示例#1
0
        /// <summary>
        /// Construct the DataOvlReference
        /// </summary>
        /// <param name="u5Directory">directory of data.ovl file</param>
        public DataOvlReference(string u5Directory)
        {
            string dataOvlFileAndPath = Path.Combine(u5Directory, FileConstants.DATA_OVL);

            dataChunks = new DataChunks <DataChunkName>(dataOvlFileAndPath, DataChunkName.Unused);

            //dataOvlByteArray = Utils.GetFileAsByteList(dataOvlFileAndPath);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unkown", 0x00, 0x18);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.FixedString, "Licence for the MS-Runtime", 0x18, 0x38);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Long Armour strings (13 of them)", 0x52, 0xA6, 0, DataChunkName.LONG_ARMOUR);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Weapon strings (10 of them)", 0xF8, 0x81);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Ring and amulet strings (5 of them)", 0x179, 0x5a);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Character type, monster names (44 of them)", 0x1d3, 0x158);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Character type, monster names in capital letters (44 of them)", 0x32b, 0x165);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Unknown", 0x490, 0x33);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Item names (5 of them)", 0x4c3, 0x2b, 0, DataChunkName.SPECIAL_ITEM_NAMES);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "(x where x goes from 0 to 7", 0x4ee, 0x18);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Shard names (3 of them)", 0x506, 0x29, 0, DataChunkName.SHARDS); // changed from 0x28 to 0x29
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Additional item names (6 of them)", 0x52f, 0x43, 0, DataChunkName.SPECIAL_ITEM_NAMES2);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Shortened names - Armour", 0x572, 0x77, 0, DataChunkName.SHORT_ARMOUR);
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Shortened names (29 of them)", 0x572, 0x11a);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Potion colors (8 of them)", 0x68c, 0x30, 0, DataChunkName.POTIONS);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Reagents (8 of them)", 0x6bc, 0x4d, 0, DataChunkName.REAGENTS);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Spell names", 0x709, 0x1bb, 0, DataChunkName.SPELLS);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Character type and names (11 of them)", 0x8c4, 0x54);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Health text (5 of them)", 0x918, 0x29);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Spell runes (26 of them)", 0x941, 0x64);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Unknown", 0x9a5, 0xa8);



            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "City names (in caps) (26 of them)", 0xa4d, 0x111 + 0x3a, 0, DataChunkName.LOCATION_NAMES);
            SomeStrings str = dataChunks.GetDataChunk(DataChunkName.LOCATION_NAMES).GetChunkAsStringList();

            //dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "City names (in caps) (26 of them)", 0xa4d, 0x111);
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Dungeon names (8 of them)", 0xb5e, 0x3a);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Virtue names (8 of them)", 0xb98, 0x48);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Virtue mantras (8 of them)", 0xbe0, 0x1e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Store names", 0xbfe, 0x2fc);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Character names", 0xefa, 0x152);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Compressed words used in the conversation files", 0x104c, 0x24e, 0, DataChunkName.TALK_COMPRESSED_WORDS);
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Compressed words used in the conversation files", 0x104c, 0x24e);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Filenames", 0x129a, 0x11c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x13b6, 0x3a6);



            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Attack values", 0x160C, 0x37, 0x00, DataChunkName.ATTACK_VALUES);
            // excludes extended items such as ankh and spells
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Defense values", 0x1644, 0x2F, 0x00, DataChunkName.DEFENSE_VALUES);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Attack Range values", 0x1674, 0x37, 0x00, DataChunkName.ATTACK_RANGE_VALUES);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Spell Attack Range values", 0x16ad, 0x37, 0x00, DataChunkName.SPELL_ATTACK_RANGE);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Addtional Weapon/Armour strings", 0x175c, 0xa9, 0x10);
            DataChunk strEquipIndexes = dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "String indexes for all equipment (except scrolls) (add 0x10 to index)",
                                                                0x1806, 0x2F * 2 + 2, 0x10, DataChunkName.EQUIP_INDEXES);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Required Strength for Equipment Values", 0x1ABE, 0x2F, 0x00, DataChunkName.REQ_STRENGTH_EQUIP);

            List <string> strsss = strEquipIndexes.GetAsStringListFromIndexes();

