- Organització dels templates en categories
- Al afegir un actor com a template, "neteja" el nom de numerets - El numeros del final de nom ara tenen el format "-XX"
This commit is contained in:
@@ -1,5 +1,8 @@
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actor{
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category{
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name: default
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actor{
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name: BOX
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bmp: caixes.gif
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bmp-rect: 32 0 32 32
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@@ -8,9 +11,9 @@ actor{
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size: 8 8 8
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flags: PUSHABLE
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movement: CW
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}
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}
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actor{
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actor{
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name: BARREL
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bmp: caixes.gif
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bmp-rect: 96 64 18 32
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@@ -21,9 +24,9 @@ actor{
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anim-wait: 1
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flags: PUSHABLE ANIMATED GRAVITY
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movement: CW
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}
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}
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actor{
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actor{
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name: NEVERA1
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bmp: caixes.gif
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bmp-rect: 0 96 32 32
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@@ -31,9 +34,9 @@ actor{
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pos: 32 32 0
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size: 8 8 8
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movement: CW
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}
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}
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actor{
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actor{
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name: NEVERA2
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bmp: caixes.gif
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bmp-rect: 32 96 32 32
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@@ -41,9 +44,9 @@ actor{
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pos: 32 32 8
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size: 8 8 8
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movement: CW
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}
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}
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actor{
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actor{
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name: LIFT
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bmp: caixes.gif
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bmp-rect: 32 32 32 24
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@@ -53,9 +56,9 @@ actor{
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orient: ZP
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flags: MOVING
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movement: Z
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}
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}
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actor{
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actor{
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name: BOOSTER
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bmp: objectes.gif
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bmp-rect: 114 78 15 18
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@@ -66,9 +69,9 @@ actor{
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anim-wait: 2
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flags: ANIMATED SPECIAL
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movement: CW
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}
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}
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actor{
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actor{
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name: S-SHOES
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bmp: objectes.gif
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bmp-rect: 162 0 28 22
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@@ -79,9 +82,9 @@ actor{
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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}
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actor{
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actor{
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name: P-TIMER
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bmp: objectes.gif
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bmp-rect: 96 0 24 32
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@@ -92,9 +95,9 @@ actor{
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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}
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actor{
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actor{
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name: P-FILTER
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bmp: objectes.gif
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bmp-rect: 24 0 24 32
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@@ -105,9 +108,9 @@ actor{
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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}
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actor{
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actor{
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name: P-ELBOW
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bmp: objectes.gif
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bmp-rect: 22 32 22 32
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@@ -118,9 +121,9 @@ actor{
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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}
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actor{
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actor{
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name: P-PIPE
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bmp: objectes.gif
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bmp-rect: 16 64 16 32
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@@ -131,9 +134,9 @@ actor{
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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}
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actor{
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actor{
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name: P-SALT
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bmp: objectes.gif
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bmp-rect: 86 32 20 32
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@@ -144,9 +147,9 @@ actor{
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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}
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actor{
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actor{
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name: P-PUMP
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bmp: objectes.gif
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bmp-rect: 70 64 22 32
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@@ -157,9 +160,9 @@ actor{
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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}
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actor{
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actor{
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name: SOFA
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bmp: altres.gif
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bmp-rect: 0 0 48 40
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@@ -167,9 +170,9 @@ actor{
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pos: 0 0 0
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size: 16 8 6
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movement: CW
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}
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}
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actor{
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actor{
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name: LLIT
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bmp: altres.gif
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bmp-rect: 48 0 57 47
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@@ -177,9 +180,9 @@ actor{
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pos: 8 8 0
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size: 16 16 8
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movement: CW
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}
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}
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actor{
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actor{
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name: KALLAX-A
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bmp: altres.gif
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bmp-rect: 0 48 24 27
