UltimateZoneBuilder/Source/Core/GZBuilder/GZDoom/ModeldefParser.cs

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#region ================== Namespaces
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.GZBuilder.Data;
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
{
internal class ModeldefParser : ZDTextParser
{
#region ================== Variables
private readonly Dictionary<string, int> actorsbyclass;
private Dictionary<string, ModelData> entries; //classname, entry
#endregion
#region ================== Properties
internal override ScriptType ScriptType { get { return ScriptType.MODELDEF; } }
internal Dictionary<string, ModelData> Entries { get { return entries; } }
#endregion
#region ================== Constructor
internal ModeldefParser(Dictionary<string, int> actorsbyclass)
{
this.actorsbyclass = actorsbyclass;
this.entries = new Dictionary<string, ModelData>(StringComparer.OrdinalIgnoreCase);
}
#endregion
#region ================== Parsing
// Should be called after all decorate actors are parsed
public override bool Parse(TextResourceData data, bool clearerrors)
{
// Already parsed?
if(!base.AddTextResource(data))
{
if(clearerrors) ClearError();
return true;
}
// Cannot process?
if(!base.Parse(data, clearerrors)) return false;
// Continue until at the end of the stream
while(SkipWhitespace(true))
{
string token = ReadToken();
if(string.IsNullOrEmpty(token) || token.ToLowerInvariant() != "model") continue;
// Find classname
SkipWhitespace(true);
string classname = StripQuotes(ReadToken(ActorStructure.ACTOR_CLASS_SPECIAL_TOKENS));
if(string.IsNullOrEmpty(classname))
{
ReportError("Expected actor class");
return false;
}
// Check if actor exists
bool haveplaceableactor = actorsbyclass.ContainsKey(classname);
if(!haveplaceableactor && !General.Map.Data.Decorate.ActorsByClass.ContainsKey(classname))
{
ReportError("DECORATE class \"" + classname + "\" does not exist");
// We aren't done yet
LogError();
ClearError();
}
// Now find opening brace
if(!NextTokenIs("{")) return false;
// Parse the structure
ModeldefStructure mds = new ModeldefStructure();
if(mds.Parse(this))
{
// Fetch Actor info
if(haveplaceableactor)
{
ThingTypeInfo info = General.Map.Data.GetThingInfoEx(actorsbyclass[classname]);
// Actor has a valid sprite?
if(info != null && !string.IsNullOrEmpty(info.Sprite) && !info.Sprite.ToLowerInvariant().StartsWith(DataManager.INTERNAL_PREFIX))
{
string targetsprite = info.Sprite.Substring(0, 5);
if(mds.Frames.ContainsKey(targetsprite))
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
{
// Create model data
ModelData md = new ModelData { InheritActorPitch = mds.InheritActorPitch, InheritActorRoll = mds.InheritActorRoll };
// Things are complicated in GZDoom...
Matrix moffset = Matrix.Translation(mds.Offset.Y, -mds.Offset.X, mds.Offset.Z);
Matrix mrotation = Matrix.RotationY(-Angle2D.DegToRad(mds.RollOffset)) * Matrix.RotationX(-Angle2D.DegToRad(mds.PitchOffset)) * Matrix.RotationZ(Angle2D.DegToRad(mds.AngleOffset));
md.SetTransform(mrotation, moffset, mds.Scale);
// Add models
foreach(var fs in mds.Frames[targetsprite])
{
// Sanity checks
if(string.IsNullOrEmpty(mds.ModelNames[fs.ModelIndex]))
{
LogWarning("Model definition \"" + classname + "\", frame \"" + fs.SpriteName + " " + fs.FrameName + "\" references undefiend model index " + fs.ModelIndex);
continue;
}
// Texture name will be empty when skin path is embedded in the model
string texturename = (!string.IsNullOrEmpty(mds.TextureNames[fs.ModelIndex]) ? mds.TextureNames[fs.ModelIndex].ToLowerInvariant() : string.Empty);
md.TextureNames.Add(texturename);
md.ModelNames.Add(mds.ModelNames[fs.ModelIndex].ToLowerInvariant());
md.FrameNames.Add(fs.FrameName);
md.FrameIndices.Add(fs.FrameIndex);
}
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
// More sanity checks...
if(md.ModelNames.Count == 0)
{
LogWarning("Model definition \"" + classname + "\" has no defined models");
}
else
{
// Add to collection
entries[classname] = md;
}
}
}
}
}
if(HasError)
{
LogError();
ClearError();
}
}
return true;
}
#endregion
}
}