mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-10 14:51:52 +00:00
808 lines
23 KiB
C#
808 lines
23 KiB
C#
|
|
#region ================== Copyright (c) 2007 Pascal vd Heiden
|
|
|
|
/*
|
|
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
|
* This program is released under GNU General Public License
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Namespaces
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using CodeImp.DoomBuilder.Config;
|
|
using CodeImp.DoomBuilder.Data;
|
|
using CodeImp.DoomBuilder.Types;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.ZDoom
|
|
{
|
|
public sealed class ActorStructure
|
|
{
|
|
#region ================== Constants
|
|
|
|
private readonly string[] SPRITE_POSTFIXES = new[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" };
|
|
internal const string ACTOR_CLASS_SPECIAL_TOKENS = ":{}\n;,"; //mxd
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Declaration
|
|
private readonly string classname;
|
|
private readonly string inheritclass;
|
|
private readonly string replaceclass;
|
|
private int doomednum = -1;
|
|
|
|
// Inheriting
|
|
private ActorStructure baseclass;
|
|
private readonly bool skipsuper;
|
|
|
|
// Flags
|
|
private Dictionary<string, bool> flags;
|
|
|
|
// Properties
|
|
private Dictionary<string, List<string>> props;
|
|
private readonly Dictionary<string, UniversalType> uservars; //mxd
|
|
|
|
// States
|
|
private Dictionary<string, StateStructure> states;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public Dictionary<string, bool> Flags { get { return flags; } }
|
|
public Dictionary<string, List<string>> Properties { get { return props; } }
|
|
public string ClassName { get { return classname; } }
|
|
public string InheritsClass { get { return inheritclass; } }
|
|
public string ReplacesClass { get { return replaceclass; } }
|
|
public ActorStructure BaseClass { get { return baseclass; } }
|
|
internal int DoomEdNum { get { return doomednum; } set { doomednum = value; } }
|
|
public Dictionary<string, UniversalType> UserVars { get { return uservars; } } //mxd
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Constructor
|
|
internal ActorStructure(DecorateParser parser)
|
|
{
|
|
// Initialize
|
|
flags = new Dictionary<string, bool>(StringComparer.OrdinalIgnoreCase);
|
|
props = new Dictionary<string, List<string>>(StringComparer.OrdinalIgnoreCase);
|
|
states = new Dictionary<string, StateStructure>(StringComparer.OrdinalIgnoreCase);
|
|
uservars = new Dictionary<string, UniversalType>(StringComparer.OrdinalIgnoreCase);//mxd
|
|
bool done = false; //mxd
|
|
|
|
// Always define a game property, but default to 0 values
|
|
props["game"] = new List<string>();
|
|
|
|
inheritclass = "actor";
|
|
replaceclass = null;
|
|
baseclass = null;
|
|
skipsuper = false;
|
|
|
|
// First next token is the class name
|
|
parser.SkipWhitespace(true);
|
|
classname = parser.StripTokenQuotes(parser.ReadToken(ACTOR_CLASS_SPECIAL_TOKENS));
|
|
|
|
if(string.IsNullOrEmpty(classname))
|
|
{
|
|
parser.ReportError("Expected actor class name");
|
|
return;
|
|
}
|
|
|
|
// Parse tokens before entering the actor scope
|
|
while(parser.SkipWhitespace(true))
|
|
{
|
|
string token = parser.ReadToken();
|
|
if(!string.IsNullOrEmpty(token))
|
|
{
|
|
token = token.ToLowerInvariant();
|
|
|
|
switch(token)
|
|
{
|
|
case ":":
|
|
// The next token must be the class to inherit from
|
|
parser.SkipWhitespace(true);
|
|
inheritclass = parser.StripTokenQuotes(parser.ReadToken());
|
|
if(string.IsNullOrEmpty(inheritclass) || parser.IsSpecialToken(inheritclass))
|
|
{
|
|
parser.ReportError("Expected class name to inherit from");
|
|
return;
|
|
}
|
|
|
|
// Find the actor to inherit from
|
|
baseclass = parser.GetArchivedActorByName(inheritclass);
|
|
break;
|
|
|
|
