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#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
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using System ;
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using System.Collections.Generic ;
using System.Globalization ;
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using CodeImp.DoomBuilder.Config ;
Fixed, Visual mode: in some cases ceiling glow effect was interfering with Transfer Brightness effect resulting in incorrectly lit sidedef geometry.
Fixed, Visual mode: UDMF sidedef brightness should be ignored when a wall section is affected by Transfer Brightness effect.
Fixed, Visual mode: any custom fog should be rendered regardless of sector brightness.
Fixed, Visual mode: "fogdensity" and "outsidefogdensity" MAPINFO values were processed incorrectly.
Fixed, Visual mode: in some cases Things were rendered twice during a render pass.
Fixed, Visual mode: floor glow effect should affect thing brightness only when applied to floor of the sector thing is in.
Fixed, TEXTURES parser: TEXTURES group was named incorrectly in the Textures Browser window when parsed from a WAD file.
Fixed, MAPINFO, GLDEFS, DECORATE parsers: "//$GZDB_SKIP" special comment was processed incorrectly.
Fixed, MAPINFO parser: "fogdensity" and "outsidefogdensity" properties are now initialized using GZDoom default value (255) instead of 0.
2016-01-25 13:42:53 +00:00
using CodeImp.DoomBuilder.Data ;
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using CodeImp.DoomBuilder.Types ;
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#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
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public class ActorStructure
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{
#region = = = = = = = = = = = = = = = = = = Constants
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private readonly string [ ] SPRITE_CHECK_STATES = { "idle" , "see" , "inactive" , "spawn" } ; //mxd
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internal const string ACTOR_CLASS_SPECIAL_TOKENS = ":{}\n;," ; //mxd
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#endregion
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#region = = = = = = = = = = = = = = = = = = Variables
// Declaration
internal string classname ;
internal string inheritclass ;
internal string replaceclass ;
internal int doomednum = - 1 ;
// Inheriting
internal ActorStructure baseclass ;
internal bool skipsuper ;
// Flags
internal Dictionary < string , bool > flags ;
// Properties
internal Dictionary < string , List < string > > props ;
internal Dictionary < string , UniversalType > uservars ; //mxd
//mxd. Categories
internal DecorateCategoryInfo catinfo ;
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// [ZZ] direct ArgumentInfos (from game configuration), or own ArgumentInfos (from props)
internal ArgumentInfo [ ] args = new ArgumentInfo [ 5 ] ;
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// States
internal Dictionary < string , StateStructure > states ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
public Dictionary < string , bool > Flags { get { return flags ; } }
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public Dictionary < string , List < string > > Properties { get { return props ; } }
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public string ClassName { get { return classname ; } }
public string InheritsClass { get { return inheritclass ; } }
public string ReplacesClass { get { return replaceclass ; } }
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public ActorStructure BaseClass { get { return baseclass ; } }
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internal int DoomEdNum { get { return doomednum ; } set { doomednum = value ; } }
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public Dictionary < string , UniversalType > UserVars { get { return uservars ; } } //mxd
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internal DecorateCategoryInfo CategoryInfo { get { return catinfo ; } } //mxd
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
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internal ActorStructure ( )
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{
// Initialize
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flags = new Dictionary < string , bool > ( StringComparer . OrdinalIgnoreCase ) ;
props = new Dictionary < string , List < string > > ( StringComparer . OrdinalIgnoreCase ) ;
states = new Dictionary < string , StateStructure > ( StringComparer . OrdinalIgnoreCase ) ;
uservars = new Dictionary < string , UniversalType > ( StringComparer . OrdinalIgnoreCase ) ; //mxd
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// Always define a game property, but default to 0 values
props [ "game" ] = new List < string > ( ) ;
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inheritclass = "actor" ;
replaceclass = null ;
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baseclass = null ;
skipsuper = false ;
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}
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// Disposer
public void Dispose ( )
{
baseclass = null ;
flags = null ;
props = null ;
states = null ;
}
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#endregion
#region = = = = = = = = = = = = = = = = = = Methods
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/// <summary>
/// This checks if the actor has a specific property.
/// </summary>
public bool HasProperty ( string propname )
{
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if ( props . ContainsKey ( propname ) ) return true ;
if ( ! skipsuper & & ( baseclass ! = null ) ) return baseclass . HasProperty ( propname ) ;
return false ;
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}
/// <summary>
/// This checks if the actor has a specific property with at least one value.
/// </summary>
public bool HasPropertyWithValue ( string propname )
{
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if ( props . ContainsKey ( propname ) & & ( props [ propname ] . Count > 0 ) ) return true ;
if ( ! skipsuper & & ( baseclass ! = null ) ) return baseclass . HasPropertyWithValue ( propname ) ;
return false ;
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}
/// <summary>
/// This returns values of a specific property as a complete string. Returns an empty string when the propery has no values.
