mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-11 04:41:00 +00:00
453 lines
12 KiB
C#
453 lines
12 KiB
C#
|
|
||
|
#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;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Globalization;
|
||
|
using System.Text;
|
||
|
using CodeImp.DoomBuilder.IO;
|
||
|
using CodeImp.DoomBuilder.Data;
|
||
|
using System.IO;
|
||
|
using System.Diagnostics;
|
||
|
using CodeImp.DoomBuilder.Compilers;
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
namespace CodeImp.DoomBuilder.ZDoom
|
||
|
{
|
||
|
public sealed class ActorStructure
|
||
|
{
|
||
|
#region ================== Constants
|
||
|
|
||
|
private readonly string[] SPRITE_POSTFIXES = new string[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" };
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region ================== Variables
|
||
|
|
||
|
// Declaration
|
||
|
private string classname;
|
||
|
private string inheritclass;
|
||
|
private string replaceclass;
|
||
|
private List<string> games;
|
||
|
private int doomednum = -1;
|
||
|
|
||
|
// Flags
|
||
|
private Dictionary<string, bool> flags;
|
||
|
|
||
|
// Properties
|
||
|
// We only parse the properties we know about
|
||
|
// because this format doesn't allow parsing in a generic way
|
||
|
// (properties can have zero, one or two values and there is
|
||
|
// nothing that tells you if it is a value or another property)
|
||
|
private int radius;
|
||
|
private int height;
|
||
|
private bool radiusfound;
|
||
|
private bool heightfound;
|
||
|
private string tag;
|
||
|
private string category;
|
||
|
private string sprite;
|
||
|
|
||
|
// States
|
||
|
private Dictionary<string, StateStructure> states;
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region ================== Properties
|
||
|
|
||
|
public Dictionary<string, bool> Flags { get { return flags; } }
|
||
|
public string ClassName { get { return classname; } }
|
||
|
public string InheritsClass { get { return inheritclass; } }
|
||
|
public string ReplacesClass { get { return replaceclass; } }
|
||
|
public List<string> Games { get { return games; } }
|
||
|
public int DoomEdNum { get { return doomednum; } }
|
||
|
public int Radius { get { return radius; } }
|
||
|
public int Height { get { return height; } }
|
||
|
public bool RadiusFound { get { return radiusfound; } }
|
||
|
public bool HeightFound { get { return heightfound; } }
|
||
|
public string Tag { get { return tag; } }
|
||
|
public string Category { get { return category; } }
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region ================== Constructor / Disposer
|
||
|
|
||
|
// Constructor
|
||
|
internal ActorStructure(DecorateParser parser)
|
||
|
{
|
||
|
// Initialize
|
||
|
flags = new Dictionary<string, bool>();
|
||
|
states = new Dictionary<string, StateStructure>();
|
||
|
inheritclass = "actor";
|
||
|
replaceclass = null;
|
||
|
category = "Decorate";
|
||
|
sprite = null;
|
||
|
games = new List<string>();
|
||
|
radius = 10;
|
||
|
height = 20;
|
||
|
tag = null;
|
||
|
|
||
|
// First next token is the class name
|
||
|
parser.SkipWhitespace(true);
|
||
|
classname = parser.StripTokenQuotes(parser.ReadToken());
|
||
|
if(string.IsNullOrEmpty(classname))
|
||
|
{
|
||
|
parser.ReportError("Expected actor class name");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Parse tokens before entering the actor scope
|
||
|
while(parser.SkipWhitespace(true))
|
||
|
{
|
||
|
string token = parser.ReadToken();
|
||
|
if(!string.IsNullOrEmpty(token))
|
||
|
{
|
||
|
token = token.ToLowerInvariant();
|
||
|
if(token == ":")
|
||
|
{
|
||
|
// The next token must be the class to inherit from
|
||
|
parser.SkipWhitespace(true);
|
||
|
inheritclass = parser.StripTokenQuotes(parser.ReadToken());
|
||
|
if(string.IsNullOrEmpty(inheritclass) || parser.IsSpecialToken(inheritclass))
|
||
|
{
|
||
|
parser.ReportError("Expected class name to inherit from");
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Find the actor to inherit from
|
||
|
ActorStructure other = parser.GetArchivedActorByName(inheritclass);
|
||
|
if(other != null)
|
||
|
InheritFrom(other);
|
||
|
else
|
||
|
General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + inheritclass + "' to inherit from, while parsing '" + classname + "'");
|
||
|
}
|
||
|
}
|
||
|
else if(token == "replaces")
|
||
|
{
|
||
|
// The next token must be the class to replace
|
||
|
parser.SkipWhitespace(true);
|
||
|
replaceclass = parser.StripTokenQuotes(parser.ReadToken());
|
||
|
if(string.IsNullOrEmpty(replaceclass) || parser.IsSpecialToken(replaceclass))
|
||
|
{
|
||
|
parser.ReportError("Expected class name to replace");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else if(token == "native")
|
||
|
{
|
||
|
// Igore this token
|
||
|
}
|
||
|
else if(token == "{")
|
||
|
{
|
||
|
// Actor scope begins here,
|
||
|
// break out of this parse loop
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Check if numeric
|
||
|
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum))
|
||
|
{
|
||
|
// Not numeric!
|
||
|
parser.ReportError("Expected numeric editor thing number or start of actor scope");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
parser.ReportError("Unexpected end of structure");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Now parse the contents of actor structure
|
||
|
string previoustoken = "";
|
||
|
while(parser.SkipWhitespace(true))
|
||
|
{
|
||
|
string token = parser.ReadToken();
|
||
|
token = token.ToLowerInvariant();
|
||
|
if((token == "+") || (token == "-"))
|
||
|
{
|
||
|
// 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;
|
||
|
}
|
||
|
}
|
||
|
else if((token == "action") || (token == "native"))
|
||
|
{
|
||
|
// We don't need this, ignore up to the first next ;
|
||
|
while(parser.SkipWhitespace(true))
|
||
|
{
|
||
|
string t = parser.ReadToken();
|
||
|
if((t == ";") || (t == null)) break;
|
||
|
}
|
||
|
}
|
||
|
else if(token == "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(parser, previoustoken);
|
||
|
if(parser.HasError) return;
|
||
|
states[previoustoken.ToLowerInvariant()] = st;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
parser.ReportError("Unexpected end of structure");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Keep token
|
||
|
previoustoken = statetoken;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
parser.ReportError("Unexpected end of structure");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if(token == "}")
|
||
|
{
|
||
|
// Actor scope ends here,
|
||
|
// break out of this parse loop
|
||
|
break;
|
||
|
}
|
||
|
// Known property with a single value?
|
||
|
else if((token == "radius") || (token == "height") || (token == "tag"))
|
||
|
{
|
||
|
// Next token is the property value to set
|
||
|
parser.SkipWhitespace(true);
|
||
|
string value = parser.ReadToken();
|
||
|
if(!string.IsNullOrEmpty(value))
|
||
|
{
|
||
|
// Try parsing as integer value
|
||
|
int intvalue;
|
||
|
int.TryParse(value, NumberStyles.Integer, CultureInfo.InvariantCulture, out intvalue);
|
||
|
|
||
|
// Set the property
|
||
|
switch(token)
|
||
|
{
|
||
|
case "radius": radius = intvalue; radiusfound = true; break;
|
||
|
case "height": height = intvalue; heightfound = true; break;
|
||
|
case "tag": tag = value; break;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Can't find the property value!
|
||
|
parser.ReportError("Expected a value for property '" + token + "'");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
// Monster property?
|
||
|
else if(token == "monster")
|
||
|
{
|
||
|
// This sets certain flags we are interested in
|
||
|
flags["solid"] = true;
|
||
|
}
|
||
|
// Game property?
|
||
|
else if(token == "game")
|
||
|
{
|
||
|
// Include all tokens on the same line
|
||
|
games.Clear();
|
||
|
while(parser.SkipWhitespace(false))
|
||
|
{
|
||
|
string v = parser.ReadToken();
|
||
|
if(v == null)
|
||
|
{
|
||
|
parser.ReportError("Unexpected end of structure");
|
||
|
return;
|
||
|
}
|
||
|
if(v == "\n") break;
|
||
|
games.Add(v.ToLowerInvariant());
|
||
|
}
|
||
|
}
|
||
|
// Sprite property?
|
||
|
else if(token == "$sprite")
|
||
|
{
|
||
|
// The rest of the line is the sprite name
|
||
|
if(parser.SkipWhitespace(false))
|
||
|
sprite = parser.ReadLine();
|
||
|
}
|
||
|
// Category property?