            //DataChunk.GetAsStringListFromIndexes(strEquipIndexes.GetChunkAsUINT16List(), this.dataChunks.FileByteList);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Text index (add + 0x10)", 0x187a, 0x1ee, 0x10);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Which Map index do we start in (for TOWNE.DAT)", 0x1e2a, 0x8);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Which Map index do we start in (for DWELLING.DAT)", 0x1e32, 0x8);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Which Map index do we start in (for CASTLE.DAT)", 0x1e3a, 0x8);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Which Map index do we start in (for KEEP.DAT)", 0x1e42, 0x8);

            //            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Name of cities index (13 shorts, add 0x10)", 0x1e4a, 0x1a, 0x10);
            //            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Name of dwellings/castle/keeps/dungeons index (22 shorts, add 0x10))", 0x1e6e, 0x2c, 0x10);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Name of cities index (13+22 shorts, add 0x10)", 0x1e4a, 0x50, 0x10, DataChunkName.LOCATION_NAME_INDEXES);
            //SomeStrings strs = GetDataChunk(DataChunkName.LOCATION_NAMES).GetChunkAsStringList();
            //AddDataChunk(DataChunk.DataFormatType.UINT16List, "Name of cities index (13+22 shorts, add 0x10)", 0x1e4a, 0x1a, 0x10, DataChunkName.LOCATION_NAME_INDEXES_1);
            //AddDataChunk(DataChunk.DataFormatType.UINT16List, "Name of cities index (13+22 shorts, add 0x10)", 0x1e6e, 0x2c, 0x10, DataChunkName.LOCATION_NAME_INDEXES_2);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "X-coordinates to Towns, Dwellings, Castles, Keeps, Dungeons", 0x1e9a, 0x28, 0x00, DataChunkName.LOCATIONS_X);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Y-coordinates to Towns, Dwellings, Castles, Keeps, Dungeons", 0x1ec2, 0x28, 0x00, DataChunkName.LOCATIONS_Y);
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Y-coordinates to Towns, Dwellings, Castles, Keeps, Dungeons", 0x1ec2, 0x28);
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Y-coordinates to Towns, Dwellings, Castles, Keeps, Dungeons", 0x1ec2, 0x28);
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Y-coordinates to Towns, Dwellings, Castles, Keeps, Dungeons", 0x1ec2, 0x28);
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Y-coordinates to Towns, Dwellings, Castles, Keeps, Dungeons", 0x1ec2, 0x28);
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Y-coordinates to Towns, Dwellings, Castles, Keeps, Dungeons", 0x1ec2, 0x28);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Virtue and mantra index (add + 0x10)", 0x1f5e, 0x20, 0x10);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x1f7e, 0x33b);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Arms seller's name index", 0x22da, 0x12);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x22ec, 0x20c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Indexes to the dialog text (add + 0x10) (see .TLK)", 0x24f8, 0x13e, 0x10);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, ".DAT file names (4 files)", 0x2636, 0x2b);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x2661, 0x9);

            /// the following are reindexed. The file has some gunk in the middle of the strings which is indescript.
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Text strings (some unknown in the middle)", 0x266a, 0x269);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Travel Related Strings", 0x266a, 0xE1, 0x00, DataChunkName.TRAVEL); // tweaked
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x2750, 0x28);                                               // tweaked
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Text strings(some unknown in the middle)", 0x2778, 0x6F);           // tweaked
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x27E7, 0x0C);                                               // tweaked
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Text strings(some unknown in the middle)", 0x27F3, 0xE0);           // tweaked

