UltimateZoneBuilder/Source/Core/ZDoom/DecorateParser.cs

852 lines
32 KiB
C#
Raw Normal View History

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Types;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class DecorateActorStructure : ActorStructure
{
#region ================== DECORATE Actor Structure parsing
internal DecorateActorStructure(ZDTextParser zdparser, DecorateCategoryInfo catinfo) : base(zdparser, catinfo)
{
DecorateParser parser = (DecorateParser)zdparser;
bool done = false; //mxd
// First next token is the class name
parser.SkipWhitespace(true);
classname = parser.StripTokenQuotes(parser.ReadToken(ACTOR_CLASS_SPECIAL_TOKENS));
if (string.IsNullOrEmpty(classname))
{
parser.ReportError("Expected actor class name");
return;
}
//mxd. Fail on duplicates
if (parser.ActorsByClass.ContainsKey(classname.ToLowerInvariant()))
{
parser.ReportError("Actor \"" + classname + "\" is double-defined");
return;
}
// Parse tokens before entering the actor scope
while (parser.SkipWhitespace(true))
{
string token = parser.ReadToken();
if (!string.IsNullOrEmpty(token))
{
token = token.ToLowerInvariant();
switch (token)
{
case ":":
// The next token must be the class to inherit from
parser.SkipWhitespace(true);
inheritclass = parser.StripTokenQuotes(parser.ReadToken());
if (string.IsNullOrEmpty(inheritclass))
{
parser.ReportError("Expected class name to inherit from");
return;
}
// Find the actor to inherit from
baseclass = parser.GetArchivedActorByName(inheritclass);
break;
case "replaces":
// The next token must be the class to replace
parser.SkipWhitespace(true);
replaceclass = parser.StripTokenQuotes(parser.ReadToken());
if (string.IsNullOrEmpty(replaceclass))
{
parser.ReportError("Expected class name to replace");
return;
}
break;
case "native":
// Igore this token
break;
case "{":
// Actor scope begins here,
// break out of this parse loop
done = true;
break;
case "-":
// This could be a negative doomednum (but our parser sees the - as separate token)
// So read whatever is after this token and ignore it (negative doomednum indicates no doomednum)
parser.ReadToken();
break;
default:
//mxd. Property begins with $? Then the whole line is a single value
if (token.StartsWith("$"))
{
// This is for editor-only properties such as $sprite and $category
props[token] = new List<string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") };
continue;
}
if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum)) // Check if numeric
{
// Not numeric!
parser.ReportError("Expected editor number or start of actor scope while parsing \"" + classname + "\"");
return;
}
//mxd. Range check
if ((doomednum < General.Map.FormatInterface.MinThingType) || (doomednum > General.Map.FormatInterface.MaxThingType))
{
// Out of bounds!
parser.ReportError("Actor \"" + classname + "\" has invalid editor number. Editor number must be between "
+ General.Map.FormatInterface.MinThingType + " and " + General.Map.FormatInterface.MaxThingType);
return;
}
break;
}
if (done) break; //mxd
}
else
{
parser.ReportError("Unexpected end of structure");
return;
}
}
// Now parse the contents of actor structure
string previoustoken = "";
done = false; //mxd
while (parser.SkipWhitespace(true))
{
string token = parser.ReadToken();
token = token.ToLowerInvariant();
switch (token)
{
case "+":
case "-":
// Next token is a flag (option) to set or remove
bool flagvalue = (token == "+");
parser.SkipWhitespace(true);
string flagname = parser.ReadToken();
if (!string.IsNullOrEmpty(flagname))
{
// Add the flag with its value
flagname = flagname.ToLowerInvariant();
flags[flagname] = flagvalue;
}
else
{
parser.ReportError("Expected flag name");
return;
}
break;
case "action":
case "native":
// We don't need this, ignore up to the first next ;
while (parser.SkipWhitespace(true))
{
string t = parser.ReadToken();
if (string.IsNullOrEmpty(t) || t == ";") break;
}
break;
case "skip_super":
skipsuper = true;
break;
case "states":
// Now parse actor states until we reach the end of the states structure
while (parser.SkipWhitespace(true))
{
string statetoken = parser.ReadToken();
if (!string.IsNullOrEmpty(statetoken))
{
// Start of scope?
if (statetoken == "{")
{
// This is fine
}
// End of scope?
else if (statetoken == "}")
{
// Done with the states,
// break out of this parse loop
break;
}
// State label?
else if (statetoken == ":")
{
if (!string.IsNullOrEmpty(previoustoken))
{
// Parse actor state
StateStructure st = new StateStructure(this, parser);
if (parser.HasError) return;
states[previoustoken.ToLowerInvariant()] = st;
}
else
{
parser.ReportError("Expected actor state name");
return;
}
}
else
{
// Keep token
previoustoken = statetoken;
}
}
else
{
parser.ReportError("Unexpected end of structure");
return;
}
}
break;
case "var": //mxd
// Type
parser.SkipWhitespace(true);
string typestr = parser.ReadToken().ToUpperInvariant();
UniversalType type = UniversalType.EnumOption; // There is no Unknown type, so let's use something impossiburu...
switch (typestr)
{
case "INT": type = UniversalType.Integer; break;
case "FLOAT": type = UniversalType.Float; break;
default: parser.LogWarning("Unknown user variable type"); break;
}
// Name
parser.SkipWhitespace(true);
string name = parser.ReadToken();
if (string.IsNullOrEmpty(name))
{
parser.ReportError("Expected User Variable name");
return;
}
if (!name.StartsWith("user_", StringComparison.OrdinalIgnoreCase))
{
parser.ReportError("User Variable name must start with \"user_\" prefix");
return;
}
if (uservars.ContainsKey(name))
{
parser.ReportError("User Variable \"" + name + "\" is double defined");
return;
}
if (!skipsuper && baseclass != null && baseclass.uservars.ContainsKey(name))
{
parser.ReportError("User variable \"" + name + "\" is already defined in one of the parent classes");
return;
}
// Rest
parser.SkipWhitespace(true);
string next = parser.ReadToken();
if (next == "[") // that's User Array. Let's skip it...
{
int arrlen = -1;
if (!parser.ReadSignedInt(ref arrlen))
{
parser.ReportError("Expected User Array length");
return;
}
if (arrlen < 1)
{
parser.ReportError("User Array length must be a positive value");
return;
}
if (!parser.NextTokenIs("]") || !parser.NextTokenIs(";"))
{
return;
}
}
else if (next != ";")
{
parser.ReportError("Expected \";\", but got \"" + next + "\"");
return;
}
else
{
// Add to collection
uservars.Add(name, type);
}
break;
case "}":
//mxd. Get user vars from the BaseClass, if we have one
if (!skipsuper && baseclass != null && baseclass.uservars.Count > 0)
{
foreach (var group in baseclass.uservars)
uservars.Add(group.Key, group.Value);
}
// Actor scope ends here, break out of this parse loop
done = true;
break;
// Monster property?
case "monster":
// This sets certain flags we are interested in
flags["shootable"] = true;
flags["countkill"] = true;
flags["solid"] = true;
flags["canpushwalls"] = true;
flags["canusewalls"] = true;
flags["activatemcross"] = true;
flags["canpass"] = true;
flags["ismonster"] = true;
break;
// Projectile property?
case "projectile":
// This sets certain flags we are interested in
flags["noblockmap"] = true;
flags["nogravity"] = true;
flags["dropoff"] = true;
flags["missile"] = true;
flags["activateimpact"] = true;
flags["activatepcross"] = true;
flags["noteleport"] = true;
break;
// Clearflags property?
case "clearflags":
// Clear all flags
flags.Clear();
break;
// Game property?
case "game":
// Include all tokens on the same line
List<string> games = new List<string>();
while (parser.SkipWhitespace(false))
{
string v = parser.ReadToken();
if (string.IsNullOrEmpty(v))
{
parser.ReportError("Expected \"Game\" property value");
return;
}
if (v == "\n") break;
if (v == "}") return; //mxd
if (v != ",") games.Add(v.ToLowerInvariant());
}
props[token] = games;
break;
// Property
default:
// Property begins with $? Then the whole line is a single value
if (token.StartsWith("$"))
{
// This is for editor-only properties such as $sprite and $category
props[token] = new List<string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") };
}
else
{
// Next tokens up until the next newline are values
List<string> values = new List<string>();
while (parser.SkipWhitespace(false))
{
string v = parser.ReadToken();
if (string.IsNullOrEmpty(v))
{
parser.ReportError("Unexpected end of structure");
return;
}
if (v == "\n") break;
if (v == "}") return; //mxd
if (v != ",") values.Add(v);
}
//mxd. Translate scale to xscale and yscale
if (token == "scale")
{
props["xscale"] = values;
props["yscale"] = values;
}
else
{
props[token] = values;
}
}
break;
}
if (done) break; //mxd
// Keep token
previoustoken = token;
}
//mxd. Check if baseclass is valid
if (inheritclass.ToLowerInvariant() != "actor" && doomednum > -1 && baseclass == null)
{
//check if this class inherits from a class defined in game configuration
Dictionary<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
string inheritclasscheck = inheritclass.ToLowerInvariant();
foreach (KeyValuePair<int, ThingTypeInfo> ti in things)
{
if (!string.IsNullOrEmpty(ti.Value.ClassName) && ti.Value.ClassName.ToLowerInvariant() == inheritclasscheck)
{
//states
if (states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 5)));
//flags
if (ti.Value.Hangs && !flags.ContainsKey("spawnceiling"))
flags["spawnceiling"] = true;
if (ti.Value.Blocking > 0 && !flags.ContainsKey("solid"))
flags["solid"] = true;
//properties
if (!props.ContainsKey("height"))
props["height"] = new List<string> { ti.Value.Height.ToString() };
if (!props.ContainsKey("radius"))
props["radius"] = new List<string> { ti.Value.Radius.ToString() };
return;
}
}
parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\"");
}
}
#endregion
}
public sealed class DecorateParser : ZDTextParser
{
#region ================== Delegates
public delegate void IncludeDelegate(DecorateParser parser, string includefile);
public IncludeDelegate OnInclude;
#endregion
#region ================== Constants
#endregion
#region ================== Variables
//mxd. Script type
internal override ScriptType ScriptType { get { return ScriptType.DECORATE; } }
// These are actors we want to keep
private Dictionary<string, ActorStructure> actors;
// These are all parsed actors, also those from other games
private Dictionary<string, ActorStructure> archivedactors;
//mxd. Includes tracking
private readonly HashSet<string> parsedlumps;
//mxd. Custom damagetypes
private readonly HashSet<string> damagetypes;
//mxd. Disposing. Is that really needed?..
private bool isdisposed;
#endregion
#region ================== Properties
/// <summary>
/// All actors that are supported by the current game.
/// </summary>
public IEnumerable<ActorStructure> Actors { get { return actors.Values; } }
/// <summary>
/// All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game.
/// </summary>
public ICollection<ActorStructure> AllActors { get { return archivedactors.Values; } }
/// <summary>
/// mxd. All actors that are supported by the current game.
/// </summary>
internal Dictionary<string, ActorStructure> ActorsByClass { get { return actors; } }
/// <summary>
/// mxd. All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game.
/// </summary>
internal Dictionary<string, ActorStructure> AllActorsByClass { get { return archivedactors; } }
/// <summary>
/// mxd. Custom DamageTypes (http://zdoom.org/wiki/Damage_types).
/// </summary>
public IEnumerable<string> DamageTypes { get { return damagetypes; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public DecorateParser()
{
// Syntax
whitespace = "\n \t\r\u00A0"; //mxd. non-breaking space is also space :)
specialtokens = ":{}[]()+-\n;,";
skipregions = false; //mxd
// Initialize
actors = new Dictionary<string, ActorStructure>(StringComparer.OrdinalIgnoreCase);
archivedactors = new Dictionary<string, ActorStructure>(StringComparer.OrdinalIgnoreCase);
parsedlumps = new HashSet<string>(StringComparer.OrdinalIgnoreCase); //mxd
damagetypes = new HashSet<string>(StringComparer.OrdinalIgnoreCase); //mxd
}
// Disposer
public void Dispose()
{
//mxd. Not already disposed?
if(!isdisposed)
{
foreach(KeyValuePair<string, ActorStructure> a in archivedactors)
a.Value.Dispose();
actors = null;
archivedactors = null;
isdisposed = true;
}
}
#endregion
#region ================== Parsing
// This parses the given decorate stream
// Returns false on errors
public override bool Parse(TextResourceData data, bool clearerrors)
{
//mxd. Already parsed?
if(!base.AddTextResource(data))
{
if(clearerrors) ClearError();
return true;
}
// Cannot process?
if(!base.Parse(data, clearerrors)) return false;
//mxd. Region-as-category stuff...
List<DecorateCategoryInfo> regions = new List<DecorateCategoryInfo>();
//mxd. Regions tracking...
List<KeyValuePair<int, string>> regionlines = new List<KeyValuePair<int, string>>(); // <line number, region title>
// Keep local data
Stream localstream = datastream;
string localsourcename = sourcename;
BinaryReader localreader = datareader;
DataLocation locallocation = datalocation; //mxd
string localtextresourcepath = textresourcepath; //mxd
// Continue until at the end of the stream
while(SkipWhitespace(true))
{
// Read a token
string objdeclaration = ReadToken();
if(!string.IsNullOrEmpty(objdeclaration))
{
objdeclaration = objdeclaration.ToLowerInvariant();
if(objdeclaration == "$gzdb_skip") break;
switch(objdeclaration)
{
case "actor":
{
// Read actor structure
ActorStructure actor = new DecorateActorStructure(this, (regions.Count > 0 ? regions[regions.Count - 1] : null));
if(this.HasError) return false;
// Add the actor
archivedactors[actor.ClassName.ToLowerInvariant()] = actor;
if(actor.CheckActorSupported())
actors[actor.ClassName.ToLowerInvariant()] = actor;
// Replace an actor?
if(actor.ReplacesClass != null)
{
if(GetArchivedActorByName(actor.ReplacesClass) != null)
archivedactors[actor.ReplacesClass.ToLowerInvariant()] = actor;
else
LogWarning("Unable to find \"" + actor.ReplacesClass + "\" class to replace, while parsing \"" + actor.ClassName + "\"");
if(actor.CheckActorSupported() && GetActorByName(actor.ReplacesClass) != null)
actors[actor.ReplacesClass.ToLowerInvariant()] = actor;
}
//mxd. Add to current text resource
if(!scriptresources[textresourcepath].Entries.Contains(actor.ClassName)) scriptresources[textresourcepath].Entries.Add(actor.ClassName);
}
break;
case "#include":
{
//INFO: ZDoom DECORATE include paths can't be relative ("../actor.txt")
//or absolute ("d:/project/actor.txt")
//or have backward slashes ("info\actor.txt")
//include paths are relative to the first parsed entry, not the current one
//also include paths may or may not be quoted
SkipWhitespace(true);
string filename = StripQuotes(ReadToken(false)); //mxd. Don't skip newline
//mxd. Sanity checks
if(string.IsNullOrEmpty(filename))
{
ReportError("Expected file name to include");
return false;
}
//mxd. Check invalid path chars
if(!CheckInvalidPathChars(filename)) return false;
//mxd. Absolute paths are not supported...
if(Path.IsPathRooted(filename))
{
ReportError("Absolute include paths are not supported by ZDoom");
return false;
}
//mxd. Relative paths are not supported
if(filename.StartsWith(RELATIVE_PATH_MARKER) || filename.StartsWith(CURRENT_FOLDER_PATH_MARKER) ||
filename.StartsWith(ALT_RELATIVE_PATH_MARKER) || filename.StartsWith(ALT_CURRENT_FOLDER_PATH_MARKER))
{
ReportError("Relative include paths are not supported by ZDoom");
return false;
}
//mxd. Backward slashes are not supported
if(filename.Contains(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture)))
{
ReportError("Only forward slashes are supported by ZDoom");
return false;
}
//mxd. Already parsed?
if(parsedlumps.Contains(filename))
{
ReportError("Already parsed \"" + filename + "\". Check your include directives");
return false;
}
//mxd. Add to collection
parsedlumps.Add(filename);
// Callback to parse this file now
if(OnInclude != null) OnInclude(this, filename);
//mxd. Bail out on error
if(this.HasError) return false;
// Set our buffers back to continue parsing
datastream = localstream;
datareader = localreader;
sourcename = localsourcename;
datalocation = locallocation; //mxd
textresourcepath = localtextresourcepath; //mxd
}
break;
case "damagetype": //mxd
// Get DamageType name
SkipWhitespace(true);
string damagetype = StripQuotes(ReadToken(false));
if(string.IsNullOrEmpty(damagetype))
{
ReportError("Expected DamageType name");
return false;
}
// Next should be "{"
SkipWhitespace(true);
if(!NextTokenIs("{")) return false;
// Skip the structure
while(SkipWhitespace(true))
{
string t = ReadToken();
if(string.IsNullOrEmpty(t) || t == "}") break;
}
// Add to collection
if(!damagetypes.Contains(damagetype)) damagetypes.Add(damagetype);
break;
case "enum":
case "native":
case "const":
while(SkipWhitespace(true))
{
string t = ReadToken();
if(string.IsNullOrEmpty(t) || t == ";") break;
}
break;
//mxd. Region-as-category handling
case "#region":
int line = GetCurrentLineNumber();
SkipWhitespace(false);
string cattitle = ReadLine();
regionlines.Add(new KeyValuePair<int, string>(line, cattitle));
if(!string.IsNullOrEmpty(cattitle))
{
// Make new category info
string[] parts = cattitle.Split(DataManager.CATEGORY_SPLITTER, StringSplitOptions.RemoveEmptyEntries);
DecorateCategoryInfo info = new DecorateCategoryInfo();
if(regions.Count > 0)
{
// Preserve nesting
info.Category.AddRange(regions[regions.Count - 1].Category);
info.Properties = new Dictionary<string, List<string>>(regions[regions.Count - 1].Properties);
}
info.Category.AddRange(parts);
// Add to collection
regions.Add(info);
}
break;
//mxd. Region-as-category handling
case "#endregion":
if(regions.Count > 0) regions.RemoveAt(regions.Count - 1);
if(regionlines.Count > 0)
regionlines.RemoveAt(regionlines.Count - 1);
else
LogWarning("Unexpected #endregion");
break;
default:
{
//mxd. In some special cases (like the whole actor commented using "//") our special comments will be detected here...
if(objdeclaration.StartsWith("$"))
{
if(regions.Count > 0)
{
// Store region property
regions[regions.Count - 1].Properties[objdeclaration] = new List<string> { (SkipWhitespace(false) ? ReadLine() : "") };
}
else
{
// Skip the whole line, then carry on
ReadLine();
}
break;
}
// Unknown structure!
// Best we can do now is just find the first { and then
// follow the scopes until the matching } is found
string token2;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
}
while(token2 != "{");
int scopelevel = 1;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
if(token2 == "{") scopelevel++;
if(token2 == "}") scopelevel--;
}
while(scopelevel > 0);
}
break;
}
}
}
//mxd. Check unclosed #regions
if(regionlines.Count > 0)
{
foreach(var group in regionlines)
{
if(!string.IsNullOrEmpty(group.Value))
LogWarning("Unclosed #region \"" + group.Value + "\"", group.Key);
else
LogWarning("Unclosed #region", group.Key);
}
}
// Return true when no errors occurred
return (ErrorDescription == null);
}
#endregion
#region ================== Methods
/// <summary>
/// This returns a supported actor by name. Returns null when no supported actor with the specified name can be found. This operation is of O(1) complexity.
/// </summary>
public ActorStructure GetActorByName(string name)
{
name = name.ToLowerInvariant();
return actors.ContainsKey(name) ? actors[name] : null;
}
/// <summary>
/// This returns a supported actor by DoomEdNum. Returns null when no supported actor with the specified name can be found. Please note that this operation is of O(n) complexity!
/// </summary>
public ActorStructure GetActorByDoomEdNum(int doomednum)
{
foreach(ActorStructure a in actors.Values)
if(a.DoomEdNum == doomednum) return a;
return null;
}
// This returns an actor by name
// Returns null when actor cannot be found
internal ActorStructure GetArchivedActorByName(string name)
{
name = name.ToLowerInvariant();
return (archivedactors.ContainsKey(name) ? archivedactors[name] : null);
}
#endregion
}
}