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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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148 lines
4.6 KiB
C#
148 lines
4.6 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using SlimDX;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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internal class ModeldefParser : ZDTextParser
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{
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#region ================== Variables
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private readonly Dictionary<string, int> actorsbyclass;
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private Dictionary<string, ModelData> entries; //classname, entry
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#endregion
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#region ================== Properties
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internal override ScriptType ScriptType { get { return ScriptType.MODELDEF; } }
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internal Dictionary<string, ModelData> Entries { get { return entries; } }
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#endregion
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#region ================== Constructor
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internal ModeldefParser(Dictionary<string, int> actorsbyclass)
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{
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this.actorsbyclass = actorsbyclass;
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this.entries = new Dictionary<string, ModelData>(StringComparer.OrdinalIgnoreCase);
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}
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#endregion
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#region ================== Parsing
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// Should be called after all decorate actors are parsed
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public override bool Parse(TextResourceData data, bool clearerrors)
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{
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// Already parsed?
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if(!base.AddTextResource(data))
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{
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if(clearerrors) ClearError();
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return true;
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}
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// Cannot process?
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if(!base.Parse(data, clearerrors)) return false;
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// Continue until at the end of the stream
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while(SkipWhitespace(true))
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{
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string token = ReadToken();
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if(string.IsNullOrEmpty(token) || token.ToLowerInvariant() != "model") continue;
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// Find classname
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SkipWhitespace(true);
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string classname = StripQuotes(ReadToken(ActorStructure.ACTOR_CLASS_SPECIAL_TOKENS));
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if(string.IsNullOrEmpty(classname))
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{
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ReportError("Expected actor class");
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return false;
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}
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// Check if actor exists
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bool haveplaceableactor = actorsbyclass.ContainsKey(classname);
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if(!haveplaceableactor && !General.Map.Data.Decorate.ActorsByClass.ContainsKey(classname))
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LogWarning("DECORATE class \"" + classname + "\" does not exist");
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// Now find opening brace
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if(!NextTokenIs("{")) return false;
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// Parse the structure
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ModeldefStructure mds = new ModeldefStructure();
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if(mds.Parse(this))
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{
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// Fetch Actor info
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if(haveplaceableactor)
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{
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ThingTypeInfo info = General.Map.Data.GetThingInfoEx(actorsbyclass[classname]);
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// Actor has a valid sprite?
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if(info != null && !string.IsNullOrEmpty(info.Sprite) && !info.Sprite.ToLowerInvariant().StartsWith(DataManager.INTERNAL_PