#region ================== Namespaces using System; using System.Collections.Generic; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.Rendering; using System.IO; using System.Globalization; #endregion namespace CodeImp.DoomBuilder.ZDoom { internal class ModeldefParser : ZDTextParser { public delegate void IncludeDelegate(ModeldefParser parser, string includefile); public IncludeDelegate OnInclude; #region ================== Variables private readonly Dictionary actorsbyclass; private Dictionary entries; //classname, entry //mxd. Includes tracking private HashSet parsedlumps; #endregion #region ================== Properties internal override ScriptType ScriptType { get { return ScriptType.MODELDEF; } } internal Dictionary Entries { get { return entries; } } #endregion #region ================== Constructor internal ModeldefParser(Dictionary actorsbyclass) { this.actorsbyclass = actorsbyclass; this.entries = new Dictionary(StringComparer.OrdinalIgnoreCase); this.parsedlumps = new HashSet(); } #endregion #region ================== Parsing // Should be called after all decorate actors are parsed public override bool Parse(TextResourceData data, bool clearerrors) { // Already parsed? if(!base.AddTextResource(data)) { if(clearerrors) ClearError(); return true; } // Cannot process? if(!base.Parse(data, clearerrors)) return false; // Keep local data Stream localstream = datastream; string localsourcename = sourcename; BinaryReader localreader = datareader; DataLocation locallocation = datalocation; //mxd string localtextresourcepath = textresourcepath; //mxd // Continue until at the end of the stream while (SkipWhitespace(true)) { string token = ReadToken(); if(string.IsNullOrEmpty(token) || token.ToLowerInvariant() != "model") { if (token != null && token.ToLowerInvariant() == "#include") { //INFO: ZDoom DECORATE include paths can't be relative ("../actor.txt") //or absolute ("d:/project/actor.txt") //or have backward slashes ("info\actor.txt") //include paths are relative to the first parsed entry, not the current one //also include paths may or may not be quoted SkipWhitespace(true); string filename = StripQuotes(ReadToken(false)); //mxd. Don't skip newline //mxd. Sanity checks if (string.IsNullOrEmpty(filename)) { ReportError("Expected file name to include"); return false; } //mxd. Check invalid path chars if (!CheckInvalidPathChars(filename)) return false; //mxd. Absolute paths are not supported... if (Path.IsPathRooted(filename)) { ReportError("Absolute include paths are not supported by ZDoom"); return false; } //mxd. Relative paths are not supported if (filename.StartsWith(RELATIVE_PATH_MARKER) || filename.StartsWith(CURRENT_FOLDER_PATH_MARKER) || filename.StartsWith(ALT_RELATIVE_PATH_MARKER) || filename.StartsWith(ALT_CURRENT_FOLDER_PATH_MARKER)) { ReportError("Relative include paths are not supported by ZDoom"); return false; } //mxd. Backward slashes are not supported if (filename.Contains("\\")) { ReportError("Only forward slashes are supported by ZDoom"); return false; } //mxd. Already parsed? if (parsedlumps.Contains(filename)) { ReportError("Already parsed \"" + filename + "\". Check your include directives"); return false; } //mxd. Add to collection parsedlumps.Add(filename); // Callback to parse this file now if (OnInclude != null) OnInclude(this, filename); //mxd. Bail out on error if (this.HasError) return false; // Set our buffers back to continue parsing datastream = localstream; datareader = localreader; sourcename = localsourcename; datalocation = locallocation; //mxd textresourcepath = localtextresourcepath; //mxd } continue; } // Find classname SkipWhitespace(true); string classname = StripQuotes(ReadToken(ActorStructure.ACTOR_CLASS_SPECIAL_TOKENS)); if(string.IsNullOrEmpty(classname)) { ReportError("Expected actor class"); return false; } // Check if actor exists bool haveplaceableactor = actorsbyclass.ContainsKey(classname); if(!haveplaceableactor && (General.Map.Data.GetZDoomActor(classname) == null)) LogWarning("DECORATE class \"" + classname + "\" does not exist"); // Now find opening brace if(!NextTokenIs("{")) return false; // Parse the structure ModeldefStructure mds = new ModeldefStructure(); if(mds.Parse(this)) { // Fetch Actor info if(haveplaceableactor) { ThingTypeInfo info = General.Map.Data.GetThingInfoEx(actorsbyclass[classname]); if(info != null) { // Already have a voxel model? if(General.Map.Data.ModeldefEntries.ContainsKey(info.Index) && General.Map.Data.ModeldefEntries[info.Index].IsVoxel) { LogWarning("Both voxel(s) and model(s) are defined for actor\"" + classname + "\". Consider using either former or latter"); } // Actor has a valid sprite? else if(!string.IsNullOrEmpty(info.Sprite) && !info.Sprite.ToLowerInvariant().StartsWith(DataManager.INTERNAL_PREFIX) && (info.Sprite.Length == 6 || info.Sprite.Length == 8)) { string targetsprite = info.Sprite.Substring(0, 5); if(mds.Frames.ContainsKey(targetsprite)) { // Create model data ModelData md = new ModelData { InheritActorPitch = mds.InheritActorPitch, UseActorPitch = mds.UseActorPitch, UseActorRoll = mds.UseActorRoll, Path = mds.DataPath }; // Things are complicated in GZDoom... Matrix moffset = Matrix.Translation(mds.Offset.Y, -mds.Offset.X, mds.Offset.Z); //Matrix mrotation = Matrix.RotationZ(Angle2D.DegToRad(mds.AngleOffset)) * Matrix.RotationY(-Angle2D.DegToRad(mds.RollOffset)) * Matrix.RotationX(-Angle2D.DegToRad(mds.PitchOffset)); Matrix mrotation = Matrix.RotationY((float)-Angle2D.DegToRad(mds.RollOffset)) * Matrix.RotationX((float)- Angle2D.DegToRad(mds.PitchOffset)) * Matrix.RotationZ((float)Angle2D.DegToRad(mds.AngleOffset)); md.SetTransform(mrotation, moffset, mds.Scale); // Add models int disabledframescount = 0; foreach(var fs in mds.Frames[targetsprite]) { // Sanity checks if(string.IsNullOrEmpty(mds.ModelNames[fs.ModelIndex])) { LogWarning("Model definition \"" + classname + "\", frame \"" + fs.SpriteName + " " + fs.FrameName + "\" references undefined model index " + fs.ModelIndex); continue; } //INFO: setting frame index to a negative number disables model rendering in GZDoom if(fs.FrameIndex < 0) { disabledframescount++; continue; } // Texture name will be empty when skin path is embedded in the model string skinname = mds.SkinNames.ContainsKey(fs.ModelIndex) ? mds.SkinNames[fs.ModelIndex].ToLowerInvariant() : string.Empty; md.SkinNames.Add(skinname); if (mds.SurfaceSkinNames.ContainsKey(fs.ModelIndex)) md.SurfaceSkinNames.Add(mds.SurfaceSkinNames[fs.ModelIndex]); else md.SurfaceSkinNames.Add(new Dictionary()); if (mds.ModelNames.ContainsKey(fs.ModelIndex)) md.ModelNames.Add(mds.ModelNames[fs.ModelIndex].ToLowerInvariant()); else md.ModelNames.Add(string.Empty); md.FrameNames.Add(fs.FrameName); md.FrameIndices.Add(fs.FrameIndex); } // More sanity checks... if(md.ModelNames.Count == 0) { // Show warning only when frames were not delibeartely disabled if(mds.Frames[targetsprite].Count > 0 && disabledframescount < mds.Frames[targetsprite].Count) LogWarning("Model definition \"" + classname + "\" has no defined models"); } else { // Add to collection entries[classname] = md; } } } } } } if(HasError) { LogError(); ClearError(); } } return true; } #endregion } }