#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 CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Types; #endregion namespace CodeImp.DoomBuilder.ZDoom { public class ActorStructure { #region ================== Constants private readonly string[] SPRITE_CHECK_STATES = { "idle", "see", "inactive", "spawn" }; //mxd internal const string ACTOR_CLASS_SPECIAL_TOKENS = ":{}\n;,"; //mxd #endregion #region ================== Variables // Declaration internal string classname; internal string inheritclass; internal string replaceclass; internal int doomednum = -1; // Inheriting internal ActorStructure baseclass; internal bool skipsuper; // Flags internal Dictionary flags; // Properties internal Dictionary> props; internal Dictionary uservars; //mxd internal Dictionary uservar_defaults; // [ZZ] should correspond to UniversalType //mxd. Categories internal DecorateCategoryInfo catinfo; // [ZZ] direct ArgumentInfos (from game configuration), or own ArgumentInfos (from props) internal ArgumentInfo[] args = new ArgumentInfo[5]; // States internal Dictionary states; #endregion #region ================== Properties public Dictionary Flags { get { return flags; } } public Dictionary> Properties { get { return props; } } public string ClassName { get { return classname; } } public string InheritsClass { get { return inheritclass; } } public string ReplacesClass { get { return replaceclass; } } public ActorStructure BaseClass { get { return baseclass; } } internal int DoomEdNum { get { return doomednum; } set { doomednum = value; } } public Dictionary UserVars { get { return uservars; } } //mxd public Dictionary UserVarDefaults { get { return uservar_defaults; } } // [ZZ] internal DecorateCategoryInfo CategoryInfo { get { return catinfo; } } //mxd #endregion #region ================== Constructor / Disposer // Constructor internal ActorStructure() { // Initialize flags = new Dictionary(StringComparer.OrdinalIgnoreCase); props = new Dictionary>(StringComparer.OrdinalIgnoreCase); states = new Dictionary(StringComparer.OrdinalIgnoreCase); uservars = new Dictionary(StringComparer.OrdinalIgnoreCase);//mxd uservar_defaults = new Dictionary(StringComparer.OrdinalIgnoreCase);// [ZZ] // Always define a game property, but default to 0 values props["game"] = new List(); inheritclass = "actor"; replaceclass = null; baseclass = null; skipsuper = false; } // Disposer public void Dispose() { baseclass = null; flags = null; props = null; states = null; } #endregion #region ================== Methods /// /// This checks if the actor has a specific property. /// public bool HasProperty(string propname) { if(props.ContainsKey(propname)) return true; if(!skipsuper && (baseclass != null)) return baseclass.HasProperty(propname); return false; } /// /// This checks if the actor has a specific property with at least one value. /// public bool HasPropertyWithValue(string propname) { if(props.ContainsKey(propname) && (props[propname].Count > 0)) return true; if(!skipsuper && (baseclass != null)) return baseclass.HasPropertyWithValue(propname); return false; } /// /// This returns values of a specific property as a complete string. Returns an empty string when the propery has no values. /// public string GetPropertyAllValues(string propname) { if(props.ContainsKey(propname) && (props[propname].Count > 0)) return string.Join(" ", props[propname].ToArray()); if(!skipsuper && (baseclass != null)) return baseclass.GetPropertyAllValues(propname); return ""; } /// /// This returns a specific value of a specific property as a string. Returns an empty string when the propery does not have the specified value. /// public string GetPropertyValueString(string propname, int valueindex) { return GetPropertyValueString(propname, valueindex, true); } //mxd. Added "stripquotes" parameter public string GetPropertyValueString(string propname, int valueindex, bool stripquotes) { if(props.ContainsKey(propname) && (props[propname].Count > valueindex)) return (stripquotes ? ZDTextParser.StripQuotes(props[propname][valueindex]) : props[propname][valueindex]); if(!skipsuper && (baseclass != null)) return baseclass.GetPropertyValueString(propname, valueindex, stripquotes); return ""; } /// /// This returns a specific value of a specific property as an integer. Returns 0 when the propery does not have the specified value. /// public int GetPropertyValueInt(string propname, int valueindex) { string str = GetPropertyValueString(propname, valueindex, false); //mxd. It can be negative... if(str == "-" && props.Count > valueindex + 1) str += GetPropertyValueString(propname, valueindex + 1, false); int intvalue; if(int.TryParse(str, NumberStyles.Integer, CultureInfo.InvariantCulture, out intvalue)) return intvalue; return 0; } /// /// This returns a specific value of a specific property as a float. Returns 0.0f when the propery does not have the specified value. /// public float GetPropertyValueFloat(string propname, int valueindex) { string str = GetPropertyValueString(propname, valueindex, false); //mxd. It can be negative... if(str == "-" && props.Count > valueindex + 1) str += GetPropertyValueString(propname, valueindex + 1, false); float fvalue; if(float.TryParse(str, NumberStyles.Float, CultureInfo.InvariantCulture, out fvalue)) return fvalue; return 0.0f; } /// /// Gets all user vars from this actor and all actors in the inheritance chain. /// /// Dictionary of all user vars public Dictionary GetAllUserVars() { Dictionary result = new Dictionary(uservars); ActorStructure parent = baseclass; while(parent != null) { foreach(string key in parent.UserVars.Keys) if (!result.ContainsKey(key)) result[key] = parent.UserVars[key]; parent = parent.baseclass; } return result; } /// /// Gets all user var defauls from this actor and all actors in the inheritance chain. /// /// Dictionary of all user var defaults public Dictionary GetAllUserVarDefaults() { Dictionary result = new Dictionary(uservar_defaults); ActorStructure parent = baseclass; while (parent != null) { foreach (string key in parent.UserVarDefaults.Keys) if (!result.ContainsKey(key)) result[key] = parent.UserVarDefaults[key]; parent = parent.baseclass; } return result; } /// /// This returns the status of a flag. /// public bool HasFlagValue(string flag) { if(flags.ContainsKey(flag)) return true; if(!skipsuper && (baseclass != null)) return baseclass.HasFlagValue(flag); return false; } /// /// This returns the status of a flag. /// public bool GetFlagValue(string flag, bool defaultvalue) { if(flags.ContainsKey(flag)) return flags[flag]; if(!skipsuper && (baseclass != null)) return baseclass.GetFlagValue(flag, defaultvalue); return defaultvalue; } /// /// This checks if a state has been defined. /// public bool HasState(string statename) { // [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state) // for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1) if (classname.ToLowerInvariant() == "actor" && statename.ToLowerInvariant() != "spawn") return false; if(states.ContainsKey(statename)) return true; if(!skipsuper && (baseclass != null)) return baseclass.HasState(statename); return false; } /// /// This returns a specific state, or null when the state can't be found. /// public StateStructure GetState(string statename) { // [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state) // for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1) if (classname.ToLowerInvariant() == "actor" && statename.ToLowerInvariant() != "spawn") return null; if (states.ContainsKey(statename)) return states[statename]; if(!skipsuper && (baseclass != null)) return baseclass.GetState(statename); return null; } /// /// This creates a list of all states, also those inherited from the base class. /// public Dictionary GetAllStates() { // [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state) // for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1) if (classname.ToLowerInvariant() == "actor") { Dictionary list2 = new Dictionary(StringComparer.OrdinalIgnoreCase); if (states.ContainsKey("spawn")) list2.Add("spawn", states["spawn"]); return list2; } Dictionary list = new Dictionary(states, StringComparer.OrdinalIgnoreCase); if (!skipsuper && (baseclass != null)) { Dictionary baselist = baseclass.GetAllStates(); foreach(KeyValuePair s in baselist) if(!list.ContainsKey(s.Key)) list.Add(s.Key, s.Value); } return list; } /// /// 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 = (props["game"].Count == 0); foreach(string g in props["game"]) includeactor |= includegames.Contains(g); return includeactor; } /// /// This finds the best suitable sprite to use when presenting this actor to the user. /// public StateStructure.FrameInfo FindSuitableSprite() { // Info: actual sprites are resolved in ThingTypeInfo.SetupSpriteFrame() - mxd // Sprite forced? if(HasPropertyWithValue("$sprite")) { string sprite = GetPropertyValueString("$sprite", 0, true); //mxd //mxd. Valid when internal or exists if(sprite.StartsWith(DataManager.INTERNAL_PREFIX, StringComparison.OrdinalIgnoreCase) || General.Map.Data.GetSpriteExists(sprite)) return new StateStructure.FrameInfo { Sprite = sprite }; //mxd. Bitch and moan General.ErrorLogger.Add(ErrorType.Warning, "DECORATE warning in " + classname + ":" + doomednum + ". The sprite \"" + sprite + "\" assigned by the \"$sprite\" property does not exist."); } StateStructure.FrameInfo firstNonTntInfo = null; StateStructure.FrameInfo firstInfo = null; // Pick the first we can find (including and not including TNT1) Dictionary list = GetAllStates(); foreach (StateStructure s in list.Values) { StateStructure.FrameInfo info = s.GetSprite(0); if (string.IsNullOrEmpty(info.Sprite)) continue; if (!info.IsEmpty()) firstNonTntInfo = info; if (firstInfo == null) firstInfo = info; if (firstNonTntInfo != null) break; } //mxd. Try to get a suitable sprite from our hardcoded states list StateStructure.FrameInfo lastNonTntInfo = null; StateStructure.FrameInfo lastInfo = null; foreach (string state in SPRITE_CHECK_STATES) { if(!HasState(state)) continue; StateStructure s = GetState(state); StateStructure.FrameInfo info = s.GetSprite(0); //if(!string.IsNullOrEmpty(info.Sprite)) return info; if (string.IsNullOrEmpty(info.Sprite)) continue; if (!info.IsEmpty()) lastNonTntInfo = info; if (lastInfo == null) lastInfo = info; if (lastNonTntInfo != null) break; } // [ZZ] return whatever is there by priority. try to pick non-TNT1 frames. StateStructure.FrameInfo[] infos = new StateStructure.FrameInfo[] { lastNonTntInfo, lastInfo, firstNonTntInfo, firstInfo }; foreach (StateStructure.FrameInfo info in infos) if (info != null) return info; //mxd. No dice... return null; } /// /// This method parses $argN into argumentinfos. /// public void ParseCustomArguments() { for (int i = 0; i < 5; i++) { if (HasProperty("$arg" + i)) args[i] = new ArgumentInfo(this, i); else args[i] = null; } } public ArgumentInfo GetArgumentInfo(int idx) { if (args[idx] != null) return args[idx]; // if we have $clearargs, don't inherit anything! if (props.ContainsKey("$clearargs")) return null; if (baseclass != null) return baseclass.GetArgumentInfo(idx); return null; } #endregion } }