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@@ -187,9 +190,9 @@ actor{
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pos: 0 0 0
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size: 8 4 8
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movement: CW
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}
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}
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actor{
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actor{
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name: FINESTRA
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bmp: altres.gif
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bmp-rect: 0 75 20 33
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@@ -197,9 +200,9 @@ actor{
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pos: 15 23 4
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size: 1 1 9
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movement: CW
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}
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}
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actor{
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actor{
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name: EXPLOSION
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bmp: caixes.gif
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bmp-rect: 0 160 18 22
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@@ -209,9 +212,9 @@ actor{
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anim-cycle: SEQ
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flags: ANIMATED
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movement: CW
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}
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}
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actor{
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actor{
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name: GAT-NEGRE
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bmp: gat.gif
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bmp-rect: 0 0 24 28
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@@ -222,9 +225,9 @@ actor{
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anim-wait: 2
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flags: MOVING ANIMATED ORIENTABLE
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movement: CW
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}
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}
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actor{
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actor{
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name: CUADRO
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bmp: altres.gif
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bmp-rect: 66 75 18 32
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@@ -234,9 +237,9 @@ actor{
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orient: YP
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flags: ORIENTABLE
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movement: CW
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}
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}
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actor{
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actor{
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name: MESITA
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bmp: caixes.gif
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bmp-rect: 0 64 32 32
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@@ -244,9 +247,9 @@ actor{
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pos: 0 16 0
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size: 8 8 4
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movement: CW
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}
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}
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actor{
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actor{
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name: LAMPARA
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bmp: altres.gif
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bmp-rect: 128 0 20 41
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@@ -254,9 +257,9 @@ actor{
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pos: 1 41 0
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size: 6 6 16
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movement: CW
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}
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}
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actor{
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actor{
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name: ROOMBA
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bmp: caixes.gif
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bmp-rect: 160 0 32 32
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@@ -267,9 +270,9 @@ actor{
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flags: REACTIVE MOVING DEADLY
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react-mask: XP XN YP YN ZP ZN
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movement: CCW
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}
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}
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actor{
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actor{
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name: WC
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bmp: altres.gif
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bmp-rect: 105 0 21 33
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@@ -277,4 +280,44 @@ actor{
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pos: 8 8 0
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size: 8 8 8
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movement: CW
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}
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actor{
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name: MANCUERNA
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bmp: altres.gif
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bmp-rect: 106 33 17 14
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bmp-offset: -6 20
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pos: 24 25 0
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size: 6 4 2
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movement: CW
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}
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actor{
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name: CADIRA
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bmp: caixes.gif
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bmp-rect: 64 96 20 32
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bmp-offset: -8 40
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pos: 8 51 0
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size: 5 4 8
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orient: YP
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movement: CW
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}
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}
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category{
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name: coses
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actor{
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name: PILA
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bmp: caixes.gif
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bmp-rect: 160 96 32 32
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bmp-offset: 0 32
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pos: 24 8 0
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size: 8 8 8
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orient: YP
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flags: ORIENTABLE
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movement: CW
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}
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}
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127
source/actor.cpp
127
source/actor.cpp
@@ -88,6 +88,7 @@ namespace actor
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act->anim_frame=0;
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act->react_mask = act->react_push = 0;
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act->flags = FLAG_NONE;
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act->template_category = 0;
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return act;
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}
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@@ -204,6 +205,16 @@ namespace actor
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char tmp[255];
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void cleanName(actor_t *act)
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{
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int size = strlen(act->name);
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if (act->name[size-3] == '-' && act->name[size-1] >= 48 && act->name[size-1] <= 57 && act->name[size-2] >= 48 && act->name[size-2] <= 57 )
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{
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act->name[size-3] = 0;
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}
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}
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// Li donem al actor un nom únic
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void setUniqueName(actor_t *act)
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{
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@@ -217,11 +228,12 @@ namespace actor
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// ... però tenim el mateix nom...
