true : false;
 }