/// </summary>
public string GetPropertyAllValues ( string propname )
{
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if ( props . ContainsKey ( propname ) & & ( props [ propname ] . Count > 0 ) )
return string . Join ( " " , props [ propname ] . ToArray ( ) ) ;
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if ( ! skipsuper & & ( baseclass ! = null ) )
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return baseclass . GetPropertyAllValues ( propname ) ;
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return "" ;
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}
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/// <summary>
/// This returns a specific value of a specific property as a string. Returns an empty string when the propery does not have the specified value.
/// </summary>
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public string GetPropertyValueString ( string propname , int valueindex ) { return GetPropertyValueString ( propname , valueindex , true ) ; } //mxd. Added "stripquotes" parameter
public string GetPropertyValueString ( string propname , int valueindex , bool stripquotes )
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{
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if ( props . ContainsKey ( propname ) & & ( props [ propname ] . Count > valueindex ) )
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return ( stripquotes ? ZDTextParser . StripQuotes ( props [ propname ] [ valueindex ] ) : props [ propname ] [ valueindex ] ) ;
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if ( ! skipsuper & & ( baseclass ! = null ) )
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return baseclass . GetPropertyValueString ( propname , valueindex , stripquotes ) ;
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return "" ;
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}
/// <summary>
/// This returns a specific value of a specific property as an integer. Returns 0 when the propery does not have the specified value.
/// </summary>
public int GetPropertyValueInt ( string propname , int valueindex )
{
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string str = GetPropertyValueString ( propname , valueindex , false ) ;
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//mxd. It can be negative...
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if ( str = = "-" & & props . Count > valueindex + 1 )
str + = GetPropertyValueString ( propname , valueindex + 1 , false ) ;
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int intvalue ;
if ( int . TryParse ( str , NumberStyles . Integer , CultureInfo . InvariantCulture , out intvalue ) )
return intvalue ;
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return 0 ;
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}
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/// <summary>
/// This returns a specific value of a specific property as a float. Returns 0.0f when the propery does not have the specified value.
/// </summary>
public float GetPropertyValueFloat ( string propname , int valueindex )
{
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string str = GetPropertyValueString ( propname , valueindex , false ) ;
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//mxd. It can be negative...
if ( str = = "-" & & props . Count > valueindex + 1 )
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str + = GetPropertyValueString ( propname , valueindex + 1 , false ) ;
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float fvalue ;
if ( float . TryParse ( str , NumberStyles . Float , CultureInfo . InvariantCulture , out fvalue ) )
return fvalue ;
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return 0.0f ;
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}
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/// <summary>
/// This returns the status of a flag.
/// </summary>
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public bool HasFlagValue ( string flag )
{
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if ( flags . ContainsKey ( flag ) ) return true ;
if ( ! skipsuper & & ( baseclass ! = null ) ) return baseclass . HasFlagValue ( flag ) ;
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return false ;
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}
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/// <summary>
/// This returns the status of a flag.
/// </summary>
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public bool GetFlagValue ( string flag , bool defaultvalue )
{
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if ( flags . ContainsKey ( flag ) ) return flags [ flag ] ;
if ( ! skipsuper & & ( baseclass ! = null ) ) return baseclass . GetFlagValue ( flag , defaultvalue ) ;
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return defaultvalue ;
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}
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/// <summary>
/// This checks if a state has been defined.
/// </summary>
public bool HasState ( string statename )
{
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// [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state)
// for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1)
if ( classname . ToLowerInvariant ( ) = = "actor" & & statename . ToLowerInvariant ( ) ! = "spawn" )
return false ;
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if ( states . ContainsKey ( statename ) ) return true ;
if ( ! skipsuper & & ( baseclass ! = null ) ) return baseclass . HasState ( statename ) ;
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return false ;
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}
/// <summary>
/// This returns a specific state, or null when the state can't be found.
/// </summary>
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public StateStructure GetState ( string statename )
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{
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// [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state)
// for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1)
if ( classname . ToLowerInvariant ( ) = = "actor" & & statename . ToLowerInvariant ( ) ! = "spawn" )
return null ;
if ( states . ContainsKey ( statename ) ) return states [ statename ] ;
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if ( ! skipsuper & & ( baseclass ! = null ) ) return baseclass . GetState ( statename ) ;
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return null ;
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}
/// <summary>
/// This creates a list of all states, also those inherited from the base class.