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if (strcmp(act->name, other->name)==0)
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{
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// Si el nom actual no acaba en dos digits, li afegim "01" al final
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// Si el nom actual no acaba en guió + dos digits, li afegim "-01" al final
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int size = strlen(act->name);
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if (act->name[size-1] < 48 || act->name[size-1] > 57 || act->name[size-2] < 48 || act->name[size-2] > 57 )
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if (act->name[size-3] != '-' || act->name[size-1] < 48 || act->name[size-1] > 57 || act->name[size-2] < 48 || act->name[size-2] > 57 )
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{
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strcat(act->name, "01");
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strcat(other->name, "-00");
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strcat(act->name, "-01");
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} else {
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// Si ja acaba en dos digits, agafem el numero, li sumem 1, i li'l tornem a ficar
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int num = (act->name[size-1]-48) + (act->name[size-2]-48)*10;
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@@ -332,23 +344,25 @@ namespace actor
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return alpha;
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}
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void saveToFile(FILE *f, actor_t *act)
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void saveToFile(FILE *f, actor_t *act, bool tab)
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{
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fprintf(f, "\nactor{\n");
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fprintf(f, " name: %s\n", act->name);
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fprintf(f, " bmp: %s\n", act->bmp);
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fprintf(f, " bmp-rect: %i %i %i %i\n", act->bmp_rect.x, act->bmp_rect.y, act->bmp_rect.w, act->bmp_rect.h);
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fprintf(f, " bmp-offset: %i %i\n", act->bmp_offset.x, act->bmp_offset.y);
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fprintf(f, " pos: %i %i %i\n", act->pos.x, act->pos.y, act->pos.z);
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fprintf(f, " size: %i %i %i\n", act->size.x, act->size.y, act->size.z);
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if (act->orient!=0) fprintf(f, " orient: %s\n", numToOrient(act->orient));
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if (act->anim_cycle!=0) fprintf(f, " anim-cycle: %s\n", act->anim_cycle==0 ? "WALK" : act->anim_cycle==1 ? "SEQ" : "MIN");
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if (act->anim_wait!=0) fprintf(f, " anim-wait: %i\n", act->anim_wait);
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if (act->flags!=0) fprintf(f, " flags: %s\n", numToFlags(act->flags));
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if (act->react_mask!=0) fprintf(f, " react-mask: %s\n", numToOrient(act->react_mask));
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if (act->react_push!=0) fprintf(f, " react-push: %s\n", numToOrient(act->react_push));
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if (act->movement!=0) fprintf(f, " movement: %s\n", numToMov(act->movement));
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fprintf(f, "}\n");
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char ws[5] = "";
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if (tab) strcpy(ws, " ");
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fprintf(f, "\n%sactor{\n", ws);
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fprintf(f, " %sname: %s\n", ws, act->name);
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fprintf(f, " %sbmp: %s\n", ws, act->bmp);
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fprintf(f, " %sbmp-rect: %i %i %i %i\n", ws, act->bmp_rect.x, act->bmp_rect.y, act->bmp_rect.w, act->bmp_rect.h);
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fprintf(f, " %sbmp-offset: %i %i\n", ws, act->bmp_offset.x, act->bmp_offset.y);
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fprintf(f, " %spos: %i %i %i\n", ws, act->pos.x, act->pos.y, act->pos.z);
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fprintf(f, " %ssize: %i %i %i\n", ws, act->size.x, act->size.y, act->size.z);
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if (act->orient!=0) fprintf(f, " %sorient: %s\n", ws, numToOrient(act->orient));
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if (act->anim_cycle!=0) fprintf(f, " %sanim-cycle: %s\n", ws, act->anim_cycle==0 ? "WALK" : act->anim_cycle==1 ? "SEQ" : "MIN");
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if (act->anim_wait!=0) fprintf(f, " %sanim-wait: %i\n", ws, act->anim_wait);
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if (act->flags!=0) fprintf(f, " %sflags: %s\n", ws, numToFlags(act->flags));
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if (act->react_mask!=0) fprintf(f, " %sreact-mask: %s\n", ws, numToOrient(act->react_mask));
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if (act->react_push!=0) fprintf(f, " %sreact-push: %s\n", ws, numToOrient(act->react_push));
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if (act->movement!=0) fprintf(f, " %smovement: %s\n", ws, numToMov(act->movement));
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fprintf(f, "%s}\n", ws);
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}
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const bool check_2d_collision(actor_t *obj1, actor_t *obj2)
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@@ -1306,14 +1320,18 @@ namespace actor
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namespace templates
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{
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std::vector<actor_t> templates;
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std::vector<std::string> categories;
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void load()
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{