case "replaces":
|
|
// The next token must be the class to replace
|
|
parser.SkipWhitespace(true);
|
|
replaceclass = parser.StripTokenQuotes(parser.ReadToken());
|
|
if(string.IsNullOrEmpty(replaceclass) || parser.IsSpecialToken(replaceclass))
|
|
{
|
|
parser.ReportError("Expected class name to replace");
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case "native":
|
|
// Igore this token
|
|
break;
|
|
|
|
case "{":
|
|
// Actor scope begins here,
|
|
// break out of this parse loop
|
|
done = true;
|
|
break;
|
|
|
|
case "-":
|
|
// This could be a negative doomednum (but our parser sees the - as separate token)
|
|
// So read whatever is after this token and ignore it (negative doomednum indicates no doomednum)
|
|
parser.ReadToken();
|
|
break;
|
|
|
|
default:
|
|
//mxd. Property begins with $? Then the whole line is a single value
|
|
if(token.StartsWith("$"))
|
|
{
|
|
// This is for editor-only properties such as $sprite and $category
|
|
props[token] = new List<string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") };
|
|
}
|
|
else if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum)) // Check if numeric
|
|
{
|
|
// Not numeric!
|
|
parser.ReportError("Expected editor thing number or start of actor scope while parsing \"" + classname + "\"");
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(done) break; //mxd
|
|
}
|
|
else
|
|
{
|
|
parser.ReportError("Unexpected end of structure");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Now parse the contents of actor structure
|
|
string previoustoken = "";
|
|
done = false; //mxd
|
|
while(parser.SkipWhitespace(true))
|
|
{
|
|
string token = parser.ReadToken();
|
|
token = token.ToLowerInvariant();
|
|
|
|
switch(token)
|
|
{
|
|
case "+":
|
|
case "-":
|
|
// Next token is a flag (option) to set or remove
|
|
bool flagvalue = (token == "+");
|
|
parser.SkipWhitespace(true);
|
|
string flagname = parser.ReadToken();
|
|
if(!string.IsNullOrEmpty(flagname))
|
|
{
|
|
// Add the flag with its value
|
|
flagname = flagname.ToLowerInvariant();
|
|
flags[flagname] = flagvalue;
|
|
}
|
|
else
|
|
{
|
|
parser.ReportError("Expected flag name");
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case "action":
|
|
case "native":
|
|
// We don't need this, ignore up to the first next ;
|
|
while(parser.SkipWhitespace(true))
|
|
{
|
|
string t = parser.ReadToken();
|
|
if(string.IsNullOrEmpty(t) || t == ";") break;
|
|
}
|
|
break;
|
|
|
|
case "skip_super":
|
|
skipsuper = true;
|
|
break;
|
|
|
|
case "states":
|
|
// Now parse actor states until we reach the end of the states structure
|
|
while(parser.SkipWhitespace(true))
|
|
{
|
|
string statetoken = parser.ReadToken();
|
|
if(!string.IsNullOrEmpty(statetoken))
|
|
{
|
|
// Start of scope?
|
|
if(statetoken == "{")
|
|
{
|
|
// This is fine
|
|
}
|
|
// End of scope?
|
|
else if(statetoken == "}")
|
|
{
|
|
// Done with the states,
|
|
// break out of this parse loop
|
|
break;
|
|
}
|
|
// State label?
|
|
else if(statetoken == ":")
|
|
{
|
|
if(!string.IsNullOrEmpty(previoustoken))
|
|
{
|
|
// Parse actor state
|
|
StateStructure st = new StateStructure(this, parser);
|
|
if(parser.HasError) return;
|
|
states[previoustoken.ToLowerInvariant()] = st;
|
|
}
|
|
else
|
|
{
|
|
parser.ReportError("Unexpected end of structure");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Keep token
|
|
previoustoken = statetoken;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
parser.ReportError("Unexpected end of structure");
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case "var": //mxd
|
|
// Type
|
|
parser.SkipWhitespace(true);
|
|
string typestr = parser.ReadToken().ToUpperInvariant();
|
|
UniversalType type = UniversalType.EnumOption; // There is no Unknown type, so let's use something impossiburu...
|
|
switch(typestr)
|
|
{
|
|
case "INT":
|
|
type = UniversalType.Integer;
|
|
break;
|
|
|
|
default:
|
|
parser.LogWarning("Unknown user variable type");
|
|
break;
|
|
}
|
|
|
|
// Name
|
|
parser.SkipWhitespace(true);
|
|
string name = parser.ReadToken();
|
|
if(string.IsNullOrEmpty(name))
|
|
{
|
|
parser.ReportError("Expected User Variable name");
|
|
return;
|
|
}
|
|
if(!name.StartsWith("user_", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
parser.ReportError("User Variable name must start with \"user_\" prefix");
|
|
return;
|
|
}
|
|
if(uservars.ContainsKey(name))
|
|
{
|
|
parser.ReportError("User Variable \"" + name + "\" is double-defined");
|
|
return;
|
|
}
|
|
if(!skipsuper && baseclass != null && baseclass.uservars.ContainsKey(name))
|
|
{
|
|
parser.ReportError("User variable \"" + name + "\" is already defined in one of the parent classes");
|
|
return;
|
|
}
|
|
|
|
// Rest
|
|
parser.SkipWhitespace(true);
|
|
string next = parser.ReadToken();
|
|
if(next == "[") // that's User Array. Let's skip it...
|
|
{
|
|
int arrlen = -1;
|
|
if(!parser.ReadSignedInt(ref arrlen))
|
|
{
|
|
parser.ReportError("Expected User Array length, but got \"" + next + "\"");
|
|
return;
|
|
}
|
|
if(arrlen < 1)
|
|
{
|
|
parser.ReportError("User Array length must be a positive value");
|
|
return;
|
|
}
|
|
if(!parser.NextTokenIs("]") || !parser.NextTokenIs(";"))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else if(next != ";")
|
|
{
|
|
parser.ReportError("Expected \";\", but got \"" + next + "\"");
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Add to collection
|
|
uservars.Add(name, type);
|
|
}
|
|
break;
|
|
|
|
case "}":
|
|
//mxd. Get user vars from the BaseClass, if we have one
|
|
if(!skipsuper && baseclass != null && baseclass.uservars.Count > 0)
|
|
{
|
|
foreach(var group in baseclass.uservars)
|
|
uservars.Add(group.Key, group.Value);
|
|
}
|
|
|
|
// Actor scope ends here, break out of this parse loop
|
|
done = true;
|
|
break;
|
|
|
|
// Monster property?
|
|
case "monster":
|
|
// This sets certain flags we are interested in
|
|
flags["shootable"] = true;
|
|
flags["countkill"] = true;
|
|
flags["solid"] = true;
|
|
flags["canpushwalls"] = true;
|
|
flags["canusewalls"] = true;
|
|
flags["activatemcross"] = true;
|
|
flags["canpass"] = true;
|
|
flags["ismonster"] = true;
|
|
break;
|
|
|
|
// Projectile property?
|
|
case "projectile":
|
|
// This sets certain flags we are interested in
|
|
flags["noblockmap"] = true;
|
|
flags["nogravity"] = true;
|
|
flags["dropoff"] = true;
|
|
flags["missile"] = true;
|
|
flags["activateimpact"] = true;
|
|
flags["activatepcross"] = true;
|
|
flags["noteleport"] = true;
|
|
break;
|
|
|
|
// Clearflags property?
|
|
case "clearflags":
|
|
// Clear all flags
|
|
flags.Clear();
|
|
break;
|
|
|
|
// Game property?
