#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; using System.Collections.Generic; using System.Globalization; using System.Text; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Data; using System.IO; using System.Diagnostics; using CodeImp.DoomBuilder.Compilers; #endregion namespace CodeImp.DoomBuilder.ZDoom { public sealed class ActorStructure { #region ================== Constants private readonly string[] SPRITE_POSTFIXES = new string[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" }; #endregion #region ================== Variables // Declaration private string classname; private string inheritclass; private string replaceclass; private List games; private int doomednum = -1; // Flags private Dictionary flags; // Properties // We only parse the properties we know about // because this format doesn't allow parsing in a generic way // (properties can have zero, one or two values and there is // nothing that tells you if it is a value or another property) private int radius; private int height; private bool radiusfound; private bool heightfound; private string tag; private string category; private string sprite; // States private Dictionary states; #endregion #region ================== Properties public Dictionary Flags { get { return flags; } } public string ClassName { get { return classname; } } public string InheritsClass { get { return inheritclass; } } public string ReplacesClass { get { return replaceclass; } } public List Games { get { return games; } } public int DoomEdNum { get { return doomednum; } } public int Radius { get { return radius; } } public int Height { get { return height; } } public bool RadiusFound { get { return radiusfound; } } public bool HeightFound { get { return heightfound; } } public string Tag { get { return tag; } } public string Category { get { return category; } } #endregion #region ================== Constructor / Disposer // Constructor internal ActorStructure(DecorateParser parser) { // Initialize flags = new Dictionary(); states = new Dictionary(); inheritclass = "actor"; replaceclass = null; category = "Decorate"; sprite = null; games = new List(); radius = 10; height = 20; tag = null; // First next token is the class name parser.SkipWhitespace(true); classname = parser.ReadToken(); 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(); if(token == ":") { // The next token must be the class to inherit from parser.SkipWhitespace(true); inheritclass = parser.ReadToken(); if(string.IsNullOrEmpty(inheritclass) || parser.IsSpecialToken(inheritclass)) { parser.ReportError("Expected class name to inherit from"); return; } else { // Find the actor to inherit from ActorStructure other = parser.GetArchivedActorByName(inheritclass); if(other != null) InheritFrom(other); else General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + inheritclass + "' to inherit from, while parsing '" + classname + "'"); } } else if(token == "replaces") { // The next token must be the class to replace parser.SkipWhitespace(true); replaceclass = parser.ReadToken(); if(string.IsNullOrEmpty(replaceclass) || parser.IsSpecialToken(replaceclass)) { parser.ReportError("Expected class name to replace"); return; } } else if(token == "native") { // Igore this token } else if(token == "{") { // Actor scope begins here, // break out of this parse loop break; } else { // Check if numeric if(!int.TryParse(token, out doomednum)) { // Not numeric! parser.ReportError("Expected numeric editor thing number or start of actor scope"); return; } } } else { parser.ReportError("Unexpected end of structure"); return; } } // Now parse the contents of actor structure string previoustoken = ""; while(parser.SkipWhitespace(true)) { string token = parser.ReadToken(); token = token.ToLowerInvariant(); if((token == "+") || (token == "-")) { // 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; } } else if((token == "action") || (token == "native")) { // We don't need this, ignore up to the first next ; while(parser.SkipWhitespace(true)) { string t = parser.ReadToken(); if((t == ";") || (t == null)) break; } } else if(token == "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(parser, previoustoken); if(parser.HasError) return; states[previoustoken.ToLowerInvariant()] = st; } else { parser.ReportError("Unexpected end of structure"); return; } } else { // Keep token previoustoken = statetoken; } } else { parser.ReportError("Unexpected end of structure"); return; } } } else if(token == "}") { // Actor scope ends here, // break out of this parse loop break; } // Known property with a single value? else if((token == "radius") || (token == "height") || (token == "tag")) { // Next token is the property value to set parser.SkipWhitespace(true); string value = parser.ReadToken(); if(!string.IsNullOrEmpty(value)) { // Try parsing as integer value int intvalue; int.TryParse(value, out intvalue); // Set the property switch(token) { case "radius": radius = intvalue; radiusfound = true; break; case "height": height = intvalue; heightfound = true; break; case "tag": tag = value; break; } } else { // Can't find the property value! parser.ReportError("Expected a value for property '" + token + "'"); return; } } // Monster property? else if(token == "monster") { // This sets certain flags we are interested in flags["solid"] = true; } // Game property? else if(token == "game") { // Include all tokens on the same line games.Clear(); while(parser.SkipWhitespace(false)) { string v = parser.ReadToken(); if(v == null) { parser.ReportError("Unexpected end of structure"); return; } if(v == "\n") break; games.Add(v.ToLowerInvariant()); } } // Sprite property? else if(token == "$sprite") { // The rest of the line is the sprite name if(parser.SkipWhitespace(false)) sprite = parser.ReadLine(); } // Category property? else if(token == "$category") { // The rest of the line is the category name if(parser.SkipWhitespace(false)) category = parser.ReadLine(); } // Keep token previoustoken = token; } } #endregion #region ================== Methods // This is called to inherit properties from another actor private void InheritFrom(ActorStructure baseactor) { this.flags = new Dictionary(baseactor.flags); this.height = baseactor.height; this.radius = baseactor.radius; this.games = new List(baseactor.games); this.states = new Dictionary(baseactor.states); } // This returns the status of a flag public bool HasFlagValue(string flag) { return flags.ContainsKey(flag); } // This returns the status of a flag public bool GetFlagValue(string flag, bool defaultvalue) { if(flags.ContainsKey(flag)) return flags[flag]; else return defaultvalue; } // 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 = (games.Count == 0); foreach(string g in games) includeactor |= includegames.Contains(g); return includeactor; } // This finds the best suitable sprite to use public string FindSuitableSprite() { string sprite = ""; // Sprite forced? if(!string.IsNullOrEmpty(sprite)) { return sprite; } else { // Try the idle state if(states.ContainsKey("idle")) { StateStructure s = states["idle"]; if(!string.IsNullOrEmpty(s.FirstSprite)) sprite = s.FirstSprite; } // Try the see state if(string.IsNullOrEmpty(sprite) && states.ContainsKey("see")) { StateStructure s = states["see"]; if(!string.IsNullOrEmpty(s.FirstSprite)) sprite = s.FirstSprite; } // Try the inactive state if(string.IsNullOrEmpty(sprite) && states.ContainsKey("inactive")) { StateStructure s = states["inactive"]; if(!string.IsNullOrEmpty(s.FirstSprite)) sprite = s.FirstSprite; } // Still no sprite found? then just pick the first we can find if(string.IsNullOrEmpty(sprite)) { foreach(StateStructure s in states.Values) { if(!string.IsNullOrEmpty(s.FirstSprite)) { sprite = s.FirstSprite; break; } } } if(!string.IsNullOrEmpty(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(sprite + postfix)) return sprite + postfix; } } } // No sprite found return ""; } #endregion } }