2009-04-19 18:07:22 +00:00
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using System.IO;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Compilers;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public sealed class ActorStructure
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{
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#region ================== Constants
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private readonly string[] SPRITE_POSTFIXES = new string[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" };
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#endregion
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#region ================== Variables
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// Declaration
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private string classname;
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private string inheritclass;
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private string replaceclass;
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private int doomednum = -1;
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// Flags
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private Dictionary<string, bool> flags;
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// Properties
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private Dictionary<string, List<string>> props;
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2009-04-19 18:07:22 +00:00
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// States
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private Dictionary<string, StateStructure> states;
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#endregion
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#region ================== Properties
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public Dictionary<string, bool> Flags { get { return flags; } }
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2009-08-15 08:41:43 +00:00
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public Dictionary<string, List<string>> Properties { get { return props; } }
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2009-04-19 18:07:22 +00:00
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public string ClassName { get { return classname; } }
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public string InheritsClass { get { return inheritclass; } }
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public string ReplacesClass { get { return replaceclass; } }
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public int DoomEdNum { get { return doomednum; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal ActorStructure(DecorateParser parser)
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{
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// Initialize
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flags = new Dictionary<string, bool>();
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2009-08-15 08:41:43 +00:00
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props = new Dictionary<string, List<string>>();
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2009-04-19 18:07:22 +00:00
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states = new Dictionary<string, StateStructure>();
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2009-08-15 08:41:43 +00:00
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// Always define a game property, but default to 0 values
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props["game"] = new List<string>();
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2009-04-19 18:07:22 +00:00
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inheritclass = "actor";
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replaceclass = null;
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// First next token is the class name
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parser.SkipWhitespace(true);
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classname = parser.StripTokenQuotes(parser.ReadToken());
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if(string.IsNullOrEmpty(classname))
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{
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parser.ReportError("Expected actor class name");
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return;
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}
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// Parse tokens before entering the actor scope
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while(parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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if(!string.IsNullOrEmpty(token))
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{
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token = token.ToLowerInvariant();
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if(token == ":")
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{
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// The next token must be the class to inherit from
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parser.SkipWhitespace(true);
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inheritclass = parser.StripTokenQuotes(parser.ReadToken());
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if(string.IsNullOrEmpty(inheritclass) || parser.IsSpecialToken(inheritclass))
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{
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parser.ReportError("Expected class name to inherit from");
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return;
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}
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else
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{
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// Find the actor to inherit from
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ActorStructure other = parser.GetArchivedActorByName(inheritclass);
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if(other != null)
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InheritFrom(other);
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else
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General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + inheritclass + "' to inherit from, while parsing '" + classname + "'");
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}
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}
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else if(token == "replaces")
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{
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// The next token must be the class to replace
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parser.SkipWhitespace(true);
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replaceclass = parser.StripTokenQuotes(parser.ReadToken());
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if(string.IsNullOrEmpty(replaceclass) || parser.IsSpecialToken(replaceclass))
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{
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parser.ReportError("Expected class name to replace");
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return;
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}
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}
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else if(token == "native")
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{
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// Igore this token
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}
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else if(token == "{")
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{
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// Actor scope begins here,
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// break out of this parse loop
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break;
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}
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else
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{
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// Check if numeric
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if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum))
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{
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// Not numeric!
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parser.ReportError("Expected numeric editor thing number or start of actor scope");
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return;
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}
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}
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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// Now parse the contents of actor structure
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string previoustoken = "";
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while(parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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token = token.ToLowerInvariant();
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2009-04-19 18:07:22 +00:00
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if((token == "+") || (token == "-"))
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{
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// Next token is a flag (option) to set or remove
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bool flagvalue = (token == "+");
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parser.SkipWhitespace(true);
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string flagname = parser.ReadToken();
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if(!string.IsNullOrEmpty(flagname))
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{
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// Add the flag with its value
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flagname = flagname.ToLowerInvariant();
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flags[flagname] = flagvalue;
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}
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else
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{
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parser.ReportError("Expected flag name");
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return;
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}
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}
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else if((token == "action") || (token == "native"))
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{
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// We don't need this, ignore up to the first next ;
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while(parser.SkipWhitespace(true))
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{
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string t = parser.ReadToken();
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if((t == ";") || (t == null)) break;
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}
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}
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else if(token == "states")
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{
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// Now parse actor states until we reach the end of the states structure
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while(parser.SkipWhitespace(true))
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{
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string statetoken = parser.ReadToken();
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if(!string.IsNullOrEmpty(statetoken))
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{
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// Start of scope?
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if(statetoken == "{")
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{
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// This is fine
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}
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// End of scope?
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else if(statetoken == "}")
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{
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// Done with the states,
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// break out of this parse loop
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break;
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}
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// State label?