|
|
case "game":
|
|
// Include all tokens on the same line
|
|
List<string> games = new List<string>();
|
|
while(parser.SkipWhitespace(false))
|
|
{
|
|
string v = parser.ReadToken();
|
|
if(string.IsNullOrEmpty(v))
|
|
{
|
|
parser.ReportError("Unexpected end of structure");
|
|
return;
|
|
}
|
|
if(v == "\n") break;
|
|
if(v == "}") return; //mxd
|
|
if(v != ",") games.Add(v.ToLowerInvariant());
|
|
}
|
|
props[token] = games;
|
|
break;
|
|
|
|
// Property
|
|
default:
|
|
// Property begins with $? Then the whole line is a single value
|
|
if(token.StartsWith("$"))
|
|
{
|
|
// This is for editor-only properties such as $sprite and $category
|
|
props[token] = new List<string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") };
|
|
}
|
|
else
|
|
{
|
|
// Next tokens up until the next newline are values
|
|
List<string> values = new List<string>();
|
|
while(parser.SkipWhitespace(false))
|
|
{
|
|
string v = parser.ReadToken();
|
|
if(string.IsNullOrEmpty(v))
|
|
{
|
|
parser.ReportError("Unexpected end of structure");
|
|
return;
|
|
}
|
|
if(v == "\n") break;
|
|
if(v == "}") return; //mxd
|
|
if(v != ",") values.Add(v);
|
|
}
|
|
|
|
//mxd. Translate scale to xscale and yscale
|
|
if(token == "scale")
|
|
{
|
|
props["xscale"] = values;
|
|
props["yscale"] = values;
|
|
}
|
|
else
|
|
{
|
|
props[token] = values;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(done) break; //mxd
|
|
|
|
// Keep token
|
|
previoustoken = token;
|
|
}
|
|
|
|
//mxd. Check if baseclass is valid
|
|
if(inheritclass.ToLowerInvariant() != "actor" && doomednum > -1 && baseclass == null)
|
|
{
|
|
//check if this class inherits from a class defined in game configuration
|
|
Dictionary<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
|
|
string inheritclasscheck = inheritclass.ToLowerInvariant();
|
|
|
|
foreach(KeyValuePair<int, ThingTypeInfo> ti in things)
|
|
{
|
|
if(!string.IsNullOrEmpty(ti.Value.ClassName) && ti.Value.ClassName.ToLowerInvariant() == inheritclasscheck)
|
|
{
|
|
//states
|
|
if(states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
|
|
states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 4)));
|
|
|
|
//flags
|
|
if(ti.Value.Hangs && !flags.ContainsKey("spawnceiling"))
|
|
flags["spawnceiling"] = true;
|
|
|
|
if(ti.Value.Blocking > 0 && !flags.ContainsKey("solid"))
|
|
flags["solid"] = true;
|
|
|
|
//properties
|
|
if(!props.ContainsKey("height"))
|
|
props["height"] = new List<string> { ti.Value.Height.ToString() };
|
|
|
|
if(!props.ContainsKey("radius"))
|
|
props["radius"] = new List<string> { ti.Value.Radius.ToString() };
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\"");
|
|
}
|
|
}
|
|
|
|
// Disposer
|
|
public void Dispose()
|
|
{
|
|
baseclass = null;
|
|
flags = null;
|
|
props = null;
|
|
states = null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
/// <summary>
|
|
/// This checks if the actor has a specific property.
|
|
/// </summary>
|
|
public bool HasProperty(string propname)
|
|
{
|
|
if(props.ContainsKey(propname)) return true;
|
|
if(!skipsuper && (baseclass != null)) return baseclass.HasProperty(propname);
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This checks if the actor has a specific property with at least one value.
|
|
/// </summary>
|
|
public bool HasPropertyWithValue(string propname)
|
|
{
|
|
if(props.ContainsKey(propname) && (props[propname].Count > 0)) return true;
|
|
if(!skipsuper && (baseclass != null)) return baseclass.HasPropertyWithValue(propname);
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns values of a specific property as a complete string. Returns an empty string when the propery has no values.
