using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Types; using System; using System.Collections.Generic; using System.Globalization; using System.Linq; using System.Text; namespace CodeImp.DoomBuilder.ZDoom { public sealed class DecorateActorStructure : ActorStructure { #region ================== DECORATE Actor Structure parsing private DecorateParser parser; internal DecorateActorStructure(ZDTextParser zdparser, DecorateCategoryInfo catinfo) { this.catinfo = catinfo; //mxd 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 // [ZZ] archived +zscript if (parser.GetArchivedActorByName(classname) != null) { 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 // Only check In a map is opened, otherwise we run into problems with the resource checker if (General.Map != null && ((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": // Skip cast type if there is one if (!SkipCastTypes()) return; if (!parser.NextTokenIs("{", true)) return; // 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)) { // End of scope? 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 DecorateStateStructure(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; } // parsing done, process thing arguments ParseCustomArguments(); // Only check if a map is opened. Otherwise we run into problems with the resource checker if (General.Map != null) { //mxd. Check if baseclass is valid if (inheritclass.ToLowerInvariant() != "actor" && doomednum > -1) { //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 // [ZZ] allow internal prefix here. it can inherit MapSpot, light, or other internal stuff. if (states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite)) states.Add("spawn", new StateStructure(ti.Value.Sprite.StartsWith(DataManager.INTERNAL_PREFIX) ? ti.Value.Sprite : ti.Value.Sprite.Substring(0, 5))); if (baseclass == null) { //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() }; } // [ZZ] inherit arguments from game configuration // if (!props.ContainsKey("$clearargs")) { for (int i = 0; i < 5; i++) { if (args[i] != null) continue; // don't touch it if we already have overrides ArgumentInfo arg = ti.Value.Args[i]; if (arg != null && arg.Used) args[i] = arg; } } return; } } if (baseclass == null) parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\""); } } } /// /// Skips state cast type, it one exists. /// /// true if there was nothing to skip or if skippen succeeded, false if it failed private bool SkipCastTypes() { // Alloed casts, see https://zdoom.org/wiki/Converting_DECORATE_code_to_ZScript#Cast_types string[] allowedcasts = { "actor", "overlay", "weapon", "item" }; // Skip cast types, which can be defined like this: // States(Actor, Item) // See https://github.com/UltimateDoomBuilder/UltimateDoomBuilder/issues/977 if (parser.NextTokenIs("(", false)) { while (parser.SkipWhitespace(true)) { string token = parser.ReadToken().ToLowerInvariant(); if(!allowedcasts.Contains(token)) { parser.ReportError($"Unexpected cast type \"{token}\", expected one of: " + string.Join(", ", allowedcasts)); return false; } parser.SkipWhitespace(true); // Get next token token = parser.ReadToken(); // End of cast type? if(token == ")") return true; // More cast types coming? if (token == ",") continue; // No comma or brace after a cast type, so report an error and return parser.ReportError($"Expected \",\", or \")\", got {token}"); return false; } } else { // We get here if there was no cast type return true; } // We should never get here, since we'll return in the parsing loop, // but we need to make the compiler happy return false; } #endregion } }