            /// the following are reindexed. The file has some gunk in the middle of the strings which is indescript.
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x28d3, 0x83);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Sailing, Interface and World related strings", 0x2956, 0x278, 0x00, DataChunkName.WORLD);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x2bce, 0x9a);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Text strings (some unknown in the middle)", 0x2c68, 0x3c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x2ca4, 0x9);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Text strings (some unknown in the middle)", 0x2cad, 0x146);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x2df4, 0x14d);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "Initial string", 0x2f41, 0x5b);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "STORY.DAT string", 0x2f9d, 0xa);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x3664, 0x322);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Chunking information for Britannia's map, 0xFF the chunk only consists of tile 0x1, otherwise see BRIT.DAT", 0x3886, 0x100);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Random filenames, texts and unknown", 0x3986, 0xaf);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x3a35, 0x7d);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Armour accessory base prices", 0x3a92, 0x10);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Nil", 0x3aa2, 0x2);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Armour base prices", 0x3aa4, 0xc);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Weapon base prices", 0x3ab2, 0x2e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Nil", 0x3ae0, 0x2);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "What weapons are sold by the merchant in cities: Britain, Jhelom, Yew, Minoc, Trinsic, British Castle, Buccaneer's Den, Border March, Serpent Hold - (9 groups of 8 bytes)	", 0x3af2, 0x48);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x3b3a, 0x38);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Innkeeper welcome text index into SHOPPE.DAT (+0x0, 2 bytes for each index)", 0x3b72, 0x8);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Sleeping, transportation stuff, others, ", 0x41e4, 0x21a, 0, DataChunkName.SLEEP_TRANSPORT);
            SomeStrings someStrings = GetDataChunk(DataChunkName.SLEEP_TRANSPORT).GetChunkAsStringList();

            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x4aa5, 0x2f2);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Random texts", 0x4d97, 0x361);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Inn room description text", 0x4e7e, 0xc);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Inn bed X-coordinate", 0x4e8a, 0x5);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Inn bed Y-coordinate", 0x4e90, 0x5);


            /// extended stuff "old list"
            //flags that define the special abilities of
            //             monsters during combat; 32 bits per monster
            //             0x0020 = undead (affected by An Xen Corp)
            //             todo:
            //             - passes through walls (ghost, shadowlord)
            //             - can become invisible (wisp, ghost, shadowlord)
            //             - can teleport (wisp, shadowlord)
            //             - can't move (reaper, mimic)
            //             - able to camouflage itself
            //             - may divide when hit (slime, gargoyle)
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "flags that define the special abilities of monsters during combat", 0x154C, 0x30 * 2);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "moon phases (28 byte pairs, one for each day of the month)", 0x1EEA, 0x38);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "x coordinates of shrines", 0x1F7E, 0x8);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "y coordinates of shrines", 0x1F86, 0x8);

            // this section contains information about hidden, non-regenerating objects (e.g. the magic axe in the dead tree in Jhelom); there are
            // only 0x71 such objects; the last entry in each table is 0
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "object type (tile - 0x100) (item)", 0x3E88, 0x72);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "object quality (e.g. potion type, number of gems) (item)", 0x3EFA, 0x72);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "location number (see \"Party Location\") (item)", 0x3F6C, 0x72);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "level (item)", 0x3FDE, 0x72);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "x coordinate (item)", 0x4050, 0x72);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "y coordinate (item)", 0x40C2, 0x72);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "ShadowLord strings", 0x47A4, 0xED, 0, DataChunkName.SHADOWLORD);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Using and wearing item text", 0x48A5, 0x204, 0, DataChunkName.WEAR_USE_ITEM);


            // dock coordinates (where puchased ships/skiffs are placed)
            // 0 = Jhelom
            // 1 = Minoc
            // 2 = East Brittany
            // 3 = Buccaneer's Den
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "x coordinate (dock)", 0x4D86, 0x4);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "y coordinate (dock)", 0x4D8A, 0x4);

            // scan code translation table:
            // when the player presses a key that produces one of the scan codes in
            // the first table, the game translates it to the corresponding code in
            // the second table
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "scancodes", 0x541E, 0x8);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "internal codes", 0x5426, 0x8);