|
|
/// </summary>
|
|
public string GetPropertyAllValues(string propname)
|
|
{
|
|
if(props.ContainsKey(propname) && (props[propname].Count > 0))
|
|
return string.Join(" ", props[propname].ToArray());
|
|
if(!skipsuper && (baseclass != null))
|
|
return baseclass.GetPropertyAllValues(propname);
|
|
return "";
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public string GetPropertyValueString(string propname, int valueindex) { return GetPropertyValueString(propname, valueindex, true); } //mxd. Added "stripquotes" parameter
|
|
public string GetPropertyValueString(string propname, int valueindex, bool stripquotes)
|
|
{
|
|
if(props.ContainsKey(propname) && (props[propname].Count > valueindex))
|
|
return (stripquotes ? ZDTextParser.StripQuotes(props[propname][valueindex]) : props[propname][valueindex]);
|
|
if(!skipsuper && (baseclass != null))
|
|
return baseclass.GetPropertyValueString(propname, valueindex, stripquotes);
|
|
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)
|
|
{
|
|
string str = GetPropertyValueString(propname, valueindex, false);
|
|
|
|
//mxd. It can be negative...
|
|
if(str == "-" && props.Count > valueindex + 1)
|
|
str += GetPropertyValueString(propname, valueindex + 1, false);
|
|
|
|
int intvalue;
|
|
if(int.TryParse(str, NumberStyles.Integer, CultureInfo.InvariantCulture, out intvalue))
|
|
return intvalue;
|
|
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)
|
|
{
|
|
string str = GetPropertyValueString(propname, valueindex, false);
|
|
|
|
//mxd. It can be negative...
|
|
if(str == "-" && props.Count > valueindex + 1)
|
|
str += GetPropertyValueString(propname, valueindex + 1, false);
|
|
|
|
float fvalue;
|
|
if(float.TryParse(str, NumberStyles.Float, CultureInfo.InvariantCulture, out fvalue))
|
|
return fvalue;
|
|
return 0.0f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns the status of a flag.
|
|
/// </summary>
|
|
public bool HasFlagValue(string flag)
|
|
{
|
|
if(flags.ContainsKey(flag)) return true;
|
|
if(!skipsuper && (baseclass != null)) return baseclass.HasFlagValue(flag);
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns the status of a flag.
|
|
/// </summary>
|
|
public bool GetFlagValue(string flag, bool defaultvalue)
|
|
{
|
|
if(flags.ContainsKey(flag)) return flags[flag];
|
|
if(!skipsuper && (baseclass != null)) return baseclass.GetFlagValue(flag, defaultvalue);
|
|
return defaultvalue;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This checks if a state has been defined.
|
|
/// </summary>
|
|
public bool HasState(string statename)
|
|
{
|
|
if(states.ContainsKey(statename)) return true;
|
|
if(!skipsuper && (baseclass != null)) return baseclass.HasState(statename);
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns a specific state, or null when the state can't be found.
|
|
/// </summary>
|
|
public StateStructure GetState(string statename)
|
|
{
|
|
if(states.ContainsKey(statename)) return states[statename];
|
|
if(!skipsuper && (baseclass != null)) return baseclass.GetState(statename);
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This creates a list of all states, also those inherited from the base class.
|
|
/// </summary>
|
|
public Dictionary<string, StateStructure> GetAllStates()
|
|
{
|
|
Dictionary<string, StateStructure> list = new Dictionary<string, StateStructure>(states, StringComparer.OrdinalIgnoreCase);
|
|
|
|
if(!skipsuper && (baseclass != null))
|
|
{
|
|
Dictionary<string, StateStructure> baselist = baseclass.GetAllStates();
|
|
foreach(KeyValuePair<string, StateStructure> s in baselist)
|
|
if(!list.ContainsKey(s.Key)) list.Add(s.Key, s.Value);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This checks if this actor is meant for the current decorate game support
|
|
/// </summary>
|
|
public bool CheckActorSupported()
|
|
{
|
|
// Check if we want to include this actor
|
|
string includegames = General.Map.Config.DecorateGames.ToLowerInvariant();
|
|
bool includeactor = (props["game"].Count == 0);
|
|
foreach(string g in props["game"])
|
|
includeactor |= includegames.Contains(g);
|
|
|
|
return includeactor;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This finds the best suitable sprite to use when presenting this actor to the user.
