/* * Copyright (c) 2010-2011 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include "thingstype.h" #include "spritemanager.h" #include "thing.h" #include ThingsType g_thingsType; bool ThingsType::load(const std::string& file) { try { std::stringstream fin; g_resources.loadFile(file, 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_itemsType.resize(numItems); for(int id = 100; id < numItems; ++id) parseThingType(fin, m_itemsType[id - 100]); m_creaturesType.resize(numItems); for(int id = 0; id < numCreatures; ++id) parseThingType(fin, m_creaturesType[id]); m_effectsType.resize(numItems); for(int id = 0; id < numEffects; ++id) parseThingType(fin, m_effectsType[id]); m_shotsType.resize(numItems); for(int id = 0; id < numShots; ++id) parseThingType(fin, m_shotsType[id]); return true; } catch(std::exception& e) { logError("failed to load dat from '", file, "': ", e.what()); return false; } } void ThingsType::unload() { m_itemsType.clear(); m_creaturesType.clear(); m_effectsType.clear(); m_shotsType.clear(); } void ThingsType::parseThingType(std::stringstream& fin, ThingType& thingType) { assert(fin.good()); bool done = false; while(!done) { uint8 opt = Fw::getU8(fin); switch(opt) { case Otc::DatGround: // Grounds, must be drawn first thingType.groundSpeed = Fw::getU16(fin); thingType.isGround = true; break; case Otc::DatGroundClip: // Objects that clips (has transparent pixels) and must be drawn just after ground (e.g: ground borders) thingType.isGroundClip = true; break; case Otc::DatOnBottom: // Bottom items, must be drawn above general items and below creatures (e.g: stairs) thingType.isOnBottom = true; break; case Otc::DatOnTop: // Top items, must be drawn above creatures (e.g: doors) thingType.isOnTop = true; break; case Otc::DatContainer: // Containers thingType.isContainer = true; break; case Otc::DatStackable: // Stackable thingType.isStackable = true; break; case Otc::DatForceUse: // Items that are automatically used when step over? thingType.isForceUse = true; break; case Otc::DatMultiUse: // Usable items thingType.isMultiUse = true; break; case Otc::DatWritable: // Writable thingType.isWritable = true; thingType.maxTextLength = Fw::getU16(fin); break; case Otc::DatWritableOnce: // Writable once. objects that can't be edited by players thingType.isWritableOnce = true; thingType.maxTextLength = Fw::getU16(fin); break; case Otc::DatFluidContainer: // Fluid containers thingType.isFluidContainer = true; break; case Otc::DatSplash: // Splashes thingType.isStackable = true; break; case Otc::DatBlockWalk: // Blocks solid objects (creatures, walls etc) thingType.isNotWalkable = true; break; case Otc::DatNotMovable: // Not movable thingType.isNotMoveable = true; break; case Otc::DatBlockProjectile: // Blocks missiles (walls, magic wall etc) thingType.isNotProjectable = true; break; case Otc::DatBlockPathFind: // Blocks pathfind algorithms (monsters) thingType.isNotPathable = true; break; case Otc::DatPickupable: // Pickupable thingType.isPickupable = true; break; case Otc::DatHangable: // Hangable objects (wallpaper etc) thingType.isHangable = true; break; case Otc::DatHookSouth: // Horizontal walls thingType.isHookSouth = true; break; case Otc::DatHookEast: // Vertical walls thingType.isHookEast = true; break; case Otc::DatRotable: // Rotable thingType.isRotable = true; break; case Otc::DatLight: // Light info thingType.hasLight = true; thingType.lightLevel = Fw::getU16(fin); thingType.lightColor = Fw::getU16(fin); break; case Otc::DatDontHide: // A few monuments that are not supposed to be hidden by floors break; case Otc::DatTranslucent: // Grounds that are translucent thingType.isTranslucent = true; break; case Otc::DatDisplacment: // Must shift draw thingType.xDisplacment = Fw::getU16(fin); thingType.yDisplacment = Fw::getU16(fin); break; case Otc::DatElevation: // Must elevate draw thingType.elevation = Fw::getU16(fin); break; case Otc::DatLyingCorpse: // Some corpses thingType.isLyingCorpse = true; break; case Otc::DatAnimateAlways: // Unknown, check if firesword is a kind of AnimateAlways. thingType.isAnimatedAlways = true; break; case Otc::DatMinimapColor: // Minimap color thingType.hasMiniMapColor = true; thingType.miniMapColor = Fw::getU16(fin); break; case Otc::DatLensHelp: // Used for giving players tips? thingType.isLensHelp = true; thingType.lensHelp = Fw::getU16(fin); break; case Otc::DatFullGround: // Grounds that has no transparent pixels thingType.isFullGround = true; break; case Otc::DatIgnoreLook: // Ignore look, then looks at the item on the bottom of it thingType.isIgnoreLook = true; break; case Otc::DatCloth: // Clothes thingType.isCloth = true; thingType.clothSlot = Fw::getU16(fin); break; case Otc::DatLastOpt: done = true; break; default: throw std::runtime_error(Fw::mkstr("unknown .dat byte code: ", (int)opt)); } } thingType.width = Fw::getU8(fin); thingType.height = Fw::getU8(fin); if(thingType.width > 1 || thingType.height > 1) thingType.exactSize = Fw::getU8(fin); else thingType.exactSize = 32; thingType.layers = Fw::getU8(fin); thingType.xPattern = Fw::getU8(fin); thingType.yPattern = Fw::getU8(fin); thingType.zPattern = Fw::getU8(fin); thingType.animationPhases = Fw::getU8(fin); if(thingType.animationPhases > 1) thingType.isAnimation = true; int totalSprites = thingType.width * thingType.height * thingType.layers * thingType.xPattern * thingType.yPattern * thingType.zPattern * thingType.animationPhases; thingType.sprites.resize(totalSprites); for(uint16 i = 0; i < totalSprites; i++) thingType.sprites[i] = Fw::getU16(fin); }