2017-01-16 11:18:46 +00:00
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using CodeImp.DoomBuilder.Config;
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2017-03-01 22:21:08 +00:00
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using CodeImp.DoomBuilder.Data;
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2017-01-16 11:18:46 +00:00
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using CodeImp.DoomBuilder.Types;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Text;
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public sealed class DecorateActorStructure : ActorStructure
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{
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#region ================== DECORATE Actor Structure parsing
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2017-01-17 09:40:58 +00:00
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internal DecorateActorStructure(ZDTextParser zdparser, DecorateCategoryInfo catinfo)
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2017-01-16 11:18:46 +00:00
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{
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2017-01-17 09:40:58 +00:00
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this.catinfo = catinfo; //mxd
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2017-01-16 11:18:46 +00:00
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DecorateParser parser = (DecorateParser)zdparser;
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bool done = false; //mxd
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// First next token is the class name
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parser.SkipWhitespace(true);
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classname = parser.StripTokenQuotes(parser.ReadToken(ACTOR_CLASS_SPECIAL_TOKENS));
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if (string.IsNullOrEmpty(classname))
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{
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parser.ReportError("Expected actor class name");
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return;
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}
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2017-01-19 07:16:55 +00:00
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//mxd. Fail on duplicates // [ZZ] archived +zscript
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if (parser.GetArchivedActorByName(classname) != null)
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2017-01-16 11:18:46 +00:00
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{
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parser.ReportError("Actor \"" + classname + "\" is double-defined");
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return;
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}
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// Parse tokens before entering the actor scope
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while (parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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if (!string.IsNullOrEmpty(token))
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{
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token = token.ToLowerInvariant();
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switch (token)
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{
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case ":":
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// The next token must be the class to inherit from
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parser.SkipWhitespace(true);
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inheritclass = parser.StripTokenQuotes(parser.ReadToken());
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if (string.IsNullOrEmpty(inheritclass))
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{
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parser.ReportError("Expected class name to inherit from");
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return;
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}
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// Find the actor to inherit from
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baseclass = parser.GetArchivedActorByName(inheritclass);
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break;
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case "replaces":
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// The next token must be the class to replace
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parser.SkipWhitespace(true);
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replaceclass = parser.StripTokenQuotes(parser.ReadToken());
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if (string.IsNullOrEmpty(replaceclass))
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{
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parser.ReportError("Expected class name to replace");
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return;
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}
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break;
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case "native":
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// Igore this token
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break;
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case "{":
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// Actor scope begins here,
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// break out of this parse loop
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done = true;
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break;
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case "-":
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// This could be a negative doomednum (but our parser sees the - as separate token)
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// So read whatever is after this token and ignore it (negative doomednum indicates no doomednum)
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parser.ReadToken();
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break;
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default:
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//mxd. Property begins with $? Then the whole line is a single value
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if (token.StartsWith("$"))
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{
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// This is for editor-only properties such as $sprite and $category
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props[token] = new List<string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") };
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continue;
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}
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if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum)) // Check if numeric
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{
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// Not numeric!
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parser.ReportError("Expected editor number or start of actor scope while parsing \"" + classname + "\"");
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return;
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}
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//mxd. Range check
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if ((doomednum < General.Map.FormatInterface.MinThingType) || (doomednum > General.Map.FormatInterface.MaxThingType))
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{
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// Out of bounds!
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parser.ReportError("Actor \"" + classname + "\" has invalid editor number. Editor number must be between "
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+ General.Map.FormatInterface.MinThingType + " and " + General.Map.FormatInterface.MaxThingType);
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return;
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}
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break;
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}
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if (done) break; //mxd
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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// Now parse the contents of actor structure
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string previoustoken = "";
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done = false; //mxd
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while (parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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token = token.ToLowerInvariant();
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switch (token)
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{
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case "+":
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case "-":
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// Next token is a flag (option) to set or remove
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bool flagvalue = (token == "+");
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parser.SkipWhitespace(true);
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string flagname = parser.ReadToken();
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if (!string.IsNullOrEmpty(flagname))
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{
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// Add the flag with its value
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flagname = flagname.ToLowerInvariant();
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flags[flagname] = flagvalue;
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}
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else
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{
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parser.ReportError("Expected flag name");
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return;
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}
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break;
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case "action":
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case "native":
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// We don't need this, ignore up to the first next ;
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while (parser.SkipWhitespace(true))
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{
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string t = parser.ReadToken();
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if (string.IsNullOrEmpty(t) || t == ";") break;
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}
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break;
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case "skip_super":
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skipsuper = true;
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break;
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case "states":
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// Now parse actor states until we reach the end of the states structure
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while (parser.SkipWhitespace(true))
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{
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string statetoken = parser.ReadToken();
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if (!string.IsNullOrEmpty(statetoken))
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{
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// Start of scope?
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if (statetoken == "{")
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{
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// This is fine
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}
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// End of scope?
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else if (statetoken == "}")
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{
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// Done with the states,
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// break out of this parse loop
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break;
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}
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// State label?
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else if (statetoken == ":")
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{
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if (!string.IsNullOrEmpty(previoustoken))
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{
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// Parse actor state
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2017-01-17 04:53:20 +00:00
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StateStructure st = new DecorateStateStructure(this, parser);
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2017-01-16 11:18:46 +00:00
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if (parser.HasError) return;
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states[previoustoken.ToLowerInvariant()] = st;
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}
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else
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{
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parser.ReportError("Expected actor state name");
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return;
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}
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}
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else
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{
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// Keep token
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previoustoken = statetoken;
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}
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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break;
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case "var": //mxd
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// Type
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parser.SkipWhitespace(true);
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string typestr = parser.ReadToken().ToUpperInvariant();
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UniversalType type = UniversalType.EnumOption; // There is no Unknown type, so let's use something impossiburu...
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switch (typestr)
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{
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case "INT": type = UniversalType.Integer; break;
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case "FLOAT": type = UniversalType.Float; break;
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default: parser.LogWarning("Unknown user variable type"); break;
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}
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// Name
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parser.SkipWhitespace(true);
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string name = parser.ReadToken();
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if (string.IsNullOrEmpty(name))
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{
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parser.ReportError("Expected User Variable name");
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return;
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}
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if (!name.StartsWith("user_", StringComparison.OrdinalIgnoreCase))
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{
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parser.ReportError("User Variable name must start with \"user_\" prefix");
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return;
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}
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if (uservars.ContainsKey(name))
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{
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parser.ReportError("User Variable \"" + name + "\" is double defined");
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return;
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}
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if (!skipsuper && baseclass != null && baseclass.uservars.ContainsKey(name))
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{
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parser.ReportError("User variable \"" + name + "\" is already defined in one of the parent classes");
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return;
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}
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// Rest
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parser.SkipWhitespace(true);
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string next = parser.ReadToken();
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if (next == "[") // that's User Array. Let's skip it...
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{
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int arrlen = -1;
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if (!parser.ReadSignedInt(ref arrlen))
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{
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parser.ReportError("Expected User Array length");
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return;
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}
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if (arrlen < 1)
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{
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parser.ReportError("User Array length must be a positive value");
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return;
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}
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if (!parser.NextTokenIs("]") || !parser.NextTokenIs(";"))
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{
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return;
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}
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}
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else if (next != ";")
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{
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parser.ReportError("Expected \";\", but got \"" + next + "\"");
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return;
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}
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else
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{
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// Add to collection
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uservars.Add(name, type);
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}
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break;
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case "}":
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//mxd. Get user vars from the BaseClass, if we have one
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if (!skipsuper && baseclass != null && baseclass.uservars.Count > 0)
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{
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foreach (var group in baseclass.uservars)
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uservars.Add(group.Key, group.Value);
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}
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// Actor scope ends here, break out of this parse loop
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done = true;
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break;
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// Monster property?
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case "monster":
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// This sets certain flags we are interested in
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flags["shootable"] = true;
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flags["countkill"] = true;
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flags["solid"] = true;
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flags["canpushwalls"] = true;
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flags["canusewalls"] = true;
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flags["activatemcross"] = true;
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flags["canpass"] = true;
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flags["ismonster"] = true;
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break;
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// Projectile property?
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case "projectile":
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// This sets certain flags we are interested in
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flags["noblockmap"] = true;
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flags["nogravity"] = true;
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flags["dropoff"] = true;
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flags["missile"] = true;
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flags["activateimpact"] = true;
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flags["activatepcross"] = true;
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flags["noteleport"] = true;
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break;
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// Clearflags property?
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case "clearflags":
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// Clear all flags
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flags.Clear();
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break;
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// Game property?
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case "game":
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// Include all tokens on the same line
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List<string> games = new List<string>();
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while (parser.SkipWhitespace(false))
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{
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string v = parser.ReadToken();
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if (string.IsNullOrEmpty(v))
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{
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parser.ReportError("Expected \"Game\" property value");
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return;
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}
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if (v == "\n") break;
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if (v == "}") return; //mxd
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if (v != ",") games.Add(v.ToLowerInvariant());
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}
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props[token] = games;
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|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2017-03-01 22:21:08 +00:00
|
|
|
|
// parsing done, process thing arguments
|
|
|
|
|
ParseCustomArguments();
|
|
|
|
|
|
2017-01-16 11:18:46 +00:00
|
|
|
|
//mxd. Check if baseclass is valid
|
2017-03-01 22:21:08 +00:00
|
|
|
|
if (inheritclass.ToLowerInvariant() != "actor" && doomednum > -1)
|
2017-01-16 11:18:46 +00:00
|
|
|
|
{
|
|
|
|
|
//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
|
2017-03-01 22:21:08 +00:00
|
|
|
|
// [ZZ] allow internal prefix here. it can inherit MapSpot, light, or other internal stuff.
|
2017-01-16 11:18:46 +00:00
|
|
|
|
if (states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
|
2017-03-01 22:21:08 +00:00
|
|
|
|
states.Add("spawn", new StateStructure(ti.Value.Sprite.StartsWith(DataManager.INTERNAL_PREFIX) ? ti.Value.Sprite : ti.Value.Sprite.Substring(0, 5)));
|
2017-01-16 11:18:46 +00:00
|
|
|
|
|
2017-03-01 22:21:08 +00:00
|
|
|
|
if (baseclass == null)
|
|
|
|
|
{
|
|
|
|
|
//flags
|
|
|
|
|
if (ti.Value.Hangs && !flags.ContainsKey("spawnceiling"))
|
|
|
|
|
flags["spawnceiling"] = true;
|
2017-01-16 11:18:46 +00:00
|
|
|
|
|
2017-03-01 22:21:08 +00:00
|
|
|
|
if (ti.Value.Blocking > 0 && !flags.ContainsKey("solid"))
|
|
|
|
|
flags["solid"] = true;
|
2017-01-16 11:18:46 +00:00
|
|
|
|
|
2017-03-01 22:21:08 +00:00
|
|
|
|
//properties
|
|
|
|
|
if (!props.ContainsKey("height"))
|
|
|
|
|
props["height"] = new List<string> { ti.Value.Height.ToString() };
|
2017-01-16 11:18:46 +00:00
|
|
|
|
|
2017-03-01 22:21:08 +00:00
|
|
|
|
if (!props.ContainsKey("radius"))
|
|
|
|
|
props["radius"] = new List<string> { ti.Value.Radius.ToString() };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// [ZZ] inherit arguments from game configuration
|
|
|
|
|
//
|
|
|
|
|
if (!props.ContainsKey("$clearargs"))
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < 5; i++)
|
|
|
|
|
{
|
|
|
|
|
if (args[i] != null)
|
|
|
|
|
continue; // don't touch it if we already have overrides
|
|
|
|
|
|
|
|
|
|
ArgumentInfo arg = ti.Value.Args[i];
|
|
|
|
|
if (arg != null && arg.Used)
|
|
|
|
|
args[i] = arg;
|
|
|
|
|
}
|
|
|
|
|
}
|
2017-01-16 11:18:46 +00:00
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-03-01 22:21:08 +00:00
|
|
|
|
if (baseclass == null)
|
|
|
|
|
parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\"");
|
2017-01-16 11:18:46 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
}
|