            /// begin bajh manual review
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Random texts", 0x4e96, 0x263);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x50F9, 0x377);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Random texts", 0x5470, 0x71);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x54e1, 0x83);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Random texts", 0x5564, 0x49);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Nil", 0x55Ac, 0x1470);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Unknown", 0x6a1c, 0xce);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Random texts", 0x6aea, 0x21d);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Stat lines (z-stats?)", 0x6d08, 0x43);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "Ultima IV", 0x6d48, 0xb);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Stat lines (z-stats?)", 0x6d08, 0x43);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "NPC Files", 0x6d56, 0x2e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Responses to keystroke actions", 0x6d84, 0x179);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Victory/Lost Messages", 0x6efe, 0x1e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Things that happened to you", 0x6f1c, 0xf4);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "MISC file names", 0x7010, 0x1a);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "Unknown String", 0x702A, 0Xa);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Things said in jail", 0x7034, 0xb4);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "BRIT.DAT", 0x70E8, 0xa);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Random texts", 0x70f2, 0xe0);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "KARMA.DAT", 0x71d2, 0xa);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Random texts (maybe power word?)", 0x71dc, 0x2c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Strings about wishing well", 0x721c, 0x36);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "wishing for one of these keywords at a wishing well gets you a horse", 0x7252, 0x32); // in the original defintion
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Response Strings after wishing in wishing well", 0x7284, 0x27);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Fountain strings", 0x72ac, 0x54);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Time of day strings", 0x7300, 0x26);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Keep flame names", 0x7326, 0x18);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Dungeon names", 0x733e, 0x46);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Look2.dat (x2)", 0x7384, 0x14);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Signs?", 0x7398, 0x15e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Signs.dat (x2)", 0x74f6, 0x14);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Vision strings", 0x750a, 0x22, 0x00, DataChunkName.VISION1);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Things you see (dungeons I think)", 0x752c, 0x1e4, 0x00, DataChunkName.VISION2);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Drinking Strings", 0x76ef, 0x71);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Level up apparition strings", 0x7760, 0x94);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Karma.dat (x2)", 0x77f4, 0x14);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Level up apparition strings", 0x7808, 0x2e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Time of day", 0x7836, 0x1a);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Time of day", 0x7836, 0x1a);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "Shoppe.dat", 0x7850, 0xc);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Magic shop strings", 0x785c, 0x1be);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "Shoppe.dat", 0x7a1a, 0xc);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Armour/weapon shop strings", 0x7a26, 0x4e4);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "Shoppe.dat", 0x7f0a, 0xc);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Healer shop strings", 0x7f16, 0x2f8);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "end.dat", 0x820e, 0x8);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Numbers as strings (ie. twelfth)", 0x8216, 0x17c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "End of game strings", 0x8392, 0xfe);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "miscmaps.dat", 0x8490, 0xe);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.SimpleString, "endmsg.dat", 0x849e, 0xc);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "random texts", 0x84aa, 0x74);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "finding/searching for things strings ", 0x851e, 0x442);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "wher you found something (ie. In the wall) ", 0x8960, 0xe4);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "strings about unlocking or finding doors", 0x8a44, 0x1b3, 0x00, DataChunkName.OPENING_THINGS_STUFF);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "potion colours", 0x8bfa, 0x34);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "scroll shortfroms", 0x8c2e, 0x20);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "more found things!", 0x8c4e, 0x236, 0x00, DataChunkName.GET_THINGS);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "getting things string!", 0x8c4e, 0x238);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "movement strings", 0x8e86, 0xed);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Mixing spells", 0x8f74, 0xbe);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Klimbing strings", 0x9026, 0x3A, 0x00, DataChunkName.KLIMBING);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "pay fine/bribe, merchant chat", 0x9062, 0x1b2, 0x00, DataChunkName.CHIT_CHAT);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, ".tlk file list", 0x9216, 0x2e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Talking strings for ALL npcs", 0x9244, 0x1a);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Dirty words", 0x925e, 0xda);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Common talking responses", 0x9338, 0x1cc, 0, DataChunkName.PHRASES_CONVERSATION);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Directions", 0x9504, 0x3e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "random texts", 0x9542, 0x2c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "random texts", 0x9542, 0x2c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "4 character shrine names (ie. hone)", 0x956e, 0x30);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "shrine strings", 0x959e, 0x6e);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "MISCMAP*.* filenames", 0x960c, 0x29);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "urn strings", 0x9635, 0x33);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "save game strings", 0x9668, 0x21);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "OOL and SAV files", 0x968a, 0x32);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Inventory and Stats strings", 0x96BC, 0x12B, 0, DataChunkName.ZSTATS);
            SomeStrings someStrings2 = GetDataChunk(DataChunkName.ZSTATS).GetChunkAsStringList();

