mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-31 04:40:55 +00:00
Internal: disconnected actor parsing from generic ZDoom actor structure
This commit is contained in:
parent
fbf1aefef2
commit
6147ed2385
2 changed files with 450 additions and 437 deletions
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@ -27,39 +27,39 @@ using CodeImp.DoomBuilder.Types;
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public sealed class ActorStructure
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public class ActorStructure
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{
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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
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// Declaration
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private readonly string classname;
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private readonly string inheritclass;
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private readonly string replaceclass;
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private int doomednum = -1;
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// Inheriting
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private ActorStructure baseclass;
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private readonly bool skipsuper;
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// Flags
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private Dictionary<string, bool> flags;
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// Properties
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private Dictionary<string, List<string>> props;
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private readonly Dictionary<string, UniversalType> uservars; //mxd
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#endregion
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//mxd. Categories
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private DecorateCategoryInfo catinfo;
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// States
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private Dictionary<string, StateStructure> states;
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#region ================== Variables
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// Declaration
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internal string classname;
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internal string inheritclass;
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internal string replaceclass;
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internal int doomednum = -1;
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// Inheriting
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internal ActorStructure baseclass;
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internal bool skipsuper;
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// Flags
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internal Dictionary<string, bool> flags;
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// Properties
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internal Dictionary<string, List<string>> props;
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internal Dictionary<string, UniversalType> uservars; //mxd
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//mxd. Categories
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internal DecorateCategoryInfo catinfo;
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// States
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internal Dictionary<string, StateStructure> states;
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#endregion
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@ -80,7 +80,7 @@ namespace CodeImp.DoomBuilder.ZDoom
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#region ================== Constructor / Disposer
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// Constructor
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internal ActorStructure(DecorateParser parser, DecorateCategoryInfo catinfo)
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internal ActorStructure(ZDTextParser parser, DecorateCategoryInfo catinfo)
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{
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// Initialize
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this.catinfo = catinfo; //mxd
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@ -88,7 +88,6 @@ namespace CodeImp.DoomBuilder.ZDoom
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props = new Dictionary<string, List<string>>(StringComparer.OrdinalIgnoreCase);
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states = new Dictionary<string, StateStructure>(StringComparer.OrdinalIgnoreCase);
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uservars = new Dictionary<string, UniversalType>(StringComparer.OrdinalIgnoreCase);//mxd
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bool done = false; //mxd
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// Always define a game property, but default to 0 values
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props["game"] = new List<string>();
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@ -97,414 +96,6 @@ namespace CodeImp.DoomBuilder.ZDoom
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replaceclass = null;
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baseclass = null;
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skipsuper = false;
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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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//mxd. Fail on duplicates
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if(parser.ActorsByClass.ContainsKey(classname.ToLowerInvariant()))
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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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StateStructure st = new StateStructure(this, parser);
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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;
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// Property
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default:
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// 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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}
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else
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{
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// Next tokens up until the next newline are values
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List<string> values = 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("Unexpected end of structure");
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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 != ",") values.Add(v);
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}
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//mxd. Translate scale to xscale and yscale
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if(token == "scale")
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{
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props["xscale"] = values;
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props["yscale"] = values;
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}
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else
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{
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props[token] = values;
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}
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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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// Keep token
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previoustoken = token;
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}
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//mxd. Check if baseclass is valid
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if(inheritclass.ToLowerInvariant() != "actor" && doomednum > -1 && baseclass == null)
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{
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//check if this class inherits from a class defined in game configuration
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Dictionary<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
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string inheritclasscheck = inheritclass.ToLowerInvariant();
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foreach(KeyValuePair<int, ThingTypeInfo> ti in things)
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{
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if(!string.IsNullOrEmpty(ti.Value.ClassName) && ti.Value.ClassName.ToLowerInvariant() == inheritclasscheck)
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{
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//states
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if(states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
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states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 5)));
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//flags
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if(ti.Value.Hangs && !flags.ContainsKey("spawnceiling"))
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flags["spawnceiling"] = true;
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if(ti.Value.Blocking > 0 && !flags.ContainsKey("solid"))
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flags["solid"] = true;
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//properties
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if(!props.ContainsKey("height"))
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props["height"] = new List<string> { ti.Value.Height.ToString() };
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if(!props.ContainsKey("radius"))
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props["radius"] = new List<string> { ti.Value.Radius.ToString() };
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return;
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}
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}
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parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\"");
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}
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}
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// Disposer
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@ -22,11 +22,433 @@ using System.Globalization;
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using System.IO;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Types;
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#endregion
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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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internal DecorateActorStructure(ZDTextParser zdparser, DecorateCategoryInfo catinfo) : base(zdparser, catinfo)
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{
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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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//mxd. Fail on duplicates
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if (parser.ActorsByClass.ContainsKey(classname.ToLowerInvariant()))
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{
|
||||
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
|
||||
|
@ -170,7 +592,7 @@ namespace CodeImp.DoomBuilder.ZDoom
|
|||
case "actor":
|
||||
{
|
||||
// Read actor structure
|
||||
ActorStructure actor = new ActorStructure(this, (regions.Count > 0 ? regions[regions.Count - 1] : null));
|
||||
ActorStructure actor = new DecorateActorStructure(this, (regions.Count > 0 ? regions[regions.Count - 1] : null));
|
||||
if(this.HasError) return false;
|
||||
|
||||
// Add the actor
|
||||
|
|
Loading…
Reference in a new issue