openclonk/src/object/C4Def.cpp

679 lines
22 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
/* Object definition */
#include "C4Include.h"
#include "C4ForbidLibraryCompilation.h"
#include "object/C4Def.h"
#include "c4group/C4Components.h"
#include "graphics/C4Draw.h"
#include "graphics/C4DrawGL.h"
#include "graphics/C4GraphicsResource.h"
#include "graphics/CSurface8.h"
#include "landscape/C4Particles.h"
#include "landscape/C4SolidMask.h"
#include "lib/StdColors.h"
#include "lib/StdMeshLoader.h"
#include "object/C4Object.h"
#include "platform/C4FileMonitor.h"
#include "platform/C4SoundSystem.h"
#include "player/C4RankSystem.h"
// Helper class to load additional resources required for meshes from
// a C4Group.
class C4DefAdditionalResourcesLoader: public StdMeshMaterialLoader
{
public:
C4DefAdditionalResourcesLoader(C4Group& hGroup): Group(hGroup) {}
C4Surface* LoadTexture(const char* filename) override
{
if (!Group.AccessEntry(filename)) return nullptr;
C4Surface* surface = new C4Surface;
// Suppress error message here, StdMeshMaterial loader
// will show one.
if (!surface->Read(Group, GetExtension(filename), C4SF_MipMap))
{ delete surface; surface = nullptr; }
return surface;
}
StdStrBuf LoadShaderCode(const char* filename) override
{
StdStrBuf ret;
if (!Group.LoadEntryString(filename, &ret)) return StdStrBuf();
return ret;
}
void AddShaderSlices(C4Shader& shader, int ssc) override
{
#ifndef USE_CONSOLE
// Add mesh-independent slices
shader.AddDefine("OPENCLONK");
shader.AddDefine("OC_MESH");
if (ssc & C4SSC_MOD2) shader.AddDefine("OC_CLRMOD_MOD2");
if (ssc & C4SSC_LIGHT) shader.AddDefine("OC_DYNAMIC_LIGHT");
// Note these are never set for meshes at the moment:
if (ssc & C4SSC_BASE) shader.AddDefine("OC_HAVE_BASE");
if (ssc & C4SSC_OVERLAY) shader.AddDefine("OC_HAVE_OVERLAY");
shader.LoadFragmentSlices(&::GraphicsResource.Files, "CommonShader.glsl");
shader.LoadFragmentSlices(&::GraphicsResource.Files, "ObjectShader.glsl");
// Categories for script shaders.
shader.SetScriptCategories({"Common", "Object"});
#endif
}
private:
C4Group& Group;
};
void C4Def::DefaultDefCore()
{
rC4XVer[0]=rC4XVer[1]=0;
RequireDef.Clear();
Shape.Default();
Entrance.Default();
Collection.Default();
PictureRect.Default();
SolidMask.Default();
TopFace.Default();
BurnTurnTo=C4ID::None;
GrowthType=0;
CrewMember=0;
NativeCrew=0;
Mass=0;
Value=0;
Exclusive=0;
Category=0;
Constructable=0;
Rotateable=0;
RotatedEntrance=0;
Float=0;
ColorByOwner=0;
NoHorizontalMove=0;
LiftTop=0;
GrabPutGet=0;
UprightAttach=0;
Line=0;
LineIntersect=0;
IncompleteActivity=0;
Oversize=0;
Fragile=0;
NoPushEnter=0;
Projectile=0;
VehicleControl=0;
Pathfinder=0;
NoMassFromContents=0;
MoveToRange=0;
NoStabilize=0;
ClosedContainer=0;
SilentCommands=0;
TemporaryCrew=0;
BlitMode=C4D_Blit_Normal;
NoBreath=0;
ConSizeOff=0;
NoGet=0;
NoTransferZones=0;
HideInCreator = false;
}
bool C4Def::LoadDefCore(C4Group &hGroup)
{
StdStrBuf Source;
if (hGroup.LoadEntryString(C4CFN_DefCore,&Source))
{
StdStrBuf Name = hGroup.GetFullName() + (const StdStrBuf &)FormatString("%cDefCore.txt", DirectorySeparator);
if (!Compile(Source.getData(), Name.getData()))
return false;
Source.Clear();
// Check mass
if (Mass < 0)
{
DebugLogF("WARNING: Def %s (%s) at %s has invalid mass!", GetName(), id.ToString(), hGroup.GetFullName().getData());
Mass = 0;
}
return true;
}
return false;
}
bool C4Def::Save(C4Group &hGroup)
{
StdStrBuf Out;
if (! Decompile(&Out, FormatString("%s::DefCore.txt", id.ToString()).getData()) )
return false;
return hGroup.Add(C4CFN_DefCore,Out,false,true);
}
bool C4Def::Compile(const char *szSource, const char *szName)
{
return CompileFromBuf_LogWarn<StdCompilerINIRead>(mkNamingAdapt(*this, "DefCore"), StdStrBuf(szSource), szName);
}
bool C4Def::Decompile(StdStrBuf *pOut, const char *szName)
{
return DecompileToBuf_Log<StdCompilerINIWrite>(mkNamingAdapt(*this, "DefCore"), pOut, szName);
}
void C4Def::CompileFunc(StdCompiler *pComp)
{
pComp->Value(mkNamingAdapt(id, "id", C4ID::None ));
pComp->Value(mkNamingAdapt(toC4CArr(rC4XVer), "Version" ));
pComp->Value(mkNamingAdapt(mkParAdapt(RequireDef, false), "RequireDef", C4IDList() ));
const StdBitfieldEntry<int32_t> Categories[] =
{
{ "C4D_None", C4D_None },
{ "C4D_StaticBack", C4D_StaticBack },
{ "C4D_Structure", C4D_Structure },
{ "C4D_Vehicle", C4D_Vehicle },
{ "C4D_Living", C4D_Living },
{ "C4D_Object", C4D_Object },
{ "C4D_Goal", C4D_Goal },
{ "C4D_Rule", C4D_Rule },
{ "C4D_Environment", C4D_Environment },
{ "C4D_Background", C4D_Background },
{ "C4D_Parallax", C4D_Parallax },
{ "C4D_MouseSelect", C4D_MouseSelect },
{ "C4D_Foreground", C4D_Foreground },
{ "C4D_MouseIgnore", C4D_MouseIgnore },
{ "C4D_IgnoreFoW", C4D_IgnoreFoW },
{ nullptr, 0 }
};
pComp->Value(mkNamingAdapt(mkBitfieldAdapt<int32_t>(Category, Categories),
"Category", 0 ));
pComp->Value(mkParAdapt(Shape, static_cast<C4Shape*>(nullptr)));
pComp->Value(mkNamingAdapt(Value, "Value", 0 ));
pComp->Value(mkNamingAdapt(Mass, "Mass", 0 ));
pComp->Value(mkNamingAdapt(SolidMask, "SolidMask", TargetRect0 ));
pComp->Value(mkNamingAdapt(TopFace, "TopFace", TargetRect0 ));
pComp->Value(mkNamingAdapt(PictureRect, "Picture", Rect0 ));
pComp->Value(mkNamingAdapt(Entrance, "Entrance", Rect0 ));
pComp->Value(mkNamingAdapt(Collection, "Collection", Rect0 ));
pComp->Value(mkNamingAdapt(Exclusive, "Exclusive", 0 ));
pComp->Value(mkNamingAdapt(Line, "Line", 0 ));
// <Newton> undocumented, but obsolete? I don't understand the sense of this value.
pComp->Value(mkNamingAdapt(LineIntersect, "LineIntersect", 0 ));
pComp->Value(mkNamingAdapt(CrewMember, "CrewMember", 0 ));
pComp->Value(mkNamingAdapt(NativeCrew, "NoStandardCrew", 0 ));
pComp->Value(mkNamingAdapt(Constructable, "Construction", 0 ));
const StdBitfieldEntry<int32_t> GrabPutGetTypes[] =
{
{ "C4D_GrabGet" ,C4D_Grab_Get},
{ "C4D_GrabPut" ,C4D_Grab_Put},
{ nullptr, 0}
};
pComp->Value(mkNamingAdapt(mkBitfieldAdapt(GrabPutGet, GrabPutGetTypes),
"GrabPutGet", 0 ));
pComp->Value(mkNamingAdapt(Rotateable, "Rotate", 0 ));
pComp->Value(mkNamingAdapt(RotatedEntrance, "RotatedEntrance", 0 ));
pComp->Value(mkNamingAdapt(Float, "Float", 0 ));
pComp->Value(mkNamingAdapt(ColorByOwner, "ColorByOwner", 0 ));
pComp->Value(mkNamingAdapt(NoHorizontalMove, "HorizontalFix", 0 ));
pComp->Value(mkNamingAdapt(LiftTop, "LiftTop", 0 ));
pComp->Value(mkNamingAdapt(UprightAttach, "UprightAttach", 0 ));
pComp->Value(mkNamingAdapt(GrowthType, "StretchGrowth", 0 ));
pComp->Value(mkNamingAdapt(IncompleteActivity, "IncompleteActivity", 0 ));
pComp->Value(mkNamingAdapt(Oversize, "Oversize", 0 ));
// <Newton> Fragile and Projectile are kinda obsolete.
// Only used at one point in the command system. Should rather be solved with properties if at all
pComp->Value(mkNamingAdapt(Fragile, "Fragile", 0 ));
pComp->Value(mkNamingAdapt(Projectile, "Projectile", 0 ));
pComp->Value(mkNamingAdapt(NoPushEnter, "NoPushEnter", 0 ));
pComp->Value(mkNamingAdapt(VehicleControl, "VehicleControl", 0 ));
pComp->Value(mkNamingAdapt(Pathfinder, "Pathfinder", 0 ));
pComp->Value(mkNamingAdapt(MoveToRange, "MoveToRange", 0 ));
pComp->Value(mkNamingAdapt(NoMassFromContents, "NoMassFromContents", 0 ));
pComp->Value(mkNamingAdapt(NoStabilize, "NoStabilize", 0 ));
pComp->Value(mkNamingAdapt(ClosedContainer, "ClosedContainer", 0 ));
pComp->Value(mkNamingAdapt(SilentCommands, "SilentCommands", 0 ));
pComp->Value(mkNamingAdapt(TemporaryCrew, "TemporaryCrew", 0 ));
pComp->Value(mkNamingAdapt(BlitMode, "BlitMode", C4D_Blit_Normal ));
pComp->Value(mkNamingAdapt(NoBreath, "NoBreath", 0 ));
pComp->Value(mkNamingAdapt(ConSizeOff, "ConSizeOff", 0 ));
pComp->Value(mkNamingAdapt(NoGet, "NoGet", 0 ));
pComp->Value(mkNamingAdapt(NoTransferZones, "NoTransferZones", 0 ));
const StdBitfieldEntry<int32_t> AllowPictureStackModes[] =
{
{ "APS_Color", APS_Color },
{ "APS_Graphics", APS_Graphics },
{ "APS_Name", APS_Name },
{ "APS_Overlay", APS_Overlay },
{ nullptr, 0 }
};
pComp->Value(mkNamingAdapt(mkBitfieldAdapt<int32_t>(AllowPictureStack, AllowPictureStackModes), //undocumented
"AllowPictureStack", 0 ));
pComp->Value(mkNamingAdapt(HideInCreator, "HideInCreator", false));
}
//-------------------------------- C4Def -------------------------------------------------------
C4Def::C4Def(): Script(), C4PropListStatic(ScriptEngine.GetPropList(), nullptr, nullptr)
{
Script.SetDef(this);
assert(ScriptEngine.GetPropList());
Graphics.pDef = this;
Default();
}
void C4Def::Default()
{
DefaultDefCore();
Next=nullptr;
Temporary=false;
Filename[0]=0;
Creation=0;
Count=0;
MainFace.Set(nullptr,0,0,0,0);
Script.Clear();
StringTable.Clear();
pClonkNames=nullptr;
pRankNames=nullptr;
pRankSymbols=nullptr;
fClonkNamesOwned = fRankNamesOwned = fRankSymbolsOwned = false;
iNumRankSymbols=1;
pSolidMask = nullptr;
}
C4Def::~C4Def()
{
Clear();
}
void C4Def::Clear()
{
Script.Clear();
C4PropList::Clear();
Graphics.Clear();
StringTable.Clear();
if (fClonkNamesOwned)
delete pClonkNames;
pClonkNames = nullptr;
if (fRankNamesOwned)
delete pRankNames;
pRankNames = nullptr;
if (fRankSymbolsOwned)
delete pRankSymbols;
pRankSymbols = nullptr;
fClonkNamesOwned = fRankNamesOwned = fRankSymbolsOwned = false;
delete pSolidMask; pSolidMask = nullptr;
}
bool C4Def::Load(C4Group &hGroup,
StdMeshSkeletonLoader &loader,
DWORD dwLoadWhat,
const char *szLanguage,
C4SoundSystem *pSoundSystem,
C4DefGraphicsPtrBackup *gfx_backup
)
{
bool AddFileMonitoring = false;
if (Game.pFileMonitor && !SEqual(hGroup.GetFullName().getData(),Filename) && !hGroup.IsPacked())
AddFileMonitoring = true;
// Store filename
SCopy(hGroup.GetFullName().getData(),Filename);
// Verbose log filename
if (Config.Graphics.VerboseObjectLoading>=3)
Log(hGroup.GetFullName().getData());
if (AddFileMonitoring) Game.pFileMonitor->AddDirectory(Filename);
// Pre-read all images and shader stuff because they ar eaccessed in unpredictable order during loading
hGroup.PreCacheEntries(C4CFN_ShaderFiles);
hGroup.PreCacheEntries(C4CFN_ImageFiles);
LoadMeshMaterials(hGroup, gfx_backup);
bool fSuccess = LoadParticleDef(hGroup);
// Read DefCore
if (fSuccess) fSuccess = LoadDefCore(hGroup);
// Skip def: don't even read sounds!
if (fSuccess && Game.C4S.Definitions.SkipDefs.GetIDCount(id, 1)) return false;
// Read sounds, even if not a valid def (for pure ocd sound folders)
if (dwLoadWhat & C4D_Load_Sounds) LoadSounds(hGroup, pSoundSystem);
// cancel if not a valid definition
if (!fSuccess) return false;
// Read and parse SolidMask bitmap
if (!LoadSolidMask(hGroup)) return false;
// Read surface bitmap, meshes, skeletons
if ((dwLoadWhat & C4D_Load_Bitmap) && !LoadGraphics(hGroup, loader)) return false;
// Read string table
C4Language::LoadComponentHost(&StringTable, hGroup, C4CFN_ScriptStringTbl, szLanguage);
// Register ID with script engine
::ScriptEngine.RegisterGlobalConstant(id.ToString(), C4VPropList(this));
ParentKeyName = ::Strings.RegString(id.ToString());
// Read script
if (dwLoadWhat & C4D_Load_Script) LoadScript(hGroup, szLanguage);
// Read clonknames
if (dwLoadWhat & C4D_Load_ClonkNames) LoadClonkNames(hGroup, pClonkNames, szLanguage);
// Read clonkranks
if (dwLoadWhat & C4D_Load_RankNames) LoadRankNames(hGroup, szLanguage);
// Read rankfaces
if (dwLoadWhat & C4D_Load_RankFaces) LoadRankFaces(hGroup);
// Temporary flag
if (dwLoadWhat & C4D_Load_Temporary) Temporary=true;
return true;
}
void C4Def::LoadMeshMaterials(C4Group &hGroup, C4DefGraphicsPtrBackup *gfx_backup)
{
// Load all mesh materials from this folder
C4DefAdditionalResourcesLoader loader(hGroup);
hGroup.ResetSearch();
char MaterialFilename[_MAX_PATH + 1]; *MaterialFilename = 0;
for (const auto &mat : mesh_materials)
{
::MeshMaterialManager.Remove(mat, &gfx_backup->GetUpdater());
}
mesh_materials.clear();
while (hGroup.FindNextEntry(C4CFN_DefMaterials, MaterialFilename, nullptr, !!*MaterialFilename))
{
StdStrBuf material;
if (hGroup.LoadEntryString(MaterialFilename, &material))
{
try
{
StdStrBuf buf;
buf.Copy(hGroup.GetName());
buf.Append("/"); buf.Append(MaterialFilename);
auto new_materials = ::MeshMaterialManager.Parse(material.getData(), buf.getData(), loader);
mesh_materials.insert(new_materials.begin(), new_materials.end());
}
catch (const StdMeshMaterialError& ex)
{
DebugLogF("Failed to read material script: %s", ex.what());
}
}
}
}
bool C4Def::LoadParticleDef(C4Group &hGroup)
{
bool fSuccess = true;
// particle def?
if (hGroup.AccessEntry(C4CFN_ParticleCore))
{
// def loading not successful; abort after reading sounds
fSuccess = false;
// create new particle def
C4ParticleDef *pParticleDef = new C4ParticleDef();
// load it
if (!pParticleDef->Load(hGroup))
{
// not successful :( - destroy it again
delete pParticleDef;
}
// done
}
return fSuccess;
}
bool C4Def::LoadSolidMask(C4Group &hGroup)
{
if (hGroup.FindEntry(C4CFN_SolidMask))
{
pSolidMask = C4SolidMask::LoadMaskFromFile(hGroup, C4CFN_SolidMask);
if (!pSolidMask)
{
DebugLogF(" Error loading SolidMask of %s (%s)", hGroup.GetFullName().getData(), id.ToString());
return false;
}
// check SolidMask size
if (SolidMask.x<0 || SolidMask.y<0 || SolidMask.x + SolidMask.Wdt>pSolidMask->Wdt || SolidMask.y + SolidMask.Hgt>pSolidMask->Hgt) SolidMask.Default();
}
else if (SolidMask.Wdt)
{
// Warning in case someone wants to define SolidMasks the old way (in the main graphics file)
DebugLogF("WARNING: Definition %s (%s) defines SolidMask in DefCore but has no SolidMask file!", hGroup.GetFullName().getData(), id.ToString());
SolidMask.Default();
}
return true;
}
bool C4Def::LoadGraphics(C4Group &hGroup, StdMeshSkeletonLoader &loader)
{
// Try to load graphics
// No fail on error - just have an object without graphics.
Graphics.Load(hGroup, loader, !!ColorByOwner);
if (Graphics.Type == C4DefGraphics::TYPE_Bitmap)
{
// Bitmap post-load settings
if (Graphics.GetBitmap())
{
// Set MainFace (unassigned bitmap: will be set by GetMainFace())
MainFace.Set(nullptr, 0, 0, Shape.Wdt, Shape.Hgt);
}
// Adjust picture rect
if ((PictureRect.Wdt == 0) || (PictureRect.Hgt == 0))
PictureRect.Set(0, 0, Shape.Wdt*Graphics.Bmp.Bitmap->Scale, Shape.Hgt*Graphics.Bmp.Bitmap->Scale);
// validate TopFace
if (TopFace.x<0 || TopFace.y<0 || TopFace.x + TopFace.Wdt>Graphics.Bmp.Bitmap->Wdt || TopFace.y + TopFace.Hgt>Graphics.Bmp.Bitmap->Hgt)
{
TopFace.Default();
// warn in debug mode
DebugLogF("invalid TopFace in %s (%s)", GetName(), id.ToString());
}
}
else
{
TopFace.Default();
}
return true;
}
void C4Def::LoadScript(C4Group &hGroup, const char* szLanguage)
{
// reg script to engine
Script.Reg2List(&::ScriptEngine);
// Load script
Script.Load(hGroup, C4CFN_Script, szLanguage, &StringTable);
}
void C4Def::LoadClonkNames(C4Group &hGroup, C4ComponentHost* pClonkNames, const char* szLanguage)
{
// clear any previous
delete pClonkNames; pClonkNames = nullptr;
if (hGroup.FindEntry(C4CFN_ClonkNameFiles))
{
// create new
pClonkNames = new C4ComponentHost();
if (!C4Language::LoadComponentHost(pClonkNames, hGroup, C4CFN_ClonkNames, szLanguage))
{
delete pClonkNames; pClonkNames = nullptr;
}
else
fClonkNamesOwned = true;
}
}
void C4Def::LoadRankNames(C4Group &hGroup, const char* szLanguage)
{
// clear any previous
delete pRankNames; pRankNames = nullptr;
if (hGroup.FindEntry(C4CFN_RankNameFiles))
{
// create new
pRankNames = new C4RankSystem();
// load from group
if (!pRankNames->Load(hGroup, C4CFN_RankNames, 1000, szLanguage))
{
delete pRankNames; pRankNames = nullptr;
}
else
fRankNamesOwned = true;
}
}
void C4Def::LoadRankFaces(C4Group &hGroup)
{
// clear any previous
delete pRankSymbols; pRankSymbols = nullptr;
// load new
if (hGroup.AccessEntry(C4CFN_RankFacesPNG))
{
pRankSymbols = new C4FacetSurface();
if (!pRankSymbols->GetFace().ReadPNG(hGroup, false)) { delete pRankSymbols; pRankSymbols = nullptr; }
}
// set size
if (pRankSymbols)
{
pRankSymbols->Set(&pRankSymbols->GetFace(), 0, 0, pRankSymbols->GetFace().Hgt, pRankSymbols->GetFace().Hgt);
int32_t Q; pRankSymbols->GetPhaseNum(iNumRankSymbols, Q);
if (!iNumRankSymbols) { delete pRankSymbols; pRankSymbols = nullptr; }
else
{
if (pRankNames)
{
// if extended rank names are defined, subtract those from the symbol count. The last symbols are used as overlay
iNumRankSymbols = std::max<int32_t>(1, iNumRankSymbols - pRankNames->GetExtendedRankNum());
}
fRankSymbolsOwned = true;
}
}
}
void C4Def::LoadSounds(C4Group &hGroup, C4SoundSystem* pSoundSystem)
{
if (pSoundSystem)
pSoundSystem->LoadEffects(hGroup, (id == C4ID::None) ? nullptr : id.ToString(), true);
}
void C4Def::Draw(C4Facet &cgo, bool fSelected, DWORD iColor, C4Object *pObj, int32_t iPhaseX, int32_t iPhaseY, C4DrawTransform* trans, const char *graphicsName)
{
if(fSelected)
pDraw->DrawBoxDw(cgo.Surface, cgo.X, cgo.Y, cgo.X + cgo.Wdt - 1, cgo.Y + cgo.Hgt - 1, C4RGB(0xca, 0, 0));
C4DefGraphics* graphics = pObj ? pObj->GetGraphics() : &Graphics;
if (graphicsName)
{
C4DefGraphics *other = graphics->Get(graphicsName);
if (other) graphics = other;
}
graphics->Draw(cgo, iColor, pObj, iPhaseX, iPhaseY, trans);
}
int32_t C4Def::GetValue(C4Object *pInBase, int32_t iBuyPlayer)
{
C4Value r = Call(PSF_CalcDefValue, &C4AulParSet(pInBase, iBuyPlayer));
int32_t iValue = Value;
if (r != C4VNull)
iValue = r.getInt();
// do any adjustments based on where the item is bought
if (pInBase)
{
r = pInBase->Call(PSF_CalcBuyValue, &C4AulParSet(this, iValue));
if (r != C4VNull)
iValue = r.getInt();
}
return iValue;
}
void C4Def::Synchronize()
{
}
void C4Def::IncludeDefinition(C4Def *pIncludeDef)
{
// inherited rank infos and clonk names, if this definition doesn't have its own
if (!fClonkNamesOwned) pClonkNames = pIncludeDef->pClonkNames;
if (!fRankNamesOwned) pRankNames = pIncludeDef->pRankNames;
if (!fRankSymbolsOwned) { pRankSymbols = pIncludeDef->pRankSymbols; iNumRankSymbols = pIncludeDef->iNumRankSymbols; }
}
void C4Def::ResetIncludeDependencies()
{
// clear all pointers into foreign defs
if (!fClonkNamesOwned) pClonkNames = nullptr;
if (!fRankNamesOwned) pRankNames = nullptr;
if (!fRankSymbolsOwned) { pRankSymbols = nullptr; iNumRankSymbols = 0; }
}
C4PropList *C4Def::GetActionByName(const char *actname)
{
if (!actname) return nullptr;
C4String * actname_str = Strings.RegString(actname);
actname_str->IncRef();
C4PropList *r = GetActionByName(actname_str);
actname_str->DecRef();
return r;
}
C4PropList *C4Def::GetActionByName(C4String *actname)
{
assert(actname);
// If we get the null string or ActIdle by name, return nullptr action
if (!actname || actname == &Strings.P[P_Idle]) return nullptr;
// otherwise, query actmap
C4Value ActMap; GetProperty(P_ActMap, &ActMap);
if (!ActMap.getPropList()) return nullptr;
C4Value Action; ActMap.getPropList()->GetPropertyByS(actname, &Action);
if (!Action.getPropList()) return nullptr;
return Action.getPropList();
}