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else if(statetoken == ":")
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{
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if(!string.IsNullOrEmpty(previoustoken))
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{
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// Parse actor state
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StateStructure st = new StateStructure(parser, previoustoken);
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if(parser.HasError) return;
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states[previoustoken.ToLowerInvariant()] = st;
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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else
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{
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// Keep token
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previoustoken = statetoken;
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}
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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}
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else if(token == "}")
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{
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// Actor scope ends here,
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// break out of this parse loop
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break;
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}
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// Monster property?
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else if(token == "monster")
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{
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// This sets certain flags we are interested in
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flags["shootable"] = true;
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flags["countkill"] = true;
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flags["solid"] = true;
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flags["canpushwalls"] = true;
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flags["canusewalls"] = true;
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flags["activatemcross"] = true;
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flags["canpass"] = true;
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flags["ismonster"] = true;
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}
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// Projectile property?
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else if(token == "projectile")
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{
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// This sets certain flags we are interested in
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flags["noblockmap"] = true;
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flags["nogravity"] = true;
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flags["dropoff"] = true;
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flags["missile"] = true;
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flags["activateimpact"] = true;
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flags["activatepcross"] = true;
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flags["noteleport"] = true;
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}
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// Clearflags property?
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else if(token == "clearflags")
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{
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// Clear all flags
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flags.Clear();
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2009-04-19 18:07:22 +00:00
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}
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// Game property?
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else if(token == "game")
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{
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// Include all tokens on the same line
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List<string> games = new List<string>();
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while(parser.SkipWhitespace(false))
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{
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string v = parser.ReadToken();
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if(v == null)
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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if(v == "\n") break;
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if(v != ",")
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games.Add(v.ToLowerInvariant());
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}
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props[token] = games;
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}
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// Property
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else
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{
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// Property begins with $? Then the whole line is a single value
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if(token.StartsWith("$"))
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{
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// This is for editor-only properties such as $sprite and $category
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List<string> values = new List<string>();
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if(parser.SkipWhitespace(false))
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values.Add(parser.ReadLine());
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else
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values.Add("");
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props[token] = values;
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}
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else
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{
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// Next tokens up until the next newline are values
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List<string> values = new List<string>();
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while(parser.SkipWhitespace(false))
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{
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string v = parser.ReadToken();
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if(v == null)
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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if(v == "\n") break;
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if(v != ",")
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values.Add(v);
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}
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props[token] = values;
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}
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}
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// Keep token
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previoustoken = token;
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}
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}
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#endregion
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#region ================== Methods
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// This is called to inherit properties from another actor
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private void InheritFrom(ActorStructure baseactor)
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{
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this.flags = new Dictionary<string, bool>(baseactor.flags);
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this.props = new Dictionary<string, List<string>>(baseactor.props.Count);
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this.states = new Dictionary<string, StateStructure>(baseactor.states);
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// Copy props
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foreach(KeyValuePair<string, List<string>> p in baseactor.props)
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this.props.Add(p.Key, new List<string>(p.Value));
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}
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/// <summary>
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/// This checks if the actor has a specific property.
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/// </summary>
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public bool HasProperty(string propname)
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{
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return props.ContainsKey(propname);
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}
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/// <summary>
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/// This checks if the actor has a specific property with at least one value.
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/// </summary>
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public bool HasPropertyWithValue(string propname)
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{
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return (props.ContainsKey(propname) && (props[propname].Count > 0));
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}
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/// <summary>
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/// This returns values of a specific property as a complete string. Returns an empty string when the propery has no values.
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/// </summary>
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public string GetPropertyAllValues(string propname)
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{
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return HasPropertyWithValue(propname) ? string.Join(" ", props[propname].ToArray()) : "";
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}
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/// <summary>
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/// This returns a specific value of a specific property as a string. Returns an empty string when the propery does not have the specified value.
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/// </summary>
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public string GetPropertyValueString(string propname, int valueindex)
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{
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if(HasProperty(propname) && (props[propname].Count > valueindex))
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return props[propname][valueindex];
|
|
|
|
else
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// This returns a specific value of a specific property as an integer. Returns 0 when the propery does not have the specified value.
|
|
|
|
/// </summary>
|
|
|
|
public int GetPropertyValueInt(string propname, int valueindex)
|
|
|
|
{
|
|
|
|
if(HasProperty(propname) && (props[propname].Count > valueindex))
|
|
|
|
{
|
|
|
|
int intvalue;
|
|
|
|
if(int.TryParse(props[propname][valueindex], NumberStyles.Integer, CultureInfo.InvariantCulture, out intvalue))
|
|
|
|
return intvalue;
|
|
|
|
else
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// This returns a specific value of a specific property as a float. Returns 0.0f when the propery does not have the specified value.
|
|
|
|
/// </summary>
|
|
|
|
public float GetPropertyValueFloat(string propname, int valueindex)
|
|
|
|
{
|
|
|
|
if(HasProperty(propname) && (props[propname].Count > valueindex))
|
|
|
|
{
|
|
|
|
float fvalue;
|
|
|
|
if(float.TryParse(props[propname][valueindex], NumberStyles.Float, CultureInfo.InvariantCulture, out fvalue))
|
|
|
|
return fvalue;
|
|
|
|
else
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// This returns the status of a flag.
|
|
|
|
/// </summary>
|
2009-04-19 18:07:22 +00:00
|
|
|
public bool HasFlagValue(string flag)
|
|
|
|
{
|
|
|
|
return flags.ContainsKey(flag);
|
|
|
|
}
|
|
|
|
|
2009-08-15 08:41:43 +00:00
|
|
|
/// <summary>
|
|
|
|
/// This returns the status of a flag.
|
|
|
|
/// </summary>
|
2009-04-19 18:07:22 +00:00
|
|
|
public bool GetFlagValue(string flag, bool defaultvalue)
|
|
|
|
{
|
|
|
|
if(flags.ContainsKey(flag))
|
|
|
|
return flags[flag];
|
|
|
|
else
|
|
|
|
return defaultvalue;
|
|
|
|
}
|
|
|
|
|
2009-08-15 08:41:43 +00:00
|
|
|
/// <summary>
|
|
|
|
/// This checks if this actor is meant for the current decorate game support
|
|
|
|
/// </summary>
|
2009-04-19 18:07:22 +00:00
|
|
|
public bool CheckActorSupported()
|
|
|
|
{
|
|
|
|
// Check if we want to include this actor
|
|
|
|
string includegames = General.Map.Config.DecorateGames.ToLowerInvariant();
|
2009-08-15 08:41:43 +00:00
|
|
|
bool includeactor = (props["game"].Count == 0);
|
|
|
|
foreach(string g in props["game"])
|
2009-04-19 18:07:22 +00:00
|
|
|
includeactor |= includegames.Contains(g);
|
|
|
|
|
|
|
|
return includeactor;
|
|
|
|
}
|
|
|
|
|
2009-08-15 08:41:43 +00:00
|
|
|
/// <summary>
|
|
|
|
/// This finds the best suitable sprite to use when presenting this actor to the user.
|
|
|
|
/// </summary>
|
2009-04-19 18:07:22 +00:00
|
|
|
public string FindSuitableSprite()
|
|
|
|
{
|
|
|
|
string result = "";
|
|
|
|
|
|
|
|
// Sprite forced?
|
2009-08-15 08:41:43 +00:00
|
|
|
if(props.ContainsKey("$sprite"))
|
2009-04-19 18:07:22 +00:00
|
|
|
{
|
2009-08-15 08:41:43 +00:00
|
|
|
return props["$sprite"][0];
|
2009-04-19 18:07:22 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Try the idle state
|
|
|
|
if(states.ContainsKey("idle"))
|
|
|
|
{
|
|
|
|
StateStructure s = states["idle"];
|
|
|
|
if(!string.IsNullOrEmpty(s.FirstSprite))
|
|
|
|
result = s.FirstSprite;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Try the see state
|
|
|
|
if(string.IsNullOrEmpty(result) && states.ContainsKey("see"))
|
|
|
|
{
|
|
|
|
StateStructure s = states["see"];
|
|
|
|
if(!string.IsNullOrEmpty(s.FirstSprite))
|
|
|
|
result = s.FirstSprite;
|
|
|
|
}
|
2009-08-15 08:41:43 +00:00
|
|
|
|
2009-04-19 18:07:22 +00:00
|
|
|
// Try the inactive state
|
|
|
|
if(string.IsNullOrEmpty(result) && states.ContainsKey("inactive"))
|
|
|
|
{
|
|
|
|
StateStructure s = states["inactive"];
|
|
|
|
if(!string.IsNullOrEmpty(s.FirstSprite))
|
|
|
|
result = s.FirstSprite;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Still no sprite found? then just pick the first we can find
|
|
|
|
if(string.IsNullOrEmpty(result))
|
|
|
|
{
|
|
|
|
foreach(StateStructure s in states.Values)
|
|
|
|
{
|
|
|
|
if(!string.IsNullOrEmpty(s.FirstSprite))
|
|
|
|
{
|
|
|
|
result = s.FirstSprite;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!string.IsNullOrEmpty(result))
|
|
|
|
{
|
|
|
|
// The sprite name is not actually complete, we still have to append
|
|
|
|
// the direction characters to it. Find an existing sprite with direction.
|
|
|
|
foreach(string postfix in SPRITE_POSTFIXES)
|
|
|
|
{
|
|
|
|
if(General.Map.Data.GetSpriteExists(result + postfix))
|
|
|
|
return result + postfix;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// No sprite found
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|