mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-20 03:16:26 -05:00
182 lines
9.2 KiB
C#
182 lines
9.2 KiB
C#
using System;
|
|
|
|
namespace OpenDiablo2.Common.Models
|
|
{
|
|
public sealed class ObjectInfo
|
|
{
|
|
public string Name { get; internal set; }
|
|
public int Id { get; internal set; }
|
|
public string Token { get; internal set; }
|
|
public int SpawnMax { get; internal set; }
|
|
public bool[] Selectable0_7 { get; internal set; } = new bool[8];
|
|
public int TrapProb { get; internal set; }
|
|
public int SizeX { get; internal set; }
|
|
public int SizeY { get; internal set; }
|
|
public int nTgtFX { get; internal set; }
|
|
public int nTgtFY { get; internal set; }
|
|
public int nTgtBX { get; internal set; }
|
|
public int nTgtBY { get; internal set; }
|
|
public int[] FrameCnt0_7 { get; internal set; } = new int[8];
|
|
public int[] FrameDelta0_7 { get; internal set; } = new int[8];
|
|
public bool[] CycleAnim0_7 { get; internal set; } = new bool[8];
|
|
public int[] Lit0_7 { get; internal set; } = new int[8];
|
|
public bool[] BlocksLight0_7 { get; internal set; } = new bool[8];
|
|
public bool[] HasCollision0_7 { get; internal set; } = new bool[8];
|
|
public bool IsAttackable0 { get; internal set; }
|
|
public int[] Start0_7 { get; internal set; } = new int[8];
|
|
public bool EnvEffect { get; internal set; }
|
|
public bool IsDoor { get; internal set; }
|
|
public bool BlocksVis { get; internal set; }
|
|
public int Orientation { get; internal set; }
|
|
public int Trans { get; internal set; }
|
|
public int[] OrderFlag0_7 { get; internal set; } = new int[8];
|
|
public bool PreOperate { get; internal set; }
|
|
public bool[] Mode0_7 { get; internal set; } = new bool[8];
|
|
public int Yoffset { get; internal set; }
|
|
public int Xoffset { get; internal set; }
|
|
public int Draw { get; internal set; }
|
|
public byte Red { get; internal set; }
|
|
public byte Green { get; internal set; }
|
|
public byte Blue { get; internal set; }
|
|
public bool HD { get; internal set; }
|
|
public bool TR { get; internal set; }
|
|
public bool LG { get; internal set; }
|
|
public bool RA { get; internal set; }
|
|
public bool LA { get; internal set; }
|
|
public bool RH { get; internal set; }
|
|
public bool LH { get; internal set; }
|
|
public bool SH { get; internal set; }
|
|
public bool[] S1_8 { get; internal set; } = new bool[8]; // (S# equipment slot)
|
|
public int TotalPieces { get; internal set; }
|
|
public int SubClass { get; internal set; }
|
|
public int Xspace { get; internal set; }
|
|
public int Yspace { get; internal set; }
|
|
public int NameOffset { get; internal set; }
|
|
public bool MonsterOK { get; internal set; }
|
|
public int OperateRange { get; internal set; }
|
|
public bool ShrineFunction { get; internal set; }
|
|
public bool Restore { get; internal set; }
|
|
public int[] Parm0_7 { get; internal set; } = new int[8];
|
|
public int Act { get; internal set; }
|
|
public bool Lockable { get; internal set; }
|
|
public bool Gore { get; internal set; }
|
|
public bool Sync { get; internal set; }
|
|
public bool Flicker { get; internal set; }
|
|
public int Damage { get; internal set; }
|
|
public bool Beta { get; internal set; }
|
|
public bool Overlay { get; internal set; }
|
|
public bool CollisionSubst { get; internal set; }
|
|
public int Left { get; internal set; }
|
|
public int Top { get; internal set; }
|
|
public int Width { get; internal set; }
|
|
public int Height { get; internal set; }
|
|
public int OperateFn { get; internal set; }
|
|
public int PopulateFn { get; internal set; }
|
|
public int InitFn { get; internal set; }
|
|
public int ClientFn { get; internal set; }
|
|
public bool RestoreVirgins { get; internal set; }
|
|
public bool BlockMissile { get; internal set; }
|
|
public int DrawUnder { get; internal set; }
|
|
public bool OpenWarp { get; internal set; }
|
|
public int AutoMap { get; internal set; }
|
|
}
|
|
|
|
public static class ObjectInfoHelper
|
|
{
|
|
public static ObjectInfo ToObjectInfo(this string[] row)
|
|
{
|
|
var result = new ObjectInfo();
|
|
var idx = 0;
|
|
result.Name= row[idx++];
|
|
idx++; // Description is 'unused'
|
|
result.Id = Convert.ToInt32(row[idx++]);
|
|
result.Token = row[idx++];
|
|
