Public Class LevelLoader
Const MULTITHREAD As Boolean = False
Public Shared LoadedOffsetMapOffsets As New List(Of Vector3)
Public Shared LoadedOffsetMapNames As New List(Of String)
Private _reload As Boolean = False
Private Enum TagTypes
Entity
Floor
EntityField
Level
LevelActions
NPC
Shader
OffsetMap
[Structure]
Backdrop
None
End Enum
Dim Offset As Vector3
Dim loadOffsetMap As Boolean = True
Dim offsetMapLevel As Integer = 0
Dim MapOrigin As String = ""
Dim sessionMapsLoaded As New List(Of String) ' Prevents infinite loops when loading more than one offset map level.
' Store these so other classes can get them:
Private Entities As New List(Of Entity)
Private Floors As New List(Of Entity)
' A counter across all LevelLoader instances to count how many instances across the program are active:
Shared Busy As Integer = 0
Public Shared ReadOnly Property IsBusy() As Boolean
Get
Return Busy > 0
End Get
End Property
#Region "File Loading"
Dim TempParams As Object()
'''
''' Loads the level.
'''
''' Params contruction: String LevelFile, bool IsOffsetMap, Vector3 Offset, int Offsetmaplevel, Str() InstanceLoadedOffsetMaps
Public Sub LoadLevel(ByVal Params As Object(), Optional Reload As Boolean = False)
Busy += 1
TempParams = Params
_reload = Reload
If MULTITHREAD = True Then
Dim t As New Threading.Thread(AddressOf InternalLoad)
t.IsBackground = True
t.Start()
Else
InternalLoad()
End If
End Sub
Private Sub InternalLoad()
Dim levelPath As String = CStr(TempParams(0))
Dim loadOffsetMap As Boolean = CBool(TempParams(1))
Dim offset As Vector3 = CType(TempParams(2), Vector3)
offsetMapLevel = CInt(TempParams(3))
sessionMapsLoaded = CType(TempParams(4), List(Of String))
Dim timer As Stopwatch = New Stopwatch
timer.Start()
Me.loadOffsetMap = loadOffsetMap
MapOrigin = levelPath
If loadOffsetMap = False Then
Screen.Level.LevelFile = levelPath
Core.Player.LastSavePlace = Screen.Level.LevelFile
Core.Player.LastSavePlacePosition = Player.Temp.LastPosition.X & "," & Player.Temp.LastPosition.Y.ToString().Replace(GameController.DecSeparator, ".") & "," & Player.Temp.LastPosition.Z
Core.OffsetMaps.Clear()
Screen.Level.Entities.Clear()
Screen.Level.Floors.Clear()
Screen.Level.Shaders.Clear()
Screen.Level.BackdropRenderer.Clear()
Screen.Level.OffsetmapFloors.Clear()
Screen.Level.OffsetmapEntities.Clear()
Screen.Level.WildPokemonFloor = False
Screen.Level.WalkedSteps = 0
LoadedOffsetMapNames.Clear()
LoadedOffsetMapOffsets.Clear()
Floor.ClearFloorTemp()
Player.Temp.MapSteps = 0
sessionMapsLoaded.Add(levelPath)
End If
levelPath = GameModeManager.GetMapPath(levelPath)
Logger.Debug("Loading map: " & levelPath.Remove(0, GameController.GamePath.Length))
Security.FileValidation.CheckFileValid(levelPath, False, "LevelLoader.vb")
If IO.File.Exists(levelPath) = False Then
Logger.Log(Logger.LogTypes.ErrorMessage, "LevelLoader.vb: Error accessing map file """ & levelPath & """. File not found.")
Busy -= 1
If CurrentScreen.Identification = Screen.Identifications.OverworldScreen And loadOffsetMap = False Then
CType(CurrentScreen, OverworldScreen).Titles.Add(New OverworldScreen.Title("Couldn't find map file!", 20.0F, Color.White, 6.0F, Vector2.Zero, True))
End If
Exit Sub
End If
Dim Data As List(Of String) = IO.File.ReadAllLines(levelPath).ToList()
Dim Tags As New Dictionary(Of String, Object)
Me.Offset = offset
For Each line As String In Data
If line.Contains("{") = True Then
line = line.Remove(0, line.IndexOf("{"))
If line.StartsWith("{""Comment""{COM") = True Then
line = line.Remove(0, line.IndexOf("[") + 1)
line = line.Remove(line.IndexOf("]"))
Logger.Log(Logger.LogTypes.Debug, line)
End If
End If
Next
Dim countLines As Integer = 0
For i = 0 To Integer.MaxValue
If i > Data.Count - 1 Then
Exit For
End If
Dim line As String = Data(i)
Tags.Clear()
If line.Contains("{") = True And line.Contains("}") = True Then
Try
Dim TagType As TagTypes = TagTypes.None
line = line.Remove(0, line.IndexOf("{") + 2)
Select Case True
Case line.ToLower().StartsWith("structure""")
TagType = TagTypes.Structure
End Select
If TagType = TagTypes.Structure Then
line = line.Remove(0, line.IndexOf("[") + 1)
line = line.Remove(line.Length - 3, 3)
Tags = GetTags(line)
Dim newLines() As String = AddStructure(Tags)
Data.InsertRange(i + 1, newLines)
End If
Catch ex As Exception
Logger.Log(Logger.LogTypes.Warning, "LevelLoader.vb: Failed to load map object! (Index: " & countLines & ") from mapfile: " & levelPath & "; Error message: " & ex.Message)
End Try
End If
Next
For Each line As String In Data
Tags.Clear()
Dim orgLine As String = line
countLines += 1
If line.Contains("{") = True And line.Contains("}") = True Then
Try
Dim TagType As TagTypes = TagTypes.None
line = line.Remove(0, line.IndexOf("{") + 2)
Select Case True
Case line.ToLower().StartsWith("entity""")
TagType = TagTypes.Entity
Case line.ToLower().StartsWith("floor""")
TagType = TagTypes.Floor
Case line.ToLower().StartsWith("entityfield""")
TagType = TagTypes.EntityField
Case line.ToLower().StartsWith("level""")
TagType = TagTypes.Level
Case line.ToLower().StartsWith("actions""")
TagType = TagTypes.LevelActions
Case line.ToLower().StartsWith("npc""")
TagType = TagTypes.NPC
Case line.ToLower().StartsWith("shader""")
TagType = TagTypes.Shader
Case line.ToLower().StartsWith("offsetmap""")
TagType = TagTypes.OffsetMap
Case line.ToLower().StartsWith("backdrop""")
TagType = TagTypes.Backdrop
End Select
If TagType <> TagTypes.None Then
line = line.Remove(0, line.IndexOf("[") + 1)
line = line.Remove(line.Length - 3, 3)
Tags = GetTags(line)
Select Case TagType
Case TagTypes.EntityField
EntityField(Tags)
Case TagTypes.Entity
AddEntity(Tags, New Size(1, 1), 1, True, New Vector3(1, 1, 1))
Case TagTypes.Floor
AddFloor(Tags)
Case TagTypes.Level
If loadOffsetMap = False Then
SetupLevel(Tags)
End If
Case TagTypes.LevelActions
If loadOffsetMap = False Then
SetupActions(Tags)
End If
Case TagTypes.NPC
AddNPC(Tags)
Case TagTypes.Shader
If loadOffsetMap = False Then
AddShader(Tags)
End If
Case TagTypes.OffsetMap
If loadOffsetMap = False Or offsetMapLevel <= Core.GameOptions.MaxOffsetLevel Then
AddOffsetMap(Tags)
End If
Case TagTypes.Backdrop
If loadOffsetMap = False Then
AddBackdrop(Tags)
End If
End Select
End If
Catch ex As Exception
Logger.Log(Logger.LogTypes.Warning, "LevelLoader.vb: Failed to load map object! (Index: " & countLines & ") (Line: " & orgLine & ") from mapfile: " & levelPath & "; Error message: " & ex.Message)
End Try
End If
Next
If loadOffsetMap = False Then
LoadBerries()
End If
For Each s As Shader In Screen.Level.Shaders
If s.HasBeenApplied = False Then
s.ApplyShader(Screen.Level.Entities.ToArray())
s.ApplyShader(Screen.Level.Floors.ToArray())
End If
Next
Logger.Debug("Map loading finished: " & levelPath.Remove(0, GameController.GamePath.Length))
Logger.Debug("Loaded textures: " & TextureManager.TextureList.Count.ToString())
timer.Stop()
Logger.Debug("Map loading time: " & timer.ElapsedTicks & " Ticks; " & timer.ElapsedMilliseconds & " Milliseconds.")
' Dim xmlLevelLoader As New XmlLevelLoader.
' xmlLevelLoader.Load(My.Computer.FileSystem.SpecialDirectories.Desktop & "\t.xml", _5DHero.XmlLevelLoader.LevelTypes.Default, Vector3.Zero)
Busy -= 1
If Busy = 0 Then
Screen.Level.StartOffsetMapUpdate()
End If
End Sub
Private Function GetTags(ByVal line As String) As Dictionary(Of String, Object)
Dim Tags As New Dictionary(Of String, Object)
Dim tagList = line.Split({"}{"}, StringSplitOptions.RemoveEmptyEntries)
For i = 0 To tagList.Length - 1
Dim currentTag As String = tagList(i)
If currentTag.EndsWith("}}") = False Then
currentTag &= "}"
End If
If currentTag.StartsWith("{") = False Then
currentTag = "{" & currentTag
End If
ProcessTag(Tags, currentTag)
Next
Return Tags
End Function
Private Sub ProcessTag(ByRef Dictionary As Dictionary(Of String, Object), ByVal Tag As String)
Dim TagName As String = ""
Dim TagContent As String = ""
Tag = Tag.Remove(0, 1)
Tag = Tag.Remove(Tag.Length - 1, 1)
TagName = Tag.Remove(Tag.IndexOf("{") - 1).Remove(0, 1)
TagContent = Tag.Remove(0, Tag.IndexOf("{"))
Dim ContentRows() As String = TagContent.Split(CChar("}"))
For Each subTag As String In ContentRows
If subTag.Length > 0 Then
subTag = subTag.Remove(0, 1)
Dim subTagType As String = subTag.Remove(subTag.IndexOf("["))
Dim subTagValue As String = subTag.Remove(0, subTag.IndexOf("[") + 1)
subTagValue = subTagValue.Remove(subTagValue.Length - 1, 1)
Select Case subTagType.ToLower()
Case "int"
Dictionary.Add(TagName, CInt(subTagValue))
Case "str"
Dictionary.Add(TagName, CStr(subTagValue))
Case "sng"
subTagValue = subTagValue.Replace(".", GameController.DecSeparator)
Dictionary.Add(TagName, CSng(subTagValue))
Case "bool"
Dictionary.Add(TagName, CBool(subTagValue))
Case "intarr"
Dim values() As String = subTagValue.Split(CChar(","))
Dim arr As New List(Of Integer)
For Each value As String In values
arr.Add(CInt(value))
Next
Dictionary.Add(TagName, arr)
Case "intarr2d"
Dim rows() As String = subTagValue.Split(CChar("]"))
Dim arr As New List(Of List(Of Integer))
For Each row As String In rows
If row.Length > 0 Then
row = row.Remove(0, 1)
Dim list As New List(Of Integer)
For Each value In row.Split(CChar(","))
list.Add(CInt(value))
Next
arr.Add(list)
End If
Next
Dictionary.Add(TagName, arr)
Case "rec"
Dim content() As String = subTagValue.Split(CChar(","))
Dictionary.Add(TagName, New Rectangle(CInt(content(0)), CInt(content(1)), CInt(content(2)), CInt(content(3))))
Case "recarr"
Dim values() As String = subTagValue.Split(CChar("]"))
Dim arr As New List(Of Rectangle)
For Each value As String In values
If value.Length > 0 Then
value = value.Remove(0, 1)
Dim content() As String = value.Split(CChar(","))