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//newCategory("default");
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categories.clear();
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templates.clear();
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char filename[] = "templates.txt";
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int filesize=0;
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char *buffer = file::getFileBuffer(filename, filesize, true);
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char *original_buffer = buffer;
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int current_category = 0;
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if (buffer)
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{
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@@ -1321,12 +1339,25 @@ namespace actor
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{
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const char* key = file::readString(&buffer);
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if (util::strcomp(key, "actor{"))
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if (util::strcomp(key, "category{"))
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{
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const char* key = file::readString(&buffer);
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if (util::strcomp(key, "name:")) {
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const char *val = file::readString(&buffer);
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current_category = newCategory(val);
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}
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}
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else if (util::strcomp(key, "actor{"))
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{
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actor_t *t = createFromFile(&buffer);
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t->template_category = current_category;
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templates.push_back(*t);
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free(t);
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}
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else if (util::strcomp(key, "}")) {
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current_category = 0;
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}
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}
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free(original_buffer);
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}
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@@ -1336,18 +1367,56 @@ namespace actor
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{
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FILE *f = fopen("data/templates.txt", "w");
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for (int i=0; i<templates.size(); ++i)
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for (auto cat_name : categories)
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{
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fprintf(f, "\ncategory{\n");
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fprintf(f, " name: %s\n", cat_name.c_str());
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auto actors = getByCategory(cat_name.c_str());
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for (auto t : actors )
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{
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saveToFile(f, &t, true);
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}
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|
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fprintf(f, "\n}\n");
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}
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|
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/*for (int i=0; i<templates.size(); ++i)
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{
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actor_t t = templates[i];
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saveToFile(f, &t);
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}
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}*/
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fclose(f);
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}
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const int size()
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||||
/*const int size()
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{
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return templates.size();
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}*/
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|
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std::vector<actor::actor_t> getByCategory(const char* category)
|
||||
{
|
||||
std::string catname = category;
|
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std::vector<actor_t> actors;
|
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for (auto act : templates)
|
||||
{
|
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if (act.template_category>=categories.size()) act.template_category = 0;
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if (categories[act.template_category]==catname) actors.push_back(act);
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}
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return actors;
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}
|
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|
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std::vector<std::string> getCategories()
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{
|
||||
return categories;
|
||||
}
|
||||
|
||||
const int newCategory(const char *name)
|
||||
{
|
||||
categories.push_back(name);
|
||||
return categories.size()-1;
|
||||
}
|
||||
|
||||
actor_t *get(const int index)
|
||||
@@ -1381,16 +1450,22 @@ namespace actor
|
||||
|
||||
void add(actor_t *act)
|
||||
{
|
||||
// Fem una copia del actor
|
||||
actor_t new_template;
|
||||
copy(&new_template, act);
|
||||
// Li fiquem la categoria per defecte
|
||||
new_template.template_category = 0;
|
||||
// Netejem el nom de numerets
|
||||
cleanName(&new_template);
|
||||
|
||||
// Si ja hi ha una plantilla amb eixe nom...
|
||||
if (actor::templates::getByName(act->name))
|
||||
{
|
||||
// ... la actualitzem amb les dades del actor seleccionat
|
||||
actor_t *existing_template = actor::templates::getByName(act->name);
|
||||
copy(existing_template, act);
|
||||
copy(existing_template, &new_template);
|
||||
} else {
|
||||
// ... i sinó, afegim el actor seleccionat a la llista de plantilles
|
||||
actor_t new_template;
|
||||
copy(&new_template, act);
|
||||
templates.push_back(new_template);
|
||||
}
|
||||
save();
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
#include <SDL2/SDL.h>
|
||||
#include "misc.h"
|
||||
#include "jdraw.h"
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
// Flags que defineixen les capacitats de l'actor
|
||||
@@ -106,6 +106,7 @@ namespace actor
|
||||
int inner_y;
|
||||
|
||||
int tag;
|
||||
int template_category;
|
||||
};
|
||||
|
||||
void resetTag();
|
||||
@@ -130,13 +131,15 @@ namespace actor
|
||||
|
||||
actor_t *replaceWithTemplate(actor_t *act, const char *name);
|
||||
|
||||
void cleanName(actor_t *act);
|
||||
|
||||
void setUniqueName(actor_t *act);
|
||||
|
||||
actor_t *alphaOrder(actor_t *act);
|
||||
|
||||
void saveToFile(FILE *f, actor_t *act);
|
||||
void saveToFile(FILE *f, actor_t *act, bool tab=false);
|
||||
|
||||
void setDirty(actor_t *act, const bool force=false);
|
||||
void setDirty(actor_t *act, const bool force = false);
|
||||
|
||||
void select(actor_t *act);
|
||||
|
||||
@@ -144,11 +147,11 @@ namespace actor
|
||||
|
||||
uint8_t push(actor_t *source, actor_t *act, uint8_t push);
|
||||
|
||||
void update(actor_t *act, const bool update_all=true);
|
||||
void updateEditor(actor_t *act, const bool update_all=true);
|
||||
void update(actor_t *act, const bool update_all = true);
|
||||
void updateEditor(actor_t *act, const bool update_all = true);
|
||||
|
||||
void drawAt(actor_t * act, const int x, const int y);
|
||||
void draw(actor_t *act, const bool draw_all=true);
|
||||
void drawAt(actor_t *act, const int x, const int y);
|
||||
void draw(actor_t *act, const bool draw_all = true);
|
||||
|
||||
actor_t *find(std::string name);
|
||||
|
||||
@@ -166,13 +169,16 @@ namespace actor
|
||||
|
||||
actor_t *getPicked();
|
||||
|
||||
void clear(const bool all=false);
|
||||
void clear(const bool all = false);
|
||||
|
||||
namespace templates
|
||||
{
|
||||
void load();
|
||||
void save();
|
||||
const int size();
|
||||
//const int size();
|
||||
std::vector<actor::actor_t> getByCategory(const char* category);
|
||||
std::vector<std::string> getCategories();
|
||||
const int newCategory(const char *name);
|
||||
actor_t *get(const int index);
|
||||
actor_t *getByName(const char *name);
|
||||
void copy(actor_t *dest, actor_t *source);
|
||||
@@ -181,7 +187,7 @@ namespace actor
|
||||
|
||||
namespace hero
|
||||
{
|
||||
void init(const bool complete=true);
|
||||
void init(const bool complete = true);
|
||||
int getLives();
|
||||
void setLives(int value);
|
||||
|
||||
|
||||
@@ -435,6 +435,7 @@ namespace modules
|
||||
draw::color(WHITE);
|
||||
draw::fillrect(0, 0, 100, 240);
|
||||
|
||||
/*
|
||||
int result = ui::combo(actor::templates::get(editor::getCurrentTemplate())->name, 2, 2, 76, 11);
|
||||
if (result)
|
||||
{
|
||||
@@ -451,7 +452,7 @@ namespace modules
|
||||
actor::select(new_act);
|
||||
room::editor::modify();
|
||||
}
|
||||
|
||||
*/
|
||||
draw::color(LIGHT+WHITE);
|
||||
draw::fillrect(2, 15, 96, 223);
|
||||
draw::color(PAPER);
|
||||
|
||||
Reference in New Issue
Block a user