tibia-client/src/otclient/core/datmanager.cpp

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2011-08-15 23:02:52 +02:00
#include "datmanager.h"
#include "spritemanager.h"
#include <framework/core/resourcemanager.h>
DatManager g_dat;
bool DatManager::load(const std::string& filename)
{
try {
std::stringstream fin;
g_resources.loadFile(filename, fin);
m_signature = fw::getu32(fin);
int numItems = fw::getu16(fin);
int numCreatures = fw::getu16(fin);
int numEffects = fw::getu16(fin);
int numShots = fw::getu16(fin);
m_itemsAttributes.resize(numItems);
for(int id = 100; id <= numItems; ++id)
parseThingAttributes(fin, m_itemsAttributes[id - 100]);
m_creaturesAttributes.resize(numItems);
for(int id = 1; id < numCreatures; ++id)
parseThingAttributes(fin, m_creaturesAttributes[id - 1]);
m_effectsAttributes.resize(numItems);
for(int id = 100; id < numEffects; ++id)
parseThingAttributes(fin, m_effectsAttributes[id - 100]);
m_shotsAttributes.resize(numItems);
for(int id = 1; id < numShots; ++id)
parseThingAttributes(fin, m_shotsAttributes[id - 1]);
return true;
} catch(std::exception& e) {
logError(e.what());
return false;
}
}
void DatManager::unload()
{
m_itemsAttributes.clear();
m_creaturesAttributes.clear();
m_effectsAttributes.clear();
m_shotsAttributes.clear();
}
void DatManager::parseThingAttributes(std::stringstream& fin, ThingAttributes& thingAttributes)
{
assert(fin.good());
while(true) {
uint8 opt;
fin.read((char*)&opt, 1);
if(opt == 0xFF)
break;
parseThingAttributesOpt(fin, thingAttributes, opt);
}
thingAttributes.width = fw::getu8(fin);
thingAttributes.height = fw::getu8(fin);
if(thingAttributes.width > 1 || thingAttributes.height > 1)
fw::getu8(fin); // ??
thingAttributes.blendframes = fw::getu8(fin);
thingAttributes.xdiv = fw::getu8(fin);
thingAttributes.ydiv = fw::getu8(fin);
thingAttributes.zdiv = fw::getu8(fin);
thingAttributes.animcount = fw::getu8(fin);
int totalSprites = thingAttributes.width
* thingAttributes.height
* thingAttributes.blendframes
* thingAttributes.xdiv
* thingAttributes.ydiv
* thingAttributes.zdiv
* thingAttributes.animcount;
thingAttributes.sprites.resize(totalSprites);
for(uint16 i = 0; i < totalSprites; i++)
thingAttributes.sprites[i] = fw::getu16(fin);
}
void DatManager::parseThingAttributesOpt(std::stringstream& fin, ThingAttributes& thingAttributes, uint8 opt)
{
uint8 read_byte;
uint16 read_short;
switch(opt) {
case 0x00: // Ground tile
fin.read((char*)&thingAttributes.speed, 2);
thingAttributes.group = THING_GROUP_GROUND;
break;
case 0x01: // All OnTop
thingAttributes.alwaysOnTop = true;
thingAttributes.alwaysOnTopOrder = 1;
break;
case 0x02: // Can walk trough (open doors, arces, bug pen fence)
thingAttributes.alwaysOnTop = true;
thingAttributes.alwaysOnTopOrder = 2;
break;
case 0x03: // Can walk trough (arces)
thingAttributes.alwaysOnTop = true;
thingAttributes.alwaysOnTopOrder = 3;
break;
case 0x04: // Container
thingAttributes.group = THING_GROUP_CONTAINER;
break;
case 0x05: // Stackable
thingAttributes.stackable = true;
break;
case 0x06: // Unknown
break;
case 0x07: // Useable
thingAttributes.useable = true;
break;
case 0x08: // Writtable
thingAttributes.group = THING_GROUP_WRITEABLE;
thingAttributes.readable = true;
fin.read((char*)&thingAttributes.subParam07, 2);
break;
case 0x09: // Writtable once
// Writtable objects that can't be edited by players
thingAttributes.readable = true;
fin.read((char*)&thingAttributes.subParam08, 2);
break;
case 0x0A: // Fluid containers
fin.read((char*)&read_byte, 1);
thingAttributes.group = THING_GROUP_FLUID;
break;
case 0x0B: // Splashes
thingAttributes.group = THING_GROUP_SPLASH;
break;
case 0x0C: // Blocks solid objects (creatures, walls etc)
thingAttributes.blockSolid = true;
break;
case 0x0D: // Not moveable
thingAttributes.moveable = false;
break;
case 0x0E: // Blocks missiles (walls, magic wall etc)
thingAttributes.blockProjectile = true;
break;
case 0x0F: // Blocks pathfind algorithms (monsters)
thingAttributes.blockPathFind = true;
break;
case 0x10: // Blocks monster movement (flowers, parcels etc)
thingAttributes.pickupable = true;
break;
case 0x11: // Hangable objects (wallpaper etc)
thingAttributes.isHangable = true;
break;
case 0x12: // Horizontal wall
thingAttributes.isHorizontal = true;
break;
case 0x13: // Vertical wall
thingAttributes.isVertical = true;
break;
case 0x14: // Rotable
thingAttributes.rotable = true;
break;
case 0x15: // Light info
fin.read((char*)&thingAttributes.lightLevel, 2);
fin.read((char*)&thingAttributes.lightColor, 2);
break;
case 0x16:
break;
case 0x17: // Changes floor
break;
case 0x18: // Thing must be drawed with offset
thingAttributes.hasHeight = true;
fin.read((char*)&thingAttributes.xOffset, 1);
fin.read((char*)&thingAttributes.yOffset, 1);
fin.read((char*)&read_short, 2);
break;
case 0x19: // pixels characters height
fin.read((char*)&thingAttributes.xOffset, 1);
fin.read((char*)&thingAttributes.yOffset, 1);
//logDebug((int)thingAttributes.xOffset, " ", (int)thingAttributes.yOffset);
break;
case 0x1A:
//thingAttributes.hasHeight = true;
break;
case 0x1B:
break;
case 0x1C: // Minimap color
fin.read((char*)&thingAttributes.miniMapColor, 2);
thingAttributes.hasMiniMapColor = true;
break;
case 0x1D: // Unknown
fin.read((char*)&read_short, 2);
if(read_short == 1112)
thingAttributes.readable = true;
break;
case 0x1E:
break;
case 0x1F:
thingAttributes.lookThrough = true;
break;
case 0x20:
break;
default:
throw std::logic_error(fw::mkstr("ERROR: unknown .dat byte code: 0x", std::hex, (int)opt));
}
}