arr.Add(New Rectangle(CInt(content(0)), CInt(content(1)), CInt(content(2)), CInt(content(3))))
End If
Next
Dictionary.Add(TagName, arr)
Case "sngarr"
Dim values() As String = subTagValue.Split(CChar(","))
Dim arr As New List(Of Single)
For Each value As String In values
value = value.Replace(".", GameController.DecSeparator)
arr.Add(CSng(value))
Next
Dictionary.Add(TagName, arr)
End Select
End If
Next
End Sub
Private Function GetTag(ByVal Tags As Dictionary(Of String, Object), ByVal TagName As String) As Object
If Tags.ContainsKey(TagName) = True Then
Return Tags(TagName)
End If
For i = 0 To Tags.Count - 1
If Tags.Keys(i).ToLower() = TagName.ToLower() Then
Return Tags.Values(i)
End If
Next
Return Nothing
End Function
Private Function TagExists(ByVal Tags As Dictionary(Of String, Object), ByVal TagName As String) As Boolean
If Tags.ContainsKey(TagName) = True Then
Return True
End If
For i = 0 To Tags.Count - 1
If Tags.Keys(i).ToLower() = TagName.ToLower() Then
Return True
End If
Next
Return False
End Function
#End Region
Private Sub AddOffsetMap(ByVal Tags As Dictionary(Of String, Object))
If Core.GameOptions.LoadOffsetMaps > 0 Then
Dim OffsetList As List(Of Integer) = CType(GetTag(Tags, "Offset"), List(Of Integer))
Dim MapOffset As Vector3 = New Vector3(OffsetList(0), 0, OffsetList(1))
If OffsetList.Count >= 3 Then
MapOffset = New Vector3(OffsetList(0), OffsetList(1), OffsetList(2))
End If
Dim MapName As String = CStr(GetTag(Tags, "Map"))
If loadOffsetMap = True Then
If sessionMapsLoaded.Contains(MapName) = True Then
Exit Sub
End If
End If
sessionMapsLoaded.Add(MapName)
LoadedOffsetMapNames.Add(MapName)
LoadedOffsetMapOffsets.Add(MapOffset)
Dim listName As String = Screen.Level.LevelFile & "|" & MapName & "|" & Screen.Level.World.CurrentMapWeather & "|" & World.GetCurrentRegionWeather() & "|" & World.GetTime() & "|" & World.CurrentSeason()
If OffsetMaps.ContainsKey(listName) = False Then
Dim mapList As New List(Of List(Of Entity))
Dim params As New List(Of Object)
params.AddRange({MapName, True, MapOffset + Offset, offsetMapLevel + 1, sessionMapsLoaded})
Dim offsetEntityCount As Integer = Screen.Level.OffsetmapEntities.Count
Dim offsetFloorCount As Integer = Screen.Level.OffsetmapFloors.Count
Dim levelLoader As New LevelLoader()
levelLoader.LoadLevel(params.ToArray())
Dim entList As New List(Of Entity)
Dim floorList As New List(Of Entity)
For i = offsetEntityCount To Screen.Level.OffsetmapEntities.Count - 1
entList.Add(Screen.Level.OffsetmapEntities(i))
Next
For i = offsetFloorCount To Screen.Level.OffsetmapFloors.Count - 1
floorList.Add(Screen.Level.OffsetmapFloors(i))
Next
mapList.AddRange({entList, floorList})
OffsetMaps.Add(listName, mapList)
Else
Logger.Debug("Loaded Offsetmap from store: " & MapName)
For Each e As Entity In OffsetMaps(listName)(0)
If e.MapOrigin = MapName Then
e.IsOffsetMapContent = True
Screen.Level.OffsetmapEntities.Add(e)
End If
Next
For Each e As Entity In OffsetMaps(listName)(1)
If e.MapOrigin = MapName Then
e.IsOffsetMapContent = True
Screen.Level.OffsetmapFloors.Add(e)
End If
Next
End If
Logger.Debug("Offset maps in store: " & OffsetMaps.Count)
Screen.Level.OffsetmapEntities = (From e In Screen.Level.OffsetmapEntities Order By e.CameraDistance Descending).ToList()
For Each Entity As Entity In Screen.Level.OffsetmapEntities
Entity.UpdateEntity()
Next
For Each Floor As Entity In Screen.Level.OffsetmapFloors
Floor.UpdateEntity()
Next
End If
End Sub
#Region "AddElements"
Shared tempStructureList As New Dictionary(Of String, List(Of String))
Public Shared Sub ClearTempStructures()
tempStructureList.Clear()
End Sub
Private Function AddStructure(ByVal Tags As Dictionary(Of String, Object)) As String()
Dim OffsetList As List(Of Single) = CType(GetTag(Tags, "Offset"), List(Of Single))
Dim MapOffset As Vector3 = New Vector3(OffsetList(0), 0, OffsetList(1))
If OffsetList.Count >= 3 Then
MapOffset = New Vector3(OffsetList(0), OffsetList(1), OffsetList(2))
End If
Dim MapRotation As Integer = -1
If TagExists(Tags, "Rotation") = True Then
MapRotation = CInt(GetTag(Tags, "Rotation"))
End If
Dim MapName As String = CStr(GetTag(Tags, "Map"))
If MapName.EndsWith(".dat") = False Then
MapName = MapName & ".dat"
End If
Dim addNPC As Boolean = False
If TagExists(Tags, "AddNPC") = True Then
addNPC = CBool(GetTag(Tags, "AddNPC"))
End If
Dim structureKey As String = MapOffset.X.ToString() & "|" & MapOffset.Y.ToString() & "|" & MapOffset.Z.ToString() & "|" & MapName
If tempStructureList.ContainsKey(structureKey) = False Then
Dim filepath As String = GameModeManager.GetMapPath(MapName)
Security.FileValidation.CheckFileValid(filepath, False, "LevelLoader.vb/StructureSpawner")
If IO.File.Exists(filepath) = False Then
Logger.Log(Logger.LogTypes.ErrorMessage, "LevelLoader.vb: Error loading structure from """ & filepath & """. File not found.")
