/
Actor.cs
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/
Actor.cs
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/*
* This file is part of QuestMaker.
* QuestMaker is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* QuestMaker 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 Lesser Public License for more details.
*
* You should have received a copy of the GNU Lesser Public License
* along with QuestMaker. If not, see <http://www.gnu.org/licenses/>.
*/
using System;
using NWN2Toolset;
using NWN2Toolset.NWN2.Data;
using NWN2Toolset.NWN2.Data.Blueprints;
using NWN2Toolset.NWN2.Data.Instances;
using OEIShared.IO;
using System.Text.RegularExpressions;
using NWN2Toolset.NWN2.Data.Journal;
using NWN2Toolset.NWN2.Data.Templates;
using NWN2Toolset.NWN2.Data.ConversationData;
using OEIShared.Utils;
using OEIShared.IO.TwoDA;
namespace QuestMaker
{
[Serializable]
public class Actor
{
public INWN2Blueprint blueprint;
public INWN2Instance instance;
public OEIShared.Utils.BWLanguages.BWLanguage lang;
public EnumTypes.actorType type;
public bool boolInstance;
public IResourceEntry doorTalk;
private Regex getName = new Regex("\"?([\\w\\s]+)(?:\",)?");
#region Constructors
/// <summary>
/// Creates an actor from a blueprint
/// </summary>
/// <param name="actor">The blueprint that the actor will contain</param>
/// <param name="type">The type of the blueprint</param>
public Actor(NWN2Toolset.NWN2.Data.Blueprints.INWN2Blueprint actor, EnumTypes.actorType type)
{
blueprint = actor;
this.type = type;
boolInstance = false;
}
/// <summary>
/// Creates an actor from an instance
/// </summary>
/// <param name="actor">The instance that the actor is created from</param>
/// <param name="type">The type of the instance</param>
public Actor(NWN2Toolset.NWN2.Data.Instances.INWN2Instance actor, EnumTypes.actorType type)
{
instance = actor;
this.type = type;
boolInstance = true;
}
#endregion
/// <summary>
/// Adds a inventory item to the actor
/// </summary>
/// <param name="item">The blueprint for the inventory item</param>
public void addInv(NWN2BlueprintInventoryItem item)
{
switch (type)
{
case EnumTypes.actorType.Creature:
((NWN2CreatureBlueprint)blueprint).Inventory.Add(item);
break;
case EnumTypes.actorType.Placeable:
((NWN2PlaceableBlueprint)blueprint).Inventory.Add(item);
break;
default:
throw new Exception("You must place an inventory Item in either a creature/NPC or a placable");
}
}
/// <summary>
/// Adds a inventory item to the actor
/// </summary>
/// <param name="item">The instance for the inventory item</param>
public void addInv(NWN2InstanceInventoryItem item)
{
switch (type)
{
case EnumTypes.actorType.Creature:
((NWN2CreatureInstance)instance).Inventory.Add(item);
break;
case EnumTypes.actorType.Placeable:
((NWN2PlaceableInstance)instance).Inventory.Add(item);
break;
default:
throw new Exception("You must place an inventory Item in either a creature/NPC or a placable");
}
}
#region Properties
/// <summary>
/// The ToString method for the actors
/// </summary>
/// <returns>The name of the actor</returns>
public override string ToString()
{
string name = String.Empty;
switch (type)
{
case EnumTypes.actorType.Creature:
if (boolInstance)
{
name = ((NWN2CreatureInstance)instance).LocalizedName[lang];
}
else
{
name = ((NWN2CreatureBlueprint)blueprint).LocalizedName[lang];
}
break;
case EnumTypes.actorType.Door:
if (boolInstance)
{
name = ((NWN2DoorInstance)instance).LocalizedName[lang];
}
else
{
name = ((NWN2DoorBlueprint)blueprint).LocalizedName[lang];
}
break;
case EnumTypes.actorType.Placeable:
if (boolInstance)
{
name = ((NWN2PlaceableInstance)instance).LocalizedName[lang];
}
else
{
name = ((NWN2PlaceableBlueprint)blueprint).LocalizedName[lang];
}
break;
case EnumTypes.actorType.TriggerRegion:
if (boolInstance)
{
name = ((NWN2TriggerInstance)instance).LocalizedName[lang];
}
else
{
name = ((NWN2TriggerBlueprint)blueprint).LocalizedName[lang];
}
break;
case EnumTypes.actorType.Item:
if (boolInstance)
{
name = ((NWN2ItemInstance)instance).LocalizedName[lang];
}
else
{
name = ((NWN2ItemBlueprint)blueprint).LocalizedName[lang];
}
break;
}
return name;
}
public string Tag
{
get
{
string tag = String.Empty;
switch (type)
{
case EnumTypes.actorType.Creature:
if (boolInstance)
{
tag = ((NWN2CreatureInstance)instance).Tag;
}
else
{
tag = ((NWN2CreatureBlueprint)blueprint).Tag;
}
break;
case EnumTypes.actorType.Door:
if (boolInstance)
{
tag = ((NWN2DoorInstance)instance).Tag;
}
else
{
tag = ((NWN2DoorBlueprint)blueprint).Tag;
}
break;
case EnumTypes.actorType.Placeable:
if (boolInstance)
{
tag = ((NWN2PlaceableInstance)instance).Tag;
}
else
{
tag = ((NWN2PlaceableBlueprint)blueprint).Tag;
}
break;
case EnumTypes.actorType.TriggerRegion:
if (boolInstance)
{
tag = ((NWN2TriggerInstance)instance).Tag;
}
else
{
tag = ((NWN2TriggerBlueprint)blueprint).Tag;
}
break;
case EnumTypes.actorType.Item:
if (boolInstance)
{
tag = ((NWN2ItemInstance)instance).Tag;
}
else
{
tag = ((NWN2ItemBlueprint)blueprint).Tag;
}
break;
}
return tag;
}
}
public NWN2ScriptVarTable Var
{
get
{
NWN2ScriptVarTable table = new NWN2ScriptVarTable();
switch (type)
{
case EnumTypes.actorType.Creature:
if (boolInstance)
{
table = ((NWN2CreatureInstance)instance).Variables;
}
else
{
table = ((NWN2CreatureBlueprint)blueprint).Variables;
}
break;
case EnumTypes.actorType.Door:
if (boolInstance)
{
table = ((NWN2DoorInstance)instance).Variables;
}
else
{
table = ((NWN2DoorBlueprint)blueprint).Variables;
}
break;
case EnumTypes.actorType.Placeable:
if (boolInstance)
{
table = ((NWN2PlaceableInstance)instance).Variables;
}
else
{
table = ((NWN2PlaceableBlueprint)blueprint).Variables;
}
break;
case EnumTypes.actorType.TriggerRegion:
if (boolInstance)
{
table = ((NWN2TriggerInstance)instance).Variables;
}
else
{
table = ((NWN2TriggerBlueprint)blueprint).Variables;
}
break;
case EnumTypes.actorType.Item:
if (boolInstance)
{
table = ((NWN2ItemInstance)instance).Variables;
}
else
{
table = ((NWN2ItemBlueprint)blueprint).Variables;
}
break;
}
return table;
}
set
{
switch (type)
{
case EnumTypes.actorType.Creature:
if (boolInstance)
{
((NWN2CreatureInstance)instance).Variables = value;
}
else
{
((NWN2CreatureBlueprint)blueprint).Variables = value;
}
break;
case EnumTypes.actorType.Door:
if (boolInstance)
{
((NWN2DoorInstance)instance).Variables = value;
}
else
{
((NWN2DoorBlueprint)blueprint).Variables = value;
}
break;
case EnumTypes.actorType.Placeable:
if (boolInstance)
{
((NWN2PlaceableInstance)instance).Variables = value;
}
else
{
((NWN2PlaceableBlueprint)blueprint).Variables = value;
}
break;
}
}
}
public IResourceEntry Conversation
{
get
{
IResourceEntry conv = null;
switch (type)
{
case EnumTypes.actorType.Creature:
if (boolInstance)
{
conv = ((NWN2CreatureInstance)instance).Conversation;
}
else
{
conv = ((NWN2CreatureBlueprint)blueprint).Conversation;
}
break;
case EnumTypes.actorType.Door:
if (boolInstance)
{
conv = ((NWN2DoorInstance)instance).Conversation;
}
else
{
conv = ((NWN2DoorBlueprint)blueprint).Conversation;
}
break;
case EnumTypes.actorType.Placeable:
if (boolInstance)
{
conv = ((NWN2PlaceableInstance)instance).Conversation;
}
else
{
conv = ((NWN2PlaceableBlueprint)blueprint).Conversation;
}
break;
}
return conv;
}
set
{
switch (type)
{
case EnumTypes.actorType.Creature:
if (boolInstance)
{
((NWN2CreatureInstance)instance).Conversation = value;
}
else
{
((NWN2CreatureBlueprint)blueprint).Conversation = value;
}
break;
case EnumTypes.actorType.Door:
if (boolInstance)
{
var instDoor = (NWN2DoorInstance)instance;
instDoor.OnFailToOpen = doorTalk;
// In order to active the above the door needs to be locked
instDoor.Locked = true;
instDoor.Conversation = value;
}
else
{
var blueDoor = (NWN2DoorBlueprint)blueprint;
blueDoor.OnFailToOpen = doorTalk;
blueDoor.Locked = true;
blueDoor.Resource = value;
}
break;
case EnumTypes.actorType.Placeable:
if (boolInstance)
{
var instPlaceable = (NWN2PlaceableInstance)instance;
instPlaceable.OnUsed = doorTalk;
// It cannot be static
instPlaceable.Static = false;
// The placeable has to be usable
instPlaceable.Usable = true;
// A placable you can talk to cannot have an inventory
instPlaceable.HasInventory = false;
instPlaceable.Conversation = value;
}
else
{
var bluePlaceable = (NWN2PlaceableBlueprint)blueprint;
bluePlaceable.OnUsed = doorTalk;
bluePlaceable.Static = false;
bluePlaceable.HasInventory = false;
bluePlaceable.Conversation = Resource;
}
break;
}
}
}
public IResourceEntry Resource
{
get
{
switch (type)
{
case EnumTypes.actorType.Item:
if (!boolInstance)
{
return ((NWN2ItemBlueprint)blueprint).Resource;
}
else
{
throw new Exception("The item is not made from a blueprint");
}
default:
throw new Exception("The requested item does eithet not exist or is not a blueprint");
}
}
}
public TwoDAReference Icon
{
get
{
if (boolInstance)
{
return ((NWN2ItemInstance)instance).Icon;
}
else
{
return ((NWN2ItemBlueprint)blueprint).Icon;
}
}
}
public TwoDAReference BaseItem
{
get
{
if (boolInstance)
{
return ((NWN2ItemInstance)instance).BaseItem;
}
else
{
return ((NWN2ItemBlueprint)blueprint).BaseItem;
}
}
}
/// <summary>
/// Copies the actor
/// </summary>
/// <param name="actor"> The actor which is to be copied</param>
/// <returns>The actor that is copied</returns>
public static Actor Copy(Actor actor)
{
return (Actor)actor.MemberwiseClone();
}
#endregion
}
}