/// </summary>
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public Dictionary < string , StateStructure > GetAllStates ( )
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{
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// [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state)
// for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1)
if ( classname . ToLowerInvariant ( ) = = "actor" )
{
Dictionary < string , StateStructure > list2 = new Dictionary < string , StateStructure > ( StringComparer . OrdinalIgnoreCase ) ;
if ( states . ContainsKey ( "spawn" ) )
list2 . Add ( "spawn" , states [ "spawn" ] ) ;
return list2 ;
}
Dictionary < string , StateStructure > list = new Dictionary < string , StateStructure > ( states , StringComparer . OrdinalIgnoreCase ) ;
if ( ! skipsuper & & ( baseclass ! = null ) )
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{
Dictionary < string , StateStructure > baselist = baseclass . GetAllStates ( ) ;
foreach ( KeyValuePair < string , StateStructure > s in baselist )
if ( ! list . ContainsKey ( s . Key ) ) list . Add ( s . Key , s . Value ) ;
}
return list ;
}
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/// <summary>
/// This checks if this actor is meant for the current decorate game support
/// </summary>
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public bool CheckActorSupported ( )
{
// Check if we want to include this actor
string includegames = General . Map . Config . DecorateGames . ToLowerInvariant ( ) ;
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bool includeactor = ( props [ "game" ] . Count = = 0 ) ;
foreach ( string g in props [ "game" ] )
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includeactor | = includegames . Contains ( g ) ;
return includeactor ;
}
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/// <summary>
/// This finds the best suitable sprite to use when presenting this actor to the user.
/// </summary>
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public StateStructure . FrameInfo FindSuitableSprite ( )
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{
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// Info: actual sprites are resolved in ThingTypeInfo.SetupSpriteFrame() - mxd
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// Sprite forced?
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if ( HasPropertyWithValue ( "$sprite" ) )
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{
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string sprite = GetPropertyValueString ( "$sprite" , 0 , true ) ; //mxd
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//mxd. Valid when internal or exists
if ( sprite . StartsWith ( DataManager . INTERNAL_PREFIX , StringComparison . OrdinalIgnoreCase ) | | General . Map . Data . GetSpriteExists ( sprite ) )
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return new StateStructure . FrameInfo { Sprite = sprite } ;
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//mxd. Bitch and moan
General . ErrorLogger . Add ( ErrorType . Warning , "DECORATE warning in " + classname + ":" + doomednum + ". The sprite \"" + sprite + "\" assigned by the \"$sprite\" property does not exist." ) ;
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}
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StateStructure . FrameInfo firstNonTntInfo = null ;
StateStructure . FrameInfo firstInfo = null ;
// Pick the first we can find (including and not including TNT1)
Dictionary < string , StateStructure > list = GetAllStates ( ) ;
foreach ( StateStructure s in list . Values )
{
StateStructure . FrameInfo info = s . GetSprite ( 0 ) ;
if ( string . IsNullOrEmpty ( info . Sprite ) ) continue ;
if ( ! info . IsEmpty ( ) ) firstNonTntInfo = info ;
if ( firstInfo = = null ) firstInfo = info ;
if ( firstNonTntInfo ! = null )
break ;
}
//mxd. Try to get a suitable sprite from our hardcoded states list
StateStructure . FrameInfo lastNonTntInfo = null ;
StateStructure . FrameInfo lastInfo = null ;
foreach ( string state in SPRITE_CHECK_STATES )
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{
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if ( ! HasState ( state ) ) continue ;
StateStructure s = GetState ( state ) ;
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StateStructure . FrameInfo info = s . GetSprite ( 0 ) ;
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//if(!string.IsNullOrEmpty(info.Sprite)) return info;
if ( string . IsNullOrEmpty ( info . Sprite ) ) continue ;
if ( ! info . IsEmpty ( ) ) lastNonTntInfo = info ;
if ( lastInfo = = null ) lastInfo = info ;
if ( lastNonTntInfo ! = null )
break ;
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}
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// [ZZ] return whatever is there by priority. try to pick non-TNT1 frames.
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StateStructure . FrameInfo [ ] infos = new StateStructure . FrameInfo [ ] { lastNonTntInfo , lastInfo , firstNonTntInfo , firstInfo } ;
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foreach ( StateStructure . FrameInfo info in infos )
if ( info ! = null ) return info ;
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//mxd. No dice...
return null ;
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}
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/// <summary>
/// This method parses $argN into argumentinfos.
/// </summary>
public void ParseCustomArguments ( )
{
for ( int i = 0 ; i < 5 ; i + + )
{
if ( HasProperty ( "$arg" + i ) )
args [ i ] = new ArgumentInfo ( this , i ) ;
else args [ i ] = null ;
}
}
public ArgumentInfo GetArgumentInfo ( int idx )
{
if ( args [ idx ] ! = null )
return args [ idx ] ;
// if we have $clearargs, don't inherit anything!
if ( props . ContainsKey ( "$clearargs" ) )
return null ;
if ( baseclass ! = null )
return baseclass . GetArgumentInfo ( idx ) ;
return null ;
}
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#endregion
}
}