|
|
/// </summary>
|
|
public string FindSuitableSprite()
|
|
{
|
|
string result = string.Empty;
|
|
|
|
// Sprite forced?
|
|
if(HasPropertyWithValue("$sprite"))
|
|
{
|
|
string sprite = GetPropertyValueString("$sprite", 0, true); //mxd
|
|
if((sprite.Length > DataManager.INTERNAL_PREFIX.Length) &&
|
|
sprite.ToLowerInvariant().StartsWith(DataManager.INTERNAL_PREFIX)) return sprite; //mxd
|
|
if(General.Map.Data.GetSpriteExists(sprite)) return sprite; //mxd. Added availability check
|
|
|
|
//mxd. Bitch and moan
|
|
General.ErrorLogger.Add(ErrorType.Warning, "DECORATE warning in " + classname + ":" + doomednum + ". The sprite \"" + sprite + "\" assigned by the \"$sprite\" property does not exist.");
|
|
}
|
|
|
|
// Try the idle state
|
|
if(HasState("idle"))
|
|
{
|
|
StateStructure s = GetState("idle");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
result = spritename;
|
|
}
|
|
|
|
// Try the see state
|
|
if(string.IsNullOrEmpty(result) && HasState("see"))
|
|
{
|
|
StateStructure s = GetState("see");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
result = spritename;
|
|
}
|
|
|
|
// Try the inactive state
|
|
if(string.IsNullOrEmpty(result) && HasState("inactive"))
|
|
{
|
|
StateStructure s = GetState("inactive");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
result = spritename;
|
|
}
|
|
|
|
// Try the spawn state
|
|
if(string.IsNullOrEmpty(result) && HasState("spawn"))
|
|
{
|
|
StateStructure s = GetState("spawn");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
result = spritename;
|
|
}
|
|
|
|
// Still no sprite found? then just pick the first we can find
|
|
if(string.IsNullOrEmpty(result))
|
|
{
|
|
Dictionary<string, StateStructure> list = GetAllStates();
|
|
foreach(StateStructure s in list.Values)
|
|
{
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
{
|
|
result = spritename;
|
|
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 string.Empty;
|
|
}
|
|
|
|
//mxd.
|
|
///TODO: rewrite this
|
|
public string FindSuitableVoxel(Dictionary<string, bool> voxels)
|
|
{
|
|
string result = string.Empty;
|
|
|
|
// Try the idle state
|
|
if(HasState("idle"))
|
|
{
|
|
StateStructure s = GetState("idle");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename)) result = spritename;
|
|
}
|
|
|
|
// Try the see state
|
|
if(string.IsNullOrEmpty(result) && HasState("see"))
|
|
{
|
|
StateStructure s = GetState("see");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename)) result = spritename;
|
|
}
|
|
|
|
// Try the inactive state
|
|
if(string.IsNullOrEmpty(result) && HasState("inactive"))
|
|
{
|
|
StateStructure s = GetState("inactive");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename)) result = spritename;
|
|
}
|
|
|
|
// Try the spawn state
|
|
if(string.IsNullOrEmpty(result) && HasState("spawn"))
|
|
{
|
|
StateStructure s = GetState("spawn");
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename)) result = spritename;
|
|
}
|
|
|
|
// Still no sprite found? then just pick the first we can find
|
|
if(string.IsNullOrEmpty(result))
|
|
{
|
|
Dictionary<string, StateStructure> list = GetAllStates();
|
|
foreach(StateStructure s in list.Values)
|
|
{
|
|
string spritename = s.GetSprite(0);
|
|
if(!string.IsNullOrEmpty(spritename))
|
|
{
|
|
result = spritename;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!string.IsNullOrEmpty(result))
|
|
{
|
|
if(voxels.ContainsKey(result)) return result;
|
|
|
|
// The sprite name may be incomplete. Find an existing sprite with direction.
|
|
foreach(string postfix in SPRITE_POSTFIXES)
|
|
if(voxels.ContainsKey(result + postfix)) return result + postfix;
|
|
}
|
|
|
|
|
|
// No voxel found
|
|
return "";
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|