Braver/Ficedula.FF7/Weapon.cs

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// This program and the accompanying materials are made available under the terms of the
// Eclipse Public License v2.0 which accompanies this distribution, and is available at
// https://www.eclipse.org/legal/epl-v20.html
//
// SPDX-License-Identifier: EPL-2.0
using System;
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using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Ficedula.FF7 {
[Flags]
public enum TargettingFlags {
None = 0,
EnableSelection = 0x1,
StartOnEnemy = 0x2,
MultiTargets = 0x4,
ToggleMultiSingleTarget = 0x8,
OneRowOnly = 0x10,
ShortRange = 0x20,
AllRows = 0x40,
RandomTarget = 0x80,
}
public class EquipItem {
public int ID { get; set; }
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public EquipRestrictions Restrictions { get; set; }
public string Name { get; set; }
public string Description { get; set; }
public int StrBonus { get; set; }
public int VitBonus { get; set; }
public int MagBonus { get; set; }
public int SprBonus { get; set; }
public int DexBonus { get; set; }
public int LckBonus { get; set; }
public int EquippableOn { get; set; } //TODO - enum flags?
}
public class MateriaItem : EquipItem {
public List<MateriaSlotKind> MateriaSlots { get; } = new();
public int Growth { get; set; }
}
public class Weapon : MateriaItem {
public TargettingFlags TargettingFlags { get; set; }
public byte DamageFormula { get; set; }
public byte AttackStrength { get; set; }
public Statuses Statuses { get; set; }
public int CriticalChance { get; set; }
public int HitChance { get; set; }
public byte AnimationModifier { get; set; }
public byte AttackModel { get; set; }
public Elements Elements { get; set; }
public int HitSoundEffect { get; set; }
public int CriticalSoundEffect { get; set; }
public int MissSoundEffect { get; set; }
public byte ImpactEffectID { get; set; }
}
public class WeaponCollection {
private List<Weapon> _weapons = new();
public IReadOnlyList<Weapon> Weapons => _weapons.AsReadOnly();
public WeaponCollection(Kernel kernel) {
var descriptions = new KernelText(kernel.Sections.ElementAt(12));
var names = new KernelText(kernel.Sections.ElementAt(20));
var data = new MemoryStream(kernel.Sections.ElementAt(5));
int index = 0;
while (data.Position < data.Length) {
Weapon weapon = new Weapon {
Name = names.Get(index),
Description = descriptions.Get(index),
ID = index,
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};
index++;
weapon.TargettingFlags = (TargettingFlags)data.ReadU8();
data.ReadU8();
weapon.DamageFormula = data.ReadU8();
data.ReadU8();
weapon.AttackStrength = data.ReadU8();
byte status = data.ReadU8();
weapon.Statuses = status == 0xff ? Statuses.None : (Statuses)(1 << status);
weapon.Growth = data.ReadU8();
if (weapon.Growth > 3) weapon.Growth = 1;
weapon.CriticalChance = data.ReadU8();
weapon.HitChance = data.ReadU8();
byte model = data.ReadU8();
weapon.AnimationModifier = (byte)(model >> 4);
weapon.AttackModel = (byte)(model & 0xf);
data.ReadU8();
byte hiSound = data.ReadU8();
hiSound = 0;
data.ReadU16();
weapon.EquippableOn = data.ReadU16();
weapon.Elements = (Elements)data.ReadU16();
data.ReadU16();
switch (data.ReadI32()) {
case 0:
weapon.StrBonus = data.ReadI32();
break;
case 1:
weapon.VitBonus = data.ReadI32();
break;
case 2:
weapon.MagBonus = data.ReadI32();
break;
case 3:
weapon.SprBonus = data.ReadI32();
break;
case 4:
weapon.DexBonus = data.ReadI32();
break;
case 5:
weapon.LckBonus = data.ReadI32();
break;
default:
data.ReadI32();
break;
}
foreach (int _ in Enumerable.Range(0, 8)) {
switch (data.ReadU8()) {
case 1:
case 5:
weapon.MateriaSlots.Add(MateriaSlotKind.Single);
break;
case 2:
case 3:
case 6:
case 7:
weapon.MateriaSlots.Add(MateriaSlotKind.Linked);
break;
}
}
weapon.HitSoundEffect = (hiSound << 8) | data.ReadU8();
weapon.CriticalSoundEffect = (hiSound << 8) | data.ReadU8();
weapon.MissSoundEffect = (hiSound << 8) | data.ReadU8();
if ((hiSound & 1) != 0)
weapon.HitSoundEffect += 254;
if ((hiSound & 2) != 0)
weapon.CriticalSoundEffect += 254;
if ((hiSound & 4) != 0)
weapon.MissSoundEffect += 254;
weapon.ImpactEffectID = data.ReadU8();
data.ReadU16();
weapon.Restrictions = (EquipRestrictions)(~data.ReadU16() & 0xf);
_weapons.Add(weapon);
}
}
}
}