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Inventory warnings", 0x97EA, 0x1c5, 0, DataChunkName.EQUIPPING);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Battle messages", 0x99ba, 0xfe);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Buying wine dialog", 0x9ab8, 0x22c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "4 character short form NPC questions, all quest related ", 0x9ce4, 0x9c);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Character names, perhaps resitance people (hints?)", 0x9d80, 0x220);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Strings related to intro", 0xa020, 0x5a);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Character creation related strings", 0xa07a, 0xa6);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Responses to key presses", 0xa120, 0x2a0, 0x00, DataChunkName.KEYPRESS_COMMANDS);
            someStrings = GetDataChunk(DataChunkName.KEYPRESS_COMMANDS).GetChunkAsStringList();

            dataChunks.AddDataChunk(DataChunk.DataFormatType.StringList, "Anti piracy messages", 0xa3c0, 0x170);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Unknown, "Nil", 0xA530, 0x1820);
            //dataChunks.PrintEverything();

            // load the super simple string lookup
            StringReferences = new U5StringRef(this);
        }
示例#2
0
        /// <summary>
        /// Construct the GameState
        /// </summary>
        /// <param name="u5Directory">Directory of the game State files</param>
        public GameState(string u5Directory, DataOvlReference dataOvlRef)
        {
            dataRef = dataOvlRef;

            string saveFileAndPath = Path.Combine(u5Directory, FileConstants.SAVED_GAM);

            dataChunks = new DataChunks <DataChunkName>(saveFileAndPath, DataChunkName.Unused);

            List <byte> gameStateByteArray;

            gameStateByteArray = Utils.GetFileAsByteList(saveFileAndPath);

            // import all character records
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "All Character Records (ie. name, stats)", 0x02, 0x20 * 16, 0x00, DataChunkName.CHARACTER_RECORDS);
            DataChunk rawCharacterRecords = dataChunks.GetDataChunk(DataChunkName.CHARACTER_RECORDS);

            CharacterRecords = new PlayerCharacterRecords(rawCharacterRecords.GetAsByteList());

            // import the players invetry
            PlayerInventory = new Inventory(gameStateByteArray, dataRef);

            // player location
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Current Party Location", 0x2ED, 0x01, 0x00, DataChunkName.PARTY_LOC);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Z Coordinate of Party [10]", 0x2EF, 0x01, 0x00, DataChunkName.Z_COORD);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "X Coordinate of Party", 0x2F0, 0x01, 0x00, DataChunkName.X_COORD);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Y Coordinate of Party", 0x2F1, 0x01, 0x00, DataChunkName.Y_COORD);


            // quantities of standard items
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16, "Food Quantity", 0x202, 0x02, 0x00, DataChunkName.FOOD_QUANTITY);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16, "Gold Quantity", 0x204, 0x02, 0x00, DataChunkName.GOLD_QUANTITY);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Keys Quantity", 0x206, 0x01, 0x00, DataChunkName.KEYS_QUANTITY);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Gems Quantity", 0x207, 0x01, 0x00, DataChunkName.GEMS_QUANTITY);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Torches Quantity", 0x208, 0x01, 0x00, DataChunkName.TORCHES_QUANTITY);

            // time and date
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16, "Current Year", 0x2CE, 0x02, 0x00, DataChunkName.CURRENT_YEAR);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Current Month", 0x2D7, 0x01, 0x00, DataChunkName.CURRENT_MONTH);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Current Day", 0x2D8, 0x01, 0x00, DataChunkName.CURRENT_DAY);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Current Hour", 0x2D9, 0x01, 0x00, DataChunkName.CURRENT_HOUR);
            // 0x2DA is copy of 2D9 for some reason
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Byte, "Current Minute", 0x2DB, 0x01, 0x00, DataChunkName.CURRENT_MINUTE);


            //dataChunks.AddDataChunk()
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Bitmap, "NPC Killed Bitmap", 0x5B4, 0x80, 0x00, DataChunkName.NPC_ISALIVE_TABLE);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.Bitmap, "NPC Met Bitmap", 0x634, 0x80, 0x00, DataChunkName.NPC_ISMET_TABLE);
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Number of Party Members", 0x2B5, 0x1, 0x00, DataChunkName.N_PEOPLE_PARTY);

            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "NPC Type Map", 0x5B4, 0x20, 0x00, DataChunkName.NPC_TYPES);
            List <byte> chunks = dataChunks.GetDataChunk(DataChunkName.NPC_TYPES).GetAsByteList();

