#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; #endregion namespace CodeImp.DoomBuilder.ZDoom { 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; //mxd. Includes tracking private readonly HashSet parsedlumps; //mxd. Custom damagetypes private readonly 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() { // Syntax whitespace = "\n \t\r\u00A0"; //mxd. non-breaking space is also space :) specialtokens = ":{}[]()+-\n;,"; // Initialize actors = new Dictionary(StringComparer.OrdinalIgnoreCase); archivedactors = new Dictionary(StringComparer.OrdinalIgnoreCase); parsedlumps = new HashSet(StringComparer.OrdinalIgnoreCase); //mxd damagetypes = new HashSet(StringComparer.OrdinalIgnoreCase); //mxd } // 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; // 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 ActorStructure(this); 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(!textresources[textresourcepath].Entries.Contains(actor.ClassName)) textresources[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; default: { //mxd. In some special cases (like the whole actor commented using "//") our special comments will be detected here... if(objdeclaration.StartsWith("$")) { // So 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; } } } // 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(); return (archivedactors.ContainsKey(name) ? archivedactors[name] : null); } #endregion } }