Return {}
End If
Dim MapContent() As String = IO.File.ReadAllLines(filepath)
Dim structureList As New List(Of String)
For Each line As String In MapContent
If line.EndsWith("}") = True Then
Dim addLine As Boolean = False
Select Case True
Case line.Trim(" "c, StringHelper.Tab).StartsWith("{""Entity""{ENT[")
addLine = True
Case line.Trim(" "c, StringHelper.Tab).StartsWith("{""Floor""{ENT[")
addLine = True
Case line.Trim(" "c, StringHelper.Tab).StartsWith("{""EntityField""{ENT[")
addLine = True
Case line.Trim(" "c, StringHelper.Tab).StartsWith("{""NPC""{NPC[")
If addNPC = True Then
addLine = True
End If
Case line.Trim(" "c, StringHelper.Tab).StartsWith("{""Shader""{SHA[")
addLine = True
Case line.Trim(" "c, StringHelper.Tab).StartsWith("{""Structure""{STR[")
addLine = True
End Select
If addLine = True Then
line = ReplaceStructurePosition(line, MapOffset)
If MapRotation > -1 Then
line = ReplaceStructureRotation(line, MapRotation)
End If
structureList.Add(line)
End If
End If
Next
tempStructureList.Add(structureKey, structureList)
End If
Return tempStructureList(structureKey).ToArray()
End Function
Private Function ReplaceStructureRotation(ByVal line As String, ByVal MapRotation As Integer) As String
Dim replaceString As String = ""
If line.ToLower().Contains("{""rotation""{int[") = True Then
replaceString = "{""rotation""{int["
End If
If replaceString <> "" Then
Dim rotationString As String = line.Remove(0, line.ToLower().IndexOf(replaceString))
rotationString = rotationString.Remove(rotationString.IndexOf("]}}") + 3)
Dim rotationData As String = rotationString.Remove(0, rotationString.IndexOf("[") + 1)
rotationData = rotationData.Remove(rotationData.IndexOf("]"))
Dim newRotation As Integer = CInt(rotationData) + MapRotation
While newRotation > 3
newRotation -= 4
End While
line = line.Replace(rotationString, "{""rotation""{int[" & newRotation.ToString() & "]}}")
End If
Return line
End Function
Private Function ReplaceStructurePosition(ByVal line As String, ByVal MapOffset As Vector3) As String
Dim replaceString As String = ""
If line.ToLower().Contains("{""position""{sngarr[") = True Then
replaceString = "{""position""{sngarr["
ElseIf line.ToLower().Contains("{""position""{intarr[") = True Then
replaceString = "{""position""{intarr["
End If
If replaceString <> "" Then
Dim positionString As String = line.Remove(0, line.ToLower().IndexOf(replaceString))
positionString = positionString.Remove(positionString.IndexOf("]}}") + 3)
Dim positionData As String = positionString.Remove(0, positionString.IndexOf("[") + 1)
positionData = positionData.Remove(positionData.IndexOf("]"))
Dim posArr() As String = positionData.Split(CChar(","))
Dim newPosition As New Vector3(ScriptConversion.ToSingle(posArr(0).Replace(".", GameController.DecSeparator)) + MapOffset.X, ScriptConversion.ToSingle(posArr(1).Replace(".", GameController.DecSeparator)) + MapOffset.Y, CSng(posArr(2).Replace(".", GameController.DecSeparator)) + MapOffset.Z)
If line.ToLower().Contains("{""position""{sngarr[") = True Then
line = line.Replace(positionString, "{""position""{sngarr[" & newPosition.X.ToString().Replace(GameController.DecSeparator, ".") & "," & newPosition.Y.ToString().Replace(GameController.DecSeparator, ".") & "," & newPosition.Z.ToString().Replace(GameController.DecSeparator, ".") & "]}}")
Else
line = line.Replace(positionString, "{""position""{intarr[" & CInt(newPosition.X).ToString().Replace(GameController.DecSeparator, ".") & "," & CInt(newPosition.Y).ToString().Replace(GameController.DecSeparator, ".") & "," & CInt(newPosition.Z).ToString().Replace(GameController.DecSeparator, ".") & "]}}")
End If
End If
Return line
End Function
Private Sub EntityField(ByVal Tags As Dictionary(Of String, Object))
Dim SizeList As List(Of Integer) = CType(GetTag(Tags, "Size"), List(Of Integer))
Dim Fill As Boolean = True
If TagExists(Tags, "Fill") = True Then
Fill = CBool(GetTag(Tags, "Fill"))
End If
Dim Steps As New Vector3(1, 1, 1)
If TagExists(Tags, "Steps") = True Then
Dim StepList As List(Of Single) = CType(GetTag(Tags, "Steps"), List(Of Single))
If StepList.Count = 3 Then
Steps = New Vector3(StepList(0), StepList(1), StepList(2))
Else
Steps = New Vector3(StepList(0), 1, StepList(1))
End If
End If
If SizeList.Count = 3 Then
AddEntity(Tags, New Size(SizeList(0), SizeList(2)), SizeList(1), Fill, Steps)
Else
AddEntity(Tags, New Size(SizeList(0), SizeList(1)), 1, Fill, Steps)
End If
End Sub
