示例#1
0
        internal static BuildList Parse(BinaryReader reader, MapParseContext context, ushort version, bool mapHasAssetList)
        {
            var result = new BuildList();

            // BFME and C&C3 both used v1 for this chunk, but store the faction name differently :(
            // If the map file has an AssetList chunk, we assume it's C&C3.
            if (mapHasAssetList)
            {
                result.FactionName = reader.ReadUInt16PrefixedAsciiString();
            }
            else
            {
                result.FactionNameProperty = AssetPropertyKey.Parse(reader, context);
            }

            var numBuildListItems = reader.ReadUInt32();

            result.Items = new BuildListItem[numBuildListItems];

            for (var i = 0; i < numBuildListItems; i++)
            {
                result.Items[i] = BuildListItem.Parse(reader, version, 1, mapHasAssetList);
            }

            return(result);
        }
示例#2
0
        internal static CastleTemplates Parse(BinaryReader reader, MapParseContext context)
        {
            return(ParseAsset(reader, context, version =>
            {
                var propertyKey = AssetPropertyKey.Parse(reader, context);

                var count = reader.ReadUInt32();
                var result = new CastleTemplate[count];

                for (var i = 0; i < count; i++)
                {
                    result[i] = CastleTemplate.Parse(reader, version);
                }

                CastlePerimeter perimeter = null;
                if (version >= 2)
                {
                    perimeter = CastlePerimeter.Parse(reader, version);
                }

                return new CastleTemplates
                {
                    PropertyKey = propertyKey,
                    Templates = result,
                    Perimeter = perimeter
                };
            }));
        }
示例#3
0
        internal static AssetProperty Parse(BinaryReader reader, MapParseContext context)
        {
            var key = AssetPropertyKey.Parse(reader, context);

            object value = null;

            switch (key.PropertyType)
            {
            case AssetPropertyType.Boolean:
                value = reader.ReadBooleanChecked();
                break;

            case AssetPropertyType.Integer:
                value = reader.ReadUInt32();
                break;

            case AssetPropertyType.RealNumber:
                value = reader.ReadSingle();
                break;

            case AssetPropertyType.AsciiString:
                value = reader.ReadUInt16PrefixedAsciiString();
                break;

            case AssetPropertyType.Unknown:
                // Seems exactly the same as AsciiString?
                value = reader.ReadUInt16PrefixedAsciiString();
                break;

            case AssetPropertyType.UnicodeString:
                value = reader.ReadUInt16PrefixedUnicodeString();
                break;

            default:
                throw new InvalidDataException($"Unexpected property type: {key.PropertyType}.");
            }

            return(new AssetProperty
            {
                Key = key,
                Value = value
            });
        }
示例#4
0
        internal static TDerived Parse(
            BinaryReader reader,
            MapParseContext context,
            ushort minimumVersionThatHasInternalName,
            ushort minimumVersionThatHasEnabledFlag,
            Action <ushort, TDerived> derivedParse = null)
        {
            return(ParseAsset(reader, context, version =>
            {
                var result = new TDerived();

                // TODO: Need to make game-specific TContentType enums.
                result.ContentType = (TContentType)(object)reader.ReadUInt32();
                //result.ContentType = reader.ReadUInt32AsEnum<TContentType>();

                if (version >= minimumVersionThatHasInternalName)
                {
                    result.InternalName = AssetPropertyKey.Parse(reader, context);
                }

                var numArguments = reader.ReadUInt32();
                result.Arguments = new ScriptArgument[numArguments];

                for (var i = 0; i < numArguments; i++)
                {
                    result.Arguments[i] = ScriptArgument.Parse(reader);
                }

                result.Enabled = true;
                if (version >= minimumVersionThatHasEnabledFlag)
                {
                    result.Enabled = reader.ReadBooleanUInt32Checked();
                }

                derivedParse?.Invoke(version, result);

                return result;
            }));
        }
示例#5
0
        internal static BuildList Parse(BinaryReader reader, MapParseContext context, ushort version)
        {
            var result = new BuildList();

            if (version >= 1)
            {
                result.FactionName = reader.ReadUInt16PrefixedAsciiString();
            }
            else
            {
                result.FactionNameProperty = AssetPropertyKey.Parse(reader, context);
            }

            var numBuildListItems = reader.ReadUInt32();

            result.Items = new BuildListItem2[numBuildListItems];

            for (var i = 0; i < numBuildListItems; i++)
            {
                result.Items[i] = BuildListItem2.Parse(reader, version);
            }

            return(result);
        }
示例#6
0
 internal AssetProperty(string name, AssetPropertyType propertyType, object value)
 {
     Key   = new AssetPropertyKey(name, propertyType);
     Value = value;
 }