void FillItemInfo(json::Value& dst, json::Value& actors, GameBalance::Type::Item& item, std::string const& type, std::string const& slot) { SnoFile<Actor> actor(item.x108_ActorSno.name()); if (!actor) return; std::map<uint32, uint32> tags; for (uint32 i = 1; i + 3 <= actor->x060_TagMap.size(); i += 3) { tags[actor->x060_TagMap[i + 1]] = actor->x060_TagMap[i + 2]; } uint32 aid = 0; if (slot == "head") { dst["actor"] = MakeActor(actor, tags, actors, false, false, true); } if (slot == "legs" || slot == "feet" || slot == "torso" || slot == "hands") { dst["armortype"] = tags[66560]; dst["look"] = tags[66561]; } if (slot == "shoulders") { dst["actor"] = MakeActor(actor, tags, actors, false); dst["actor_r"] = MakeActor(actor, tags, actors, false, true); } if (slot == "mainhand" || slot == "offhand" || slot == "twohand" || slot == "onehand") { if (type == "quiver") return; dst["actor"] = MakeActor(actor, tags, actors, type == "source" || type == "mojo"); } }
// NOTE: This function can return NULL if the actor should not be displayed. // Callers should be aware of this and handle it appropriately. Actor* ActorUtil::MakeActor( const RString &sPath_, Actor *pParentActor ) { RString sPath( sPath_ ); FileType ft = GetFileType( sPath ); switch( ft ) { case FT_Lua: { auto_ptr<XNode> pNode( LoadXNodeFromLuaShowErrors(sPath) ); if( pNode.get() == NULL ) { // XNode will warn about the error return new Actor; } Actor *pRet = ActorUtil::LoadFromNode( pNode.get(), pParentActor ); return pRet; } case FT_Xml: { // Legacy actors; only supported in quirks mode if ( !PREFSMAN->m_bQuirksMode ) return new Actor; XNode xml; if ( !XmlFileUtil::LoadFromFileShowErrors(xml, sPath) ) return new Actor; XmlFileUtil::CompileXNodeTree( &xml, sPath ); XmlFileUtil::AnnotateXNodeTree( &xml, sPath ); return LoadFromNode( &xml, pParentActor ); } case FT_Directory: { if( sPath.Right(1) != "/" ) sPath += '/'; RString sXml = sPath + "default.xml"; if (DoesFileExist(sXml)) return MakeActor(sXml, pParentActor); XNode xml; xml.AppendAttr( "Class", "BGAnimation" ); xml.AppendAttr( "AniDir", sPath ); return ActorUtil::LoadFromNode( &xml, pParentActor ); } case FT_Bitmap: case FT_Movie: { XNode xml; xml.AppendAttr( "Class", "Sprite" ); xml.AppendAttr( "Texture", sPath ); return ActorUtil::LoadFromNode( &xml, pParentActor ); } case FT_Sprite: { // Legacy actor; only supported in quirks mode if( !PREFSMAN->m_bQuirksMode ) return new Actor; IniFile ini; ini.ReadFile( sPath ); XmlFileUtil::AnnotateXNodeTree( &ini, sPath ); return ActorUtil::LoadFromNode( ini.GetChild("Sprite"), pParentActor ); } case FT_Model: { XNode xml; xml.AppendAttr( "Class", "Model" ); xml.AppendAttr( "Meshes", sPath ); xml.AppendAttr( "Materials", sPath ); xml.AppendAttr( "Bones", sPath ); return ActorUtil::LoadFromNode( &xml, pParentActor ); } default: { LOG->Warn( "File \"%s\" has unknown type, \"%s\".", sPath.c_str(), FileTypeToString(ft).c_str() ); XNode xml; xml.AppendAttr( "Class", "Actor" ); return ActorUtil::LoadFromNode( &xml, pParentActor ); } } }
Actor *ActorUtil::LoadFromNode( const XNode* _pNode, Actor *pParentActor ) { ASSERT( _pNode != NULL ); XNode node = *_pNode; // Remove this in favor of using conditionals in Lua. -Chris // There are a number of themes out there that depend on this (including // sm-ssc default). Probably for the best to leave this in. -aj { bool bCond; if( node.GetAttrValue("Condition", bCond) && !bCond ) return NULL; } RString sClass; bool bHasClass = node.GetAttrValue( "Class", sClass ); if( !bHasClass ) bHasClass = node.GetAttrValue( "Type", sClass ); bool bLegacy = (node.GetAttr( "_LegacyXml" ) != NULL); if( !bHasClass && bLegacy ) sClass = GetLegacyActorClass( &node ); map<RString,CreateActorFn>::iterator iter = g_pmapRegistrees->find( sClass ); if( iter == g_pmapRegistrees->end() ) { RString sFile; if (bLegacy && node.GetAttrValue("File", sFile) && sFile != "") { RString sPath; // Handle absolute paths correctly if (sFile.Left(1) == "/") sPath = sFile; else sPath = Dirname(GetSourcePath(&node)) + sFile; if (ResolvePath(sPath, GetWhere(&node))) { Actor *pNewActor = MakeActor(sPath, pParentActor); if (pNewActor == NULL) return NULL; if (pParentActor) pNewActor->SetParent(pParentActor); pNewActor->LoadFromNode(&node); return pNewActor; } } // sClass is invalid RString sError = ssprintf( "%s: invalid Class \"%s\"", ActorUtil::GetWhere(&node).c_str(), sClass.c_str() ); LuaHelpers::ReportScriptError(sError); return new Actor; // Return a dummy object so that we don't crash in AutoActor later. } const CreateActorFn &pfn = iter->second; Actor *pRet = pfn(); if( pParentActor ) pRet->SetParent( pParentActor ); pRet->LoadFromNode( &node ); return pRet; }