Private Sub AddNPC(ByVal Tags As Dictionary(Of String, Object))
Dim PosList As List(Of Single) = CType(GetTag(Tags, "Position"), List(Of Single))
Dim Position As Vector3 = New Vector3(PosList(0) + Offset.X, PosList(1) + Offset.Y, PosList(2) + Offset.Z)
Dim ScaleList As List(Of Single)
Dim Scale As New Vector3(1)
If TagExists(Tags, "Scale") = True Then
ScaleList = CType(GetTag(Tags, "Scale"), List(Of Single))
Scale = New Vector3(ScaleList(0), ScaleList(1), ScaleList(2))
End If
Dim TextureID As String = CStr(GetTag(Tags, "TextureID"))
Dim Rotation As Integer = CInt(GetTag(Tags, "Rotation"))
Dim ActionValue As Integer = CInt(GetTag(Tags, "Action"))
Dim AdditionalValue As String = CStr(GetTag(Tags, "AdditionalValue"))
Dim Name As String = CStr(GetTag(Tags, "Name"))
Dim ID As Integer = CInt(GetTag(Tags, "ID"))
Dim Movement As String = CStr(GetTag(Tags, "Movement"))
Dim MoveRectangles As List(Of Rectangle) = CType(GetTag(Tags, "MoveRectangles"), List(Of Rectangle))
Dim Shader As New Vector3(1.0F)
If TagExists(Tags, "Shader") = True Then
Dim ShaderList As List(Of Single) = CType(GetTag(Tags, "Shader"), List(Of Single))
Shader = New Vector3(ShaderList(0), ShaderList(1), ShaderList(2))
End If
Dim AnimateIdle As Boolean = False
If TagExists(Tags, "AnimateIdle") = True Then
AnimateIdle = CBool(GetTag(Tags, "AnimateIdle"))
End If
Dim NPC As NPC = CType(Entity.GetNewEntity("NPC", Position, {Nothing}, {0, 0}, True, New Vector3(0), Scale, BaseModel.BillModel, ActionValue, AdditionalValue, True, Shader, -1, MapOrigin, "", Offset, {TextureID, Rotation, Name, ID, AnimateIdle, Movement, MoveRectangles}), NPC)
If loadOffsetMap = False Then
Screen.Level.Entities.Add(NPC)
Else
Screen.Level.OffsetmapEntities.Add(NPC)
End If
End Sub
Private Sub AddFloor(ByVal Tags As Dictionary(Of String, Object))
Dim sizeList As List(Of Integer) = CType(GetTag(Tags, "Size"), List(Of Integer))
Dim Size As Size = New Size(sizeList(0), sizeList(1))
Dim PosList As List(Of Integer) = CType(GetTag(Tags, "Position"), List(Of Integer))
Dim Position As Vector3 = New Vector3(PosList(0) + Offset.X, PosList(1) + Offset.Y, PosList(2) + Offset.Z)
Dim TexturePath As String = CStr(GetTag(Tags, "TexturePath"))
Dim TextureRectangle As Rectangle = CType(GetTag(Tags, "Texture"), Rectangle)
Dim Texture As Texture2D = TextureManager.GetTexture(TexturePath, TextureRectangle)
Dim Visible As Boolean = True
If TagExists(Tags, "Visible") = True Then
Visible = CBool(GetTag(Tags, "Visible"))
End If
Dim Shader As New Vector3(1.0F)
If TagExists(Tags, "Shader") = True Then
Dim ShaderList As List(Of Single) = CType(GetTag(Tags, "Shader"), List(Of Single))
Shader = New Vector3(ShaderList(0), ShaderList(1), ShaderList(2))
End If
Dim RemoveFloor As Boolean = False
If TagExists(Tags, "Remove") = True Then
RemoveFloor = CBool(GetTag(Tags, "Remove"))
End If
Dim hasSnow As Boolean = True
If TagExists(Tags, "hasSnow") = True Then
hasSnow = CBool(GetTag(Tags, "hasSnow"))
End If
Dim hasSand As Boolean = True
If TagExists(Tags, "hasSand") = True Then
hasSand = CBool(GetTag(Tags, "hasSand"))
End If
Dim hasIce As Boolean = False
If TagExists(Tags, "isIce") = True Then
hasIce = CBool(GetTag(Tags, "isIce"))
End If
Dim rotation As Integer = 0
If TagExists(Tags, "Rotation") = True Then
rotation = CInt(GetTag(Tags, "Rotation"))
End If
Dim SeasonTexture As String = ""
If TagExists(Tags, "SeasonTexture") = True Then
SeasonTexture = CStr(GetTag(Tags, "SeasonTexture"))
End If
Dim floorList As List(Of Entity) = Screen.Level.Floors
If loadOffsetMap = True Then
floorList = Screen.Level.OffsetmapFloors
End If
If RemoveFloor = False Then
For x = 0 To Size.Width - 1
For z = 0 To Size.Height - 1
Dim exists As Boolean = False
Dim iZ As Integer = z
Dim iX As Integer = x
Dim Ent As Entity = Nothing
If loadOffsetMap = True Then
Ent = Screen.Level.OffsetmapFloors.Find(Function(e As Entity)
Return e.Position = New Vector3(Position.X + iX, Position.Y, Position.Z + iZ)
End Function)
Else
Ent = Screen.Level.Floors.Find(Function(e As Entity)
Return e.Position = New Vector3(Position.X + iX, Position.Y, Position.Z + iZ)
End Function)
End If
If Not Ent Is Nothing Then
Ent.Textures = {Texture}
Ent.Visible = Visible
Ent.SeasonColorTexture = SeasonTexture
Ent.LoadSeasonTextures()
CType(Ent, Floor).SetRotation(rotation)
CType(Ent, Floor).hasSnow = hasSnow
CType(Ent, Floor).IsIce = hasIce
CType(Ent, Floor).hasSand = hasSand
exists = True
End If
If exists = False Then