            // get the NPCs movement list - 0x20 NPCs, with 0x10 movement commands each, consisting of 0x1 direction byte + 0x1 repetitions
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "NPC Movement List", 0xBB8, 0x20 * 0x10 * (sizeof(byte) * 2), 0x00, DataChunkName.NPC_MOVEMENT_LISTS);
            // bajh: Jan 12 2020, moved from BB8 to BBA to test a theory that it actually begins a few bytes after the original documentation indicates
            //dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "NPC Movement List", 0xBBA, 0x20 * 0x10 * (sizeof(byte) * 2), 0x00, DataChunkName.NPC_MOVEMENT_LISTS);
            // get the offsets to the current movement instructions of the NPCs
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "NPC Movement Offset Lists", 0xFB8, 0x20 * (sizeof(byte) * 2), 0x00, DataChunkName.NPC_MOVEMENT_OFFSETS);

            // we will need to add 0x100 for now, but cannot because it's read in as a bytelist
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "NPC Sprite (by smallmap)", 0xFF8, 0x20, 0x00, DataChunkName.NPC_SPRITE_INDEXES);

            // Initialize the table to determine if an NPC is dead
            List <bool> npcAlive = dataChunks.GetDataChunk(DataChunkName.NPC_ISALIVE_TABLE).GetAsBitmapBoolList();

            npcIsDeadArray = Utils.ListTo2DArray <bool>(npcAlive, NonPlayerCharacterReferences.NPCS_PER_TOWN, 0x00, NonPlayerCharacterReferences.NPCS_PER_TOWN * SmallMapReferences.SingleMapReference.TOTAL_SMALL_MAP_LOCATIONS);

            // Initialize a table to determine if an NPC has been met
            List <bool> npcMet = dataChunks.GetDataChunk(DataChunkName.NPC_ISMET_TABLE).GetAsBitmapBoolList();

            // these will map directly to the towns and the NPC dialog #
            npcIsMetArray = Utils.ListTo2DArray <bool>(npcMet, NonPlayerCharacterReferences.NPCS_PER_TOWN, 0x00, NonPlayerCharacterReferences.NPCS_PER_TOWN * SmallMapReferences.SingleMapReference.TOTAL_SMALL_MAP_LOCATIONS);

            // this stores monsters, party, objects and NPC location info and other stuff too (apparently!?)
            dataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Character Animation States - including xyz", 0x6B4, 0x100, 0x00, DataChunkName.CHARACTER_ANIMATION_STATES);

            // this stores monsters, party, objects and NPC location info and other stuff too (apparently!?)
            dataChunks.AddDataChunk(DataChunk.DataFormatType.UINT16List, "Character States - including xyz", 0x9B8, 0x200, 0x00, DataChunkName.CHARACTER_STATES);

            // load the overworld and underworld overlays
            string overworldOverlayPath  = Path.Combine(u5Directory, FileConstants.BRIT_OOL);
            string underworldOverlayPath = Path.Combine(u5Directory, FileConstants.UNDER_OOL);

            overworldOverlayDataChunks  = new DataChunks <OverlayChunkName>(overworldOverlayPath, OverlayChunkName.Unused);
            underworldOverlayDataChunks = new DataChunks <OverlayChunkName>(underworldOverlayPath, OverlayChunkName.Unused);

            overworldOverlayDataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Character Animation States - including xyz", 0x00, 0x100, 0x00, OverlayChunkName.CHARACTER_ANIMATION_STATES);
            underworldOverlayDataChunks.AddDataChunk(DataChunk.DataFormatType.ByteList, "Character Animation States - including xyz", 0x00, 0x100, 0x00, OverlayChunkName.CHARACTER_ANIMATION_STATES);

            TheTimeOfDay = new TimeOfDay(dataChunks.GetDataChunk(DataChunkName.CURRENT_YEAR), dataChunks.GetDataChunk(DataChunkName.CURRENT_MONTH),
                                         dataChunks.GetDataChunk(DataChunkName.CURRENT_DAY), dataChunks.GetDataChunk(DataChunkName.CURRENT_HOUR),
                                         dataChunks.GetDataChunk(DataChunkName.CURRENT_MINUTE));
        }
示例#3
0
 /// <summary>
 /// Retrieve a data chunk by the name alone
 /// </summary>
 /// <param name="dataChunkName">chunk name</param>
 /// <returns>the associated datachunk</returns>
 public DataChunk GetDataChunk(DataChunkName dataChunkName)
 {
     return(dataChunks.GetDataChunk(dataChunkName));
 }