#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections.Generic; using System.Globalization; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Types; #endregion namespace CodeImp.DoomBuilder.ZDoom { public sealed class ActorStructure { #region ================== Constants private readonly string[] SPRITE_POSTFIXES = new[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" }; internal const string ACTOR_CLASS_SPECIAL_TOKENS = ":{}\n;,"; //mxd #endregion #region ================== Variables // Declaration private readonly string classname; private readonly string inheritclass; private readonly string replaceclass; private int doomednum = -1; // Inheriting private ActorStructure baseclass; private readonly bool skipsuper; // Flags private Dictionary flags; // Properties private Dictionary> props; private readonly Dictionary uservars; //mxd // States private Dictionary states; #endregion #region ================== Properties public Dictionary Flags { get { return flags; } } public Dictionary> Properties { get { return props; } } public string ClassName { get { return classname; } } public string InheritsClass { get { return inheritclass; } } public string ReplacesClass { get { return replaceclass; } } public ActorStructure BaseClass { get { return baseclass; } } internal int DoomEdNum { get { return doomednum; } set { doomednum = value; } } public Dictionary UserVars { get { return uservars; } } //mxd #endregion #region ================== Constructor / Disposer // Constructor internal ActorStructure(DecorateParser parser) { // Initialize flags = new Dictionary(StringComparer.OrdinalIgnoreCase); props = new Dictionary>(StringComparer.OrdinalIgnoreCase); states = new Dictionary(StringComparer.OrdinalIgnoreCase); uservars = new Dictionary(StringComparer.OrdinalIgnoreCase);//mxd bool done = false; //mxd // Always define a game property, but default to 0 values props["game"] = new List(); inheritclass = "actor"; replaceclass = null; baseclass = null; skipsuper = false; // First next token is the class name parser.SkipWhitespace(true); classname = parser.StripTokenQuotes(parser.ReadToken(ACTOR_CLASS_SPECIAL_TOKENS)); if(string.IsNullOrEmpty(classname)) { parser.ReportError("Expected actor class name"); return; } // Parse tokens before entering the actor scope while(parser.SkipWhitespace(true)) { string token = parser.ReadToken(); if(!string.IsNullOrEmpty(token)) { token = token.ToLowerInvariant(); 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 { (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("\"" + classname + "\" actor's 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, but got \"" + next + "\""); 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 games = new List(); 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 { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") }; } else { // Next tokens up until the next newline are values List values = new List(); 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 things = General.Map.Config.GetThingTypes(); string inheritclasscheck = inheritclass.ToLowerInvariant(); foreach(KeyValuePair 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, 4))); //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 { ti.Value.Height.ToString() }; if(!props.ContainsKey("radius")) props["radius"] = new List { ti.Value.Radius.ToString() }; return; } } parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\""); } } // Disposer public void Dispose() { baseclass = null; flags = null; props = null; states = null; } #endregion #region ================== Methods /// /// This checks if the actor has a specific property. /// public bool HasProperty(string propname) { if(props.ContainsKey(propname)) return true; if(!skipsuper && (baseclass != null)) return baseclass.HasProperty(propname); return false; } /// /// This checks if the actor has a specific property with at least one value. /// public bool HasPropertyWithValue(string propname) { if(props.ContainsKey(propname) && (props[propname].Count > 0)) return true; if(!skipsuper && (baseclass != null)) return baseclass.HasPropertyWithValue(propname); return false; } /// /// This returns values of a specific property as a complete string. Returns an empty string when the propery has no values. /// public string GetPropertyAllValues(string propname) { if(props.ContainsKey(propname) && (props[propname].Count > 0)) return string.Join(" ", props[propname].ToArray()); if(!skipsuper && (baseclass != null)) return baseclass.GetPropertyAllValues(propname); return ""; } /// /// 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. /// 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) { if(props.ContainsKey(propname) && (props[propname].Count > valueindex)) return (stripquotes ? ZDTextParser.StripQuotes(props[propname][valueindex]) : props[propname][valueindex]); if(!skipsuper && (baseclass != null)) return baseclass.GetPropertyValueString(propname, valueindex, stripquotes); return ""; } /// /// This returns a specific value of a specific property as an integer. Returns 0 when the propery does not have the specified value. /// public int GetPropertyValueInt(string propname, int valueindex) { string str = GetPropertyValueString(propname, valueindex, false); //mxd. It can be negative... if(str == "-" && props.Count > valueindex + 1) str += GetPropertyValueString(propname, valueindex + 1, false); int intvalue; if(int.TryParse(str, NumberStyles.Integer, CultureInfo.InvariantCulture, out intvalue)) return intvalue; return 0; } /// /// This returns a specific value of a specific property as a float. Returns 0.0f when the propery does not have the specified value. /// public float GetPropertyValueFloat(string propname, int valueindex) { string str = GetPropertyValueString(propname, valueindex, false); //mxd. It can be negative... if(str == "-" && props.Count > valueindex + 1) str += GetPropertyValueString(propname, valueindex + 1, false); float fvalue; if(float.TryParse(str, NumberStyles.Float, CultureInfo.InvariantCulture, out fvalue)) return fvalue; return 0.0f; } /// /// This returns the status of a flag. /// public bool HasFlagValue(string flag) { if(flags.ContainsKey(flag)) return true; if(!skipsuper && (baseclass != null)) return baseclass.HasFlagValue(flag); return false; } /// /// This returns the status of a flag. /// public bool GetFlagValue(string flag, bool defaultvalue) { if(flags.ContainsKey(flag)) return flags[flag]; if(!skipsuper && (baseclass != null)) return baseclass.GetFlagValue(flag, defaultvalue); return defaultvalue; } /// /// This checks if a state has been defined. /// public bool HasState(string statename) { if(states.ContainsKey(statename)) return true; if(!skipsuper && (baseclass != null)) return baseclass.HasState(statename); return false; } /// /// This returns a specific state, or null when the state can't be found. /// public StateStructure GetState(string statename) { if(states.ContainsKey(statename)) return states[statename]; if(!skipsuper && (baseclass != null)) return baseclass.GetState(statename); return null; } /// /// This creates a list of all states, also those inherited from the base class. /// public Dictionary GetAllStates() { Dictionary list = new Dictionary(states, StringComparer.OrdinalIgnoreCase); if(!skipsuper && (baseclass != null)) { Dictionary baselist = baseclass.GetAllStates(); foreach(KeyValuePair s in baselist) if(!list.ContainsKey(s.Key)) list.Add(s.Key, s.Value); } return list; } /// /// This checks if this actor is meant for the current decorate game support /// public bool CheckActorSupported() { // Check if we want to include this actor string includegames = General.Map.Config.DecorateGames.ToLowerInvariant(); bool includeactor = (props["game"].Count == 0); foreach(string g in props["game"]) includeactor |= includegames.Contains(g); return includeactor; } /// /// This finds the best suitable sprite to use when presenting this actor to the user. /// public StateStructure.FrameInfo FindSuitableSprite() { StateStructure.FrameInfo result = new StateStructure.FrameInfo(); //mxd // Sprite forced? if(HasPropertyWithValue("$sprite")) { string sprite = GetPropertyValueString("$sprite", 0, true); //mxd //mxd. Valid when internal or exists if(sprite.StartsWith(DataManager.INTERNAL_PREFIX, StringComparison.OrdinalIgnoreCase) || General.Map.Data.GetSpriteExists(sprite)) { result.Sprite = sprite; //mxd return result; } //mxd. Bitch and moan General.ErrorLogger.Add(ErrorType.Warning, "DECORATE warning in " + classname + ":" + doomednum + ". The sprite \"" + sprite + "\" assigned by the \"$sprite\" property does not exist."); } // Try the idle state if(HasState("idle")) { StateStructure s = GetState("idle"); StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) result = info; } // Try the see state if(string.IsNullOrEmpty(result.Sprite) && HasState("see")) { StateStructure s = GetState("see"); StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) result = info; } // Try the inactive state if(string.IsNullOrEmpty(result.Sprite) && HasState("inactive")) { StateStructure s = GetState("inactive"); StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) result = info; } // Try the spawn state if(string.IsNullOrEmpty(result.Sprite) && HasState("spawn")) { StateStructure s = GetState("spawn"); StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) result = info; } // Still no sprite found? then just pick the first we can find if(string.IsNullOrEmpty(result.Sprite)) { Dictionary list = GetAllStates(); foreach(StateStructure s in list.Values) { StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) { result = info; break; } } } if(!string.IsNullOrEmpty(result.Sprite)) { // The sprite name is not actually complete, we still have to append // the direction characters to it. Find an existing sprite with direction. foreach(string postfix in SPRITE_POSTFIXES) { if(General.Map.Data.GetSpriteExists(result.Sprite + postfix)) { result.Sprite += postfix; return result; } } } // No sprite found return result; } //mxd. ///TODO: rewrite this public string FindSuitableVoxel(HashSet voxels) { string result = string.Empty; // Try the idle state if(HasState("idle")) { StateStructure s = GetState("idle"); StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) result = info.Sprite; } // Try the see state if(string.IsNullOrEmpty(result) && HasState("see")) { StateStructure s = GetState("see"); StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) result = info.Sprite; } // Try the inactive state if(string.IsNullOrEmpty(result) && HasState("inactive")) { StateStructure s = GetState("inactive"); StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) result = info.Sprite; } // Try the spawn state if(string.IsNullOrEmpty(result) && HasState("spawn")) { StateStructure s = GetState("spawn"); StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) result = info.Sprite; } // Still no sprite found? then just pick the first we can find if(string.IsNullOrEmpty(result)) { Dictionary list = GetAllStates(); foreach(StateStructure s in list.Values) { StateStructure.FrameInfo info = s.GetSprite(0); if(!string.IsNullOrEmpty(info.Sprite)) { result = info.Sprite; break; } } } if(!string.IsNullOrEmpty(result)) { if(voxels.Contains(result)) return result; // The sprite name may be incomplete. Find an existing sprite with direction. foreach(string postfix in SPRITE_POSTFIXES) if(voxels.Contains(result + postfix)) return result + postfix; } // No voxel found return ""; } #endregion } }