Dim f As Floor = New Floor(Position.X + x, Position.Y, Position.Z + z, {TextureManager.GetTexture(TexturePath, TextureRectangle)}, {0, 0}, False, rotation, New Vector3(1.0F), BaseModel.FloorModel, 0, "", Visible, Shader, hasSnow, hasIce, hasSand)
f.MapOrigin = MapOrigin
f.SeasonColorTexture = SeasonTexture
f.LoadSeasonTextures()
f.IsOffsetMapContent = loadOffsetMap
floorList.Add(f)
End If
Next
Next
Else
For x = 0 To Size.Width - 1
For z = 0 To Size.Height - 1
For i = 0 To floorList.Count
If i < floorList.Count Then
Dim floor As Entity = floorList(i)
If floor.Position.X = Position.X + x And floor.Position.Y = Position.Y And floor.Position.Z = Position.Z + z Then
floorList.RemoveAt(i)
i -= 1
End If
End If
Next
Next
Next
End If
End Sub
Private Sub AddEntity(ByVal Tags As Dictionary(Of String, Object), ByVal Size As Size, ByVal SizeY As Integer, ByVal Fill As Boolean, ByVal Steps As Vector3)
Dim EntityID As String = CStr(GetTag(Tags, "EntityID"))
Dim ID As Integer = -1
If TagExists(Tags, "ID") = True Then
ID = CInt(GetTag(Tags, "ID"))
End If
Dim PosList As List(Of Single) = CType(GetTag(Tags, "Position"), List(Of Single))
Dim Position As Vector3 = New Vector3(PosList(0) + Offset.X, PosList(1) + Offset.Y, PosList(2) + Offset.Z)
Dim TexList As List(Of Rectangle) = CType(GetTag(Tags, "Textures"), List(Of Rectangle))
Dim TextureList As New List(Of Texture2D)
Dim TexturePath As String = CStr(GetTag(Tags, "TexturePath"))
For Each TextureRectangle As Rectangle In TexList
TextureList.Add(TextureManager.GetTexture(TexturePath, TextureRectangle))
Next
Dim TextureArray() As Texture2D = TextureList.ToArray()
Dim TextureIndexList As List(Of Integer) = CType(GetTag(Tags, "TextureIndex"), List(Of Integer))
Dim TextureIndex() As Integer = TextureIndexList.ToArray()
Dim ScaleList As List(Of Single)
Dim Scale As New Vector3(1)
If TagExists(Tags, "Scale") = True Then
ScaleList = CType(GetTag(Tags, "Scale"), List(Of Single))
Scale = New Vector3(ScaleList(0), ScaleList(1), ScaleList(2))
End If
Dim Collision As Boolean = CBool(GetTag(Tags, "Collision"))
Dim ModelID As Integer = CInt(GetTag(Tags, "ModelID"))
Dim ActionValue As Integer = CInt(GetTag(Tags, "Action"))
Dim AdditionalValue As String = ""
If TagExists(Tags, "AdditionalValue") = True Then
AdditionalValue = CStr(GetTag(Tags, "AdditionalValue"))
End If
Dim AnimationData As List(Of List(Of Integer)) = Nothing
If TagExists(Tags, "AnimationData") = True Then
AnimationData = CType(GetTag(Tags, "AnimationData"), List(Of List(Of Integer)))
End If
Dim Rotation As Vector3 = Entity.GetRotationFromInteger(CInt(GetTag(Tags, "Rotation")))
If TagExists(Tags, "RotationXYZ") = True Then
Dim rotationList As List(Of Single) = CType(GetTag(Tags, "RotationXYZ"), List(Of Single))
Rotation = New Vector3(rotationList(0), rotationList(1), rotationList(2))
End If
If ModelID = 21 Then
Rotation.Z += MathHelper.Pi
End If
Dim Visible As Boolean = True
If TagExists(Tags, "Visible") = True Then
Visible = CBool(GetTag(Tags, "Visible"))
End If
Dim Shader As New Vector3(1.0F)
If TagExists(Tags, "Shader") = True Then
Dim ShaderList As List(Of Single) = CType(GetTag(Tags, "Shader"), List(Of Single))
Shader = New Vector3(ShaderList(0), ShaderList(1), ShaderList(2))
End If
Dim SeasonTexture As String = ""
If TagExists(Tags, "SeasonTexture") = True Then
SeasonTexture = CStr(GetTag(Tags, "SeasonTexture"))
End If
Dim SeasonToggle As String = ""
If TagExists(Tags, "SeasonToggle") = True Then
SeasonToggle = CStr(GetTag(Tags, "SeasonToggle"))
End If
Dim Opacity As Single = 1.0F
If TagExists(Tags, "Opacity") = True Then
Opacity = CSng(GetTag(Tags, "Opacity"))
End If
Dim CameraDistanceDelta As Single = 0.0F
If TagExists(Tags, "CameraDistanceDelta") = True Then
CameraDistanceDelta = CSng(GetTag(Tags, "CameraDistanceDelta"))
End If
For X = 0 To Size.Width - 1 Step Steps.X
For Z = 0 To Size.Height - 1 Step Steps.Z
For Y = 0 To SizeY - 1 Step Steps.Y
Dim DoAdd As Boolean = False
If Fill = False Then
If X = 0 Or Z = 0 Or Z = Size.Height - 1 Or X = Size.Width - 1 Then
DoAdd = True
End If
Else
DoAdd = True
End If
If SeasonToggle <> "" Then
If SeasonToggle.Contains(",") = False Then
If SeasonToggle.ToLower() <> World.CurrentSeason.ToString().ToLower() Then
DoAdd = False
End If
Else
Dim seasons() As String = SeasonToggle.ToLower().Split(CChar(","))
If seasons.Contains(World.CurrentSeason.ToString().ToLower()) = False Then
DoAdd = False
End If
End If
End If
If AnimationData IsNot Nothing AndAlso AnimationData.Count = 5 Then
End If
If DoAdd = True Then