result.SpawnMax = Convert.ToInt32(row[idx++]);
|
|
for (var i = 0; i < 8; i++)
|
|
result.Selectable0_7[i] = Convert.ToInt32(row[idx++]) == 1;
|
|
result.TrapProb = Convert.ToInt32(row[idx++]);
|
|
result.SizeX = Convert.ToInt32(row[idx++]);
|
|
result.SizeY = Convert.ToInt32(row[idx++]);
|
|
result.nTgtFX = Convert.ToInt32(row[idx++]);
|
|
result.nTgtFY = Convert.ToInt32(row[idx++]);
|
|
result.nTgtBX = Convert.ToInt32(row[idx++]);
|
|
result.nTgtBY = Convert.ToInt32(row[idx++]);
|
|
for (var i = 0; i < 8; i++)
|
|
result.FrameCnt0_7[i] = Convert.ToInt32(row[idx++]);
|
|
for (var i = 0; i < 8; i++)
|
|
result.FrameDelta0_7[i] = Convert.ToInt32(row[idx++]);
|
|
for (var i = 0; i < 8; i++)
|
|
result.CycleAnim0_7[i] = Convert.ToInt32(row[idx++]) == 1;
|
|
for (var i = 0; i < 8; i++)
|
|
result.Lit0_7[i] = Convert.ToInt32(row[idx++]);
|
|
for (var i = 0; i < 8; i++)
|
|
result.BlocksLight0_7[i] = Convert.ToInt32(row[idx++]) == 1;
|
|
for (var i = 0; i < 8; i++)
|
|
result.HasCollision0_7[i] = Convert.ToInt32(row[idx++]) == 1;
|
|
result.IsAttackable0 = Convert.ToInt32(row[idx++]) == 1;
|
|
for (var i = 0; i < 8; i++)
|
|
result.Start0_7[i] = Convert.ToInt32(row[idx++]);
|
|
result.EnvEffect = Convert.ToInt32(row[idx++]) == 1;
|
|
result.IsDoor = Convert.ToInt32(row[idx++]) == 1;
|
|
result.BlocksVis = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Orientation = Convert.ToInt32(row[idx++]);
|
|
result.Trans = Convert.ToInt32(row[idx++]);
|
|
for (var i = 0; i < 8; i++)
|
|
result.OrderFlag0_7[i] = Convert.ToInt32(row[idx++]);
|
|
result.PreOperate = Convert.ToInt32(row[idx++]) == 1;
|
|
for (var i = 0; i < 8; i++)
|
|
result.Mode0_7[i] = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Yoffset = Convert.ToInt32(row[idx++]);
|
|
result.Xoffset = Convert.ToInt32(row[idx++]);
|
|
result.Draw = Convert.ToInt32(row[idx++]);
|
|
result.Red = Convert.ToByte(row[idx++]);
|
|
result.Green = Convert.ToByte(row[idx++]);
|
|
result.Blue = Convert.ToByte(row[idx++]);
|
|
result.HD = Convert.ToInt32(row[idx++]) == 1;
|
|
result.TR = Convert.ToInt32(row[idx++]) == 1;
|
|
result.LG = Convert.ToInt32(row[idx++]) == 1;
|
|
result.RA = Convert.ToInt32(row[idx++]) == 1;
|
|
result.LA = Convert.ToInt32(row[idx++]) == 1;
|
|
result.RH = Convert.ToInt32(row[idx++]) == 1;
|
|
result.LH = Convert.ToInt32(row[idx++]) == 1;
|
|
result.SH = Convert.ToInt32(row[idx++]) == 1;
|
|
for (var i = 0; i < 8; i++)
|
|
result.S1_8[i] = Convert.ToInt32(row[idx++]) == 1;
|
|
result.TotalPieces = Convert.ToInt32(row[idx++]);
|
|
result.SubClass = Convert.ToInt32(row[idx++]);
|
|
result.Xspace = Convert.ToInt32(row[idx++]);
|
|
result.Yspace = Convert.ToInt32(row[idx++]);
|
|
result.NameOffset = Convert.ToInt32(row[idx++]);
|
|
result.MonsterOK = Convert.ToInt32(row[idx++]) == 1;
|
|
result.OperateRange = Convert.ToInt32(row[idx++]);
|
|
result.ShrineFunction = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Restore = Convert.ToInt32(row[idx++]) == 1;
|
|
for (var i = 0; i < 8; i++)
|
|
result.Parm0_7[i] = Convert.ToInt32(row[idx++]);
|
|
result.Act = Convert.ToInt32(row[idx++]);
|
|
result.Lockable = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Gore = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Sync = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Flicker = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Damage = Convert.ToInt32(row[idx++]);
|
|
result.Beta = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Overlay = Convert.ToInt32(row[idx++]) == 1;
|
|
result.CollisionSubst = Convert.ToInt32(row[idx++]) == 1;
|
|
result.Left = Convert.ToInt32(row[idx++]);
|
|
result.Top = Convert.ToInt32(row[idx++]);
|
|
result.Width = Convert.ToInt32(row[idx++]);
|
|
result.Height = Convert.ToInt32(row[idx++]);
|
|
result.OperateFn = Convert.ToInt32(row[idx++]);
|
|
result.PopulateFn = Convert.ToInt32(row[idx++]);
|
|
result.InitFn = Convert.ToInt32(row[idx++]);
|
|
result.ClientFn = Convert.ToInt32(row[idx++]);
|
|
result.RestoreVirgins = Convert.ToInt32(row[idx++]) == 1;
|
|
result.BlockMissile = Convert.ToInt32(row[idx++]) == 1;
|
|
result.DrawUnder = Convert.ToInt32(row[idx++]);
|
|
result.OpenWarp = Convert.ToInt32(row[idx++]) == 1;
|
|
result.AutoMap = Convert.ToInt32(row[idx++]);
|
|
return result;
|
|
}
|
|
}
|
|
}
|