#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 System.IO; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Types; #endregion namespace CodeImp.DoomBuilder.ZDoom { public sealed class DecorateActorStructure : ActorStructure { #region ================== DECORATE Actor Structure parsing internal DecorateActorStructure(ZDTextParser zdparser, DecorateCategoryInfo catinfo) : base(zdparser, catinfo) { DecorateParser parser = (DecorateParser)zdparser; bool done = false; //mxd // 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; } //mxd. Fail on duplicates if (parser.ActorsByClass.ContainsKey(classname.ToLowerInvariant())) { 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 { (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 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, 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 { 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 + "\""); } } #endregion } public sealed class DecorateParser : ZDTextParser { #region ================== Delegates public delegate void IncludeDelegate(DecorateParser parser, string includefile); public IncludeDelegate OnInclude; #endregion #region ================== Constants #endregion #region ================== Variables //mxd. Script type internal override ScriptType ScriptType { get { return ScriptType.DECORATE; } } // These are actors we want to keep private Dictionary actors; // These are all parsed actors, also those from other games private Dictionary archivedactors; // These are actors from ZScript. Don't even try to expose this list. private Dictionary zscriptactors; //mxd. Includes tracking private HashSet parsedlumps; //mxd. Custom damagetypes private HashSet damagetypes; //mxd. Disposing. Is that really needed?.. private bool isdisposed; #endregion #region ================== Properties /// /// All actors that are supported by the current game. /// public IEnumerable Actors { get { return actors.Values; } } /// /// All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game. /// public ICollection AllActors { get { return archivedactors.Values; } } /// /// mxd. All actors that are supported by the current game. /// internal Dictionary ActorsByClass { get { return actors; } } /// /// mxd. All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game. /// internal Dictionary AllActorsByClass { get { return archivedactors; } } /// /// mxd. Custom DamageTypes (http://zdoom.org/wiki/Damage_types). /// public IEnumerable DamageTypes { get { return damagetypes; } } #endregion #region ================== Constructor / Disposer // Constructor public DecorateParser(Dictionary _zscriptactors) { // Syntax whitespace = "\n \t\r\u00A0"; //mxd. non-breaking space is also space :) specialtokens = ":{}[]()+-\n;,"; skipregions = false; //mxd ClearActors(); zscriptactors = _zscriptactors; } // Disposer public void Dispose() { //mxd. Not already disposed? if(!isdisposed) { foreach(KeyValuePair a in archivedactors) a.Value.Dispose(); actors = null; archivedactors = null; isdisposed = true; } } #endregion #region ================== Parsing // This parses the given decorate stream // Returns false on errors public override bool Parse(TextResourceData data, bool clearerrors) { //mxd. Already parsed? if(!base.AddTextResource(data)) { if(clearerrors) ClearError(); return true; } // Cannot process? if(!base.Parse(data, clearerrors)) return false; //mxd. Region-as-category stuff... List regions = new List(); //mxd. Regions tracking... List> regionlines = new List>(); // // 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)) { // Read a token string objdeclaration = ReadToken(); if(!string.IsNullOrEmpty(objdeclaration)) { objdeclaration = objdeclaration.ToLowerInvariant(); if(objdeclaration == "$gzdb_skip") break; switch(objdeclaration) { case "actor": { // Read actor structure ActorStructure actor = new DecorateActorStructure(this, (regions.Count > 0 ? regions[regions.Count - 1] : null)); if(this.HasError) return false; // Add the actor archivedactors[actor.ClassName.ToLowerInvariant()] = actor; if(actor.CheckActorSupported()) actors[actor.ClassName.ToLowerInvariant()] = actor; // Replace an actor? if(actor.ReplacesClass != null) { if(GetArchivedActorByName(actor.ReplacesClass) != null) archivedactors[actor.ReplacesClass.ToLowerInvariant()] = actor; else LogWarning("Unable to find \"" + actor.ReplacesClass + "\" class to replace, while parsing \"" + actor.ClassName + "\""); if(actor.CheckActorSupported() && GetActorByName(actor.ReplacesClass) != null) actors[actor.ReplacesClass.ToLowerInvariant()] = actor; } //mxd. Add to current text resource if(!scriptresources[textresourcepath].Entries.Contains(actor.ClassName)) scriptresources[textresourcepath].Entries.Add(actor.ClassName); } break; case "#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(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture))) { 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 } break; case "damagetype": //mxd // Get DamageType name SkipWhitespace(true); string damagetype = StripQuotes(ReadToken(false)); if(string.IsNullOrEmpty(damagetype)) { ReportError("Expected DamageType name"); return false; } // Next should be "{" SkipWhitespace(true); if(!NextTokenIs("{")) return false; // Skip the structure while(SkipWhitespace(true)) { string t = ReadToken(); if(string.IsNullOrEmpty(t) || t == "}") break; } // Add to collection if(!damagetypes.Contains(damagetype)) damagetypes.Add(damagetype); break; case "enum": case "native": case "const": while(SkipWhitespace(true)) { string t = ReadToken(); if(string.IsNullOrEmpty(t) || t == ";") break; } break; //mxd. Region-as-category handling case "#region": int line = GetCurrentLineNumber(); SkipWhitespace(false); string cattitle = ReadLine(); regionlines.Add(new KeyValuePair(line, cattitle)); if(!string.IsNullOrEmpty(cattitle)) { // Make new category info string[] parts = cattitle.Split(DataManager.CATEGORY_SPLITTER, StringSplitOptions.RemoveEmptyEntries); DecorateCategoryInfo info = new DecorateCategoryInfo(); if(regions.Count > 0) { // Preserve nesting info.Category.AddRange(regions[regions.Count - 1].Category); info.Properties = new Dictionary>(regions[regions.Count - 1].Properties); } info.Category.AddRange(parts); // Add to collection regions.Add(info); } break; //mxd. Region-as-category handling case "#endregion": if(regions.Count > 0) regions.RemoveAt(regions.Count - 1); if(regionlines.Count > 0) regionlines.RemoveAt(regionlines.Count - 1); else LogWarning("Unexpected #endregion"); break; default: { //mxd. In some special cases (like the whole actor commented using "//") our special comments will be detected here... if(objdeclaration.StartsWith("$")) { if(regions.Count > 0) { // Store region property regions[regions.Count - 1].Properties[objdeclaration] = new List { (SkipWhitespace(false) ? ReadLine() : "") }; } else { // Skip the whole line, then carry on ReadLine(); } break; } // Unknown structure! // Best we can do now is just find the first { and then // follow the scopes until the matching } is found string token2; do { if(!SkipWhitespace(true)) break; token2 = ReadToken(); if(string.IsNullOrEmpty(token2)) break; } while(token2 != "{"); int scopelevel = 1; do { if(!SkipWhitespace(true)) break; token2 = ReadToken(); if(string.IsNullOrEmpty(token2)) break; if(token2 == "{") scopelevel++; if(token2 == "}") scopelevel--; } while(scopelevel > 0); } break; } } } //mxd. Check unclosed #regions if(regionlines.Count > 0) { foreach(var group in regionlines) { if(!string.IsNullOrEmpty(group.Value)) LogWarning("Unclosed #region \"" + group.Value + "\"", group.Key); else LogWarning("Unclosed #region", group.Key); } } // Return true when no errors occurred return (ErrorDescription == null); } #endregion #region ================== Methods /// /// This returns a supported actor by name. Returns null when no supported actor with the specified name can be found. This operation is of O(1) complexity. /// public ActorStructure GetActorByName(string name) { name = name.ToLowerInvariant(); return actors.ContainsKey(name) ? actors[name] : null; } /// /// This returns a supported actor by DoomEdNum. Returns null when no supported actor with the specified name can be found. Please note that this operation is of O(n) complexity! /// public ActorStructure GetActorByDoomEdNum(int doomednum) { foreach(ActorStructure a in actors.Values) if(a.DoomEdNum == doomednum) return a; return null; } // This returns an actor by name // Returns null when actor cannot be found internal ActorStructure GetArchivedActorByName(string name) { name = name.ToLowerInvariant(); ActorStructure zscriptactor = (zscriptactors.ContainsKey(name) ? zscriptactors[name] : null); if (zscriptactor != null) return zscriptactor; return (archivedactors.ContainsKey(name) ? archivedactors[name] : null); } internal void ClearActors() { // Initialize actors = new Dictionary(StringComparer.OrdinalIgnoreCase); archivedactors = new Dictionary(StringComparer.OrdinalIgnoreCase); parsedlumps = new HashSet(StringComparer.OrdinalIgnoreCase); //mxd damagetypes = new HashSet(StringComparer.OrdinalIgnoreCase); //mxd } #endregion } }