Dim newEnt As Entity = Entity.GetNewEntity(EntityID,
New Vector3(Position.X + X, Position.Y + Y, Position.Z + Z),
TextureArray,
TextureIndex,
Collision,
Rotation,
Scale,
BaseModel.getModelbyID(ModelID),
ActionValue,
AdditionalValue,
Visible,
Shader,
ID,
MapOrigin,
SeasonTexture,
Offset,
{},
Opacity,
AnimationData,
CameraDistanceDelta)
newEnt.IsOffsetMapContent = loadOffsetMap
If Not newEnt Is Nothing Then
If loadOffsetMap = False Then
Screen.Level.Entities.Add(newEnt)
Else
Screen.Level.OffsetmapEntities.Add(newEnt)
End If
End If
End If
Next
Next
Next
End Sub
Private Sub SetupLevel(ByVal Tags As Dictionary(Of String, Object))
Dim Name As String = CStr(GetTag(Tags, "Name"))
Dim MusicLoop As String = CStr(GetTag(Tags, "MusicLoop"))
If TagExists(Tags, "WildPokemon") = True Then
Screen.Level.WildPokemonFloor = CBool(GetTag(Tags, "WildPokemon"))
Else
Screen.Level.WildPokemonFloor = False
End If
If TagExists(Tags, "OverworldPokemon") = True Then
Screen.Level.ShowOverworldPokemon = CBool(GetTag(Tags, "OverworldPokemon"))
Else
Screen.Level.ShowOverworldPokemon = True
End If
If TagExists(Tags, "CurrentRegion") = True Then
Screen.Level.CurrentRegion = CStr(GetTag(Tags, "CurrentRegion"))
Else
Screen.Level.CurrentRegion = "Johto"
End If
If TagExists(Tags, "RegionalForm") = True Then
Screen.Level.RegionalForm = CStr(GetTag(Tags, "RegionalForm"))
Else
Screen.Level.RegionalForm = ""
End If
If TagExists(Tags, "HiddenAbility") Then
Screen.Level.HiddenAbilityChance = CInt(GetTag(Tags, "HiddenAbility"))
Else
Screen.Level.HiddenAbilityChance = 0
End If
Screen.Level.MapName = Name
Screen.Level.MusicLoop = MusicLoop
End Sub
Public Shared MapScript As String = ""
Private Sub SetupActions(ByVal Tags As Dictionary(Of String, Object))
If TagExists(Tags, "CanTeleport") = True Then
Screen.Level.CanTeleport = CBool(GetTag(Tags, "CanTeleport"))
Else
Screen.Level.CanTeleport = False
End If
If TagExists(Tags, "CanDig") = True Then
Screen.Level.CanDig = CBool(GetTag(Tags, "CanDig"))
Else
Screen.Level.CanDig = False
End If
If TagExists(Tags, "CanFly") = True Then
Screen.Level.CanFly = CBool(GetTag(Tags, "CanFly"))
Else
Screen.Level.CanFly = False
End If
If TagExists(Tags, "RideType") = True Then
Screen.Level.RideType = CInt(GetTag(Tags, "RideType"))
Else
Screen.Level.RideType = 0
End If
If _reload = False Then
If TagExists(Tags, "EnvironmentType") = True Then
Screen.Level.EnvironmentType = CInt(GetTag(Tags, "EnvironmentType"))
Else
Screen.Level.EnvironmentType = 0
End If
If TagExists(Tags, "Weather") = True Then
Screen.Level.WeatherType = CInt(GetTag(Tags, "Weather"))
Else
Screen.Level.WeatherType = 0
End If
If TagExists(Tags, "DayTime") = True Then
Screen.Level.DayTime = CInt(GetTag(Tags, "DayTime"))
Else
Screen.Level.DayTime = 0
End If
End If
If TagExists(Tags, "Lighting") = True Then
Screen.Level.LightingType = CInt(GetTag(Tags, "Lighting"))
Else
Screen.Level.LightingType = 1
End If
If TagExists(Tags, "IsDark") = True Then
Screen.Level.IsDark = CBool(GetTag(Tags, "IsDark"))
Else
Screen.Level.IsDark = False
End If
If Screen.Level.DayTime = World.DayTimes.Night Then
If World.IsAurora = False Then
Dim chance = Random.Next(0, 250)
If chance = 0 Then
World.IsAurora = True
End If
End If
Else
World.IsAurora = False
End If
If TagExists(Tags, "IsAurora") = True Then
World.IsAurora = CBool(GetTag(Tags, "IsAurora"))
Else
World.IsAurora = False
End If
If TagExists(Tags, "Terrain") = True Then
Screen.Level.Terrain.TerrainType = Terrain.FromString(CStr(GetTag(Tags, "Terrain")))
Else
Screen.Level.Terrain.TerrainType = Terrain.TerrainTypes.Plain
End If
If TagExists(Tags, "IsSafariZone") = True Then
Screen.Level.IsSafariZone = CBool(GetTag(Tags, "IsSafariZone"))
Else
Screen.Level.IsSafariZone = False
End If
If TagExists(Tags, "BugCatchingContest") = True Then
Screen.Level.IsBugCatchingContest = True
Screen.Level.BugCatchingContestData = CStr(GetTag(Tags, "BugCatchingContest"))
Else
Screen.Level.IsBugCatchingContest = False
Screen.Level.BugCatchingContestData = ""
End If
If TagExists(Tags, "MapScript") = True Then
Dim scriptName As String = CStr(GetTag(Tags, "MapScript"))
If CurrentScreen.Identification = Screen.Identifications.OverworldScreen Then
If CType(CurrentScreen, OverworldScreen).ActionScript.IsReady = True Then
CType(CurrentScreen, OverworldScreen).ActionScript.reDelay = 0.0F
CType(CurrentScreen, OverworldScreen).ActionScript.StartScript(scriptName, 0)
Else ' A script intro is playing (such as Fly).
MapScript = scriptName
End If
Else ' Must be a direct save load from the main menu.
MapScript = scriptName
End If
Else
MapScript = ""
End If
If TagExists(Tags, "RadioChannels") = True Then
Dim channels() As String = CStr(GetTag(Tags, "RadioChannels")).Split(CChar(","))
For Each c As String In channels
Screen.Level.AllowedRadioChannels.Add(CDec(c.Replace(".", GameController.DecSeparator)))
Next
Else
Screen.Level.AllowedRadioChannels.Clear()
End If
If TagExists(Tags, "BattleMap") = True Then
Screen.Level.BattleMapData = CStr(GetTag(Tags, "BattleMap"))
Else
Screen.Level.BattleMapData = ""
End If
If TagExists(Tags, "SurfingBattleMap") = True Then
Screen.Level.SurfingBattleMapData = CStr(GetTag(Tags, "SurfingBattleMap"))
Else
Screen.Level.SurfingBattleMapData = ""
End If
Screen.Level.World = New World(Screen.Level.EnvironmentType, Screen.Level.WeatherType)
End Sub
Private Sub AddShader(ByVal Tags As Dictionary(Of String, Object))
Dim SizeList As List(Of Integer) = CType(GetTag(Tags, "Size"), List(Of Integer))
Dim Size As New Vector3(SizeList(0), 1, SizeList(1))
If SizeList.Count = 3 Then
Size = New Vector3(SizeList(0), SizeList(1), SizeList(2))
End If
Dim ShaderList As List(Of Single) = CType(GetTag(Tags, "Shader"), List(Of Single))
Dim Shader As Vector3 = New Vector3(ShaderList(0), ShaderList(1), ShaderList(2))
Dim StopOnContact As Boolean = CBool(GetTag(Tags, "StopOnContact"))
Dim PosList As List(Of Integer) = CType(GetTag(Tags, "Position"), List(Of Integer))
Dim Position As Vector3 = New Vector3(PosList(0) + Offset.X, PosList(1) + Offset.Y, PosList(2) + Offset.Z)
Dim ObjectSizeList As List(Of Integer) = CType(GetTag(Tags, "Size"), List(Of Integer))
Dim ObjectSize As New Size(ObjectSizeList(0), ObjectSizeList(1))
Dim DayTime As New List(Of Integer)
If TagExists(Tags, "DayTime") = True Then
DayTime = CType(GetTag(Tags, "DayTime"), List(Of Integer))
End If
If DayTime.Contains(World.GetTime()) Or DayTime.Contains(-1) Or DayTime.Count = 0 Then
Dim NewShader As New Shader(Position, Size, Shader, StopOnContact)
Screen.Level.Shaders.Add(NewShader)
End If
End Sub
Private Sub AddBackdrop(ByVal Tags As Dictionary(Of String, Object))
Dim SizeList As List(Of Integer) = CType(GetTag(Tags, "Size"), List(Of Integer))
Dim Width As Integer = SizeList(0)
Dim Height As Integer = SizeList(1)
Dim PosList As List(Of Single) = CType(GetTag(Tags, "Position"), List(Of Single))
Dim Position As Vector3 = New Vector3(PosList(0) + Offset.X, PosList(1) + Offset.Y, PosList(2) + Offset.Z)
Dim Rotation As Vector3 = Vector3.Zero
If TagExists(Tags, "Rotation") = True Then
Dim rotationList As List(Of Single) = CType(GetTag(Tags, "Rotation"), List(Of Single))
Rotation = New Vector3(rotationList(0), rotationList(1), rotationList(2))
End If
Dim BackdropType As String = CStr(GetTag(Tags, "Type"))
Dim TexturePath As String = CStr(GetTag(Tags, "TexturePath"))
Dim TextureRectangle As Rectangle = CType(GetTag(Tags, "Texture"), Rectangle)
Dim Texture As Texture2D = TextureManager.GetTexture(TexturePath, TextureRectangle)
Dim trigger As String = ""
Dim isTriggered As Boolean = True
If TagExists(Tags, "Trigger") = True Then
trigger = CStr(GetTag(Tags, "Trigger"))
End If
Select Case trigger.ToLower()
Case "offset"
If Core.GameOptions.LoadOffsetMaps = 0 Then
isTriggered = False
End If
Case "notoffset"
If Core.GameOptions.LoadOffsetMaps > 0 Then
isTriggered = False
End If
End Select
If isTriggered = True Then
Screen.Level.BackdropRenderer.AddBackdrop(New BackdropRenderer.Backdrop(BackdropType, Position, Rotation, Width, Height, Texture))
End If
End Sub
#End Region
Private Sub LoadBerries()
Dim Data() As String = Core.Player.BerryData.Replace("}" & Environment.NewLine, "}").Split(CChar("}"))
For Each Berry As String In Data
If Berry.Contains("{") = True Then
Berry = Berry.Remove(0, Berry.IndexOf("{"))
Berry = Berry.Remove(0, 1)
Dim BData As List(Of String) = Berry.Split(CChar("|")).ToList()
Dim PData() As String = BData(1).Split(CChar(","))
If BData.Count = 6 Then
BData.Add("0")
End If
If BData(0).ToLower() = Screen.Level.LevelFile.ToLower() Then
Dim newEnt As Entity = Entity.GetNewEntity("BerryPlant", New Vector3(CSng(PData(0)), CSng(PData(1)), CSng(PData(2))), {Nothing}, {0, 0}, True, New Vector3(0), New Vector3(1), BaseModel.BillModel, 0, "", True, New Vector3(1.0F), -1, MapOrigin, "", Offset)
CType(newEnt, BerryPlant).Initialize(CInt(BData(2)), CInt(BData(3)), CStr(BData(4)), BData(5), CBool(BData(6)))
Screen.Level.Entities.Add(newEnt)
End If
End If
Next
End Sub
End Class