|
||
|
else if(token == "$category")
|
||
|
{
|
||
|
// The rest of the line is the category name
|
||
|
if(parser.SkipWhitespace(false))
|
||
|
category = parser.ReadLine();
|
||
|
}
|
||
|
|
||
|
// Keep token
|
||
|
previoustoken = token;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region ================== Methods
|
||
|
|
||
|
// This is called to inherit properties from another actor
|
||
|
private void InheritFrom(ActorStructure baseactor)
|
||
|
{
|
||
|
this.flags = new Dictionary<string, bool>(baseactor.flags);
|
||
|
this.height = baseactor.height;
|
||
|
this.radius = baseactor.radius;
|
||
|
this.games = new List<string>(baseactor.games);
|
||
|
this.states = new Dictionary<string, StateStructure>(baseactor.states);
|
||
|
this.sprite = baseactor.sprite;
|
||
|
this.category = baseactor.category;
|
||
|
this.radiusfound = baseactor.radiusfound;
|
||
|
this.heightfound = baseactor.heightfound;
|
||
|
//this.tag = baseactor.tag; // do we want to inherit this?
|
||
|
}
|
||
|
|
||
|
// This returns the status of a flag
|
||
|
public bool HasFlagValue(string flag)
|
||
|
{
|
||
|
return flags.ContainsKey(flag);
|
||
|
}
|
||
|
|
||
|
// This returns the status of a flag
|
||
|
public bool GetFlagValue(string flag, bool defaultvalue)
|
||
|
{
|
||
|
if(flags.ContainsKey(flag))
|
||
|
return flags[flag];
|
||
|
else
|
||
|
return defaultvalue;
|
||
|
}
|
||
|
|
||
|
// This checks if this actor is meant for the current decorate game support
|
||
|
public bool CheckActorSupported()
|
||
|
{
|
||
|
// Check if we want to include this actor
|
||
|
string includegames = General.Map.Config.DecorateGames.ToLowerInvariant();
|
||
|
bool includeactor = (games.Count == 0);
|
||
|
foreach(string g in games)
|
||
|
includeactor |= includegames.Contains(g);
|
||
|
|
||
|
return includeactor;
|
||
|
}
|
||
|
|
||
|
// This finds the best suitable sprite to use
|
||
|
public string FindSuitableSprite()
|
||
|
{
|
||
|
string result = "";
|
||
|
|
||
|
// Sprite forced?
|
||
|
if(!string.IsNullOrEmpty(sprite))
|
||
|
{
|
||
|
return sprite;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Try the idle state
|
||
|
if(states.ContainsKey("idle"))
|
||
|
{
|
||
|
StateStructure s = states["idle"];
|
||
|
if(!string.IsNullOrEmpty(s.FirstSprite))
|
||
|
result = s.FirstSprite;
|
||
|
}
|
||
|
|
||
|
// Try the see state
|
||
|
if(string.IsNullOrEmpty(result) && states.ContainsKey("see"))
|
||
|
{
|
||
|
StateStructure s = states["see"];
|
||
|
if(!string.IsNullOrEmpty(s.FirstSprite))
|
||
|
result = s.FirstSprite;
|
||
|
}
|
||
|
|
||
|
// Try the inactive state
|
||
|
if(string.IsNullOrEmpty(result) && states.ContainsKey("inactive"))
|
||
|
{
|
||
|
StateStructure s = states["inactive"];
|
||
|
if(!string.IsNullOrEmpty(s.FirstSprite))
|
||
|
result = s.FirstSprite;
|
||
|
}
|
||
|
|
||
|
// Still no sprite found? then just pick the first we can find
|
||
|
if(string.IsNullOrEmpty(result))
|
||
|
{
|
||
|
foreach(StateStructure s in states.Values)
|
||
|
{
|
||
|
if(!string.IsNullOrEmpty(s.FirstSprite))
|
||
|
{
|
||
|
result = s.FirstSprite;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(!string.IsNullOrEmpty(result))
|
||
|
{
|
||
|
// The sprite name is not actually complete, we still have to append
|
||
|
// the direction characters to it. Find an existing sprite with direction.
|
||
|
foreach(string postfix in SPRITE_POSTFIXES)
|
||
|
{
|
||
|
if(General.Map.Data.GetSpriteExists(result + postfix))
|
||
|
return result + postfix;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// No sprite found
|
||
|
return "";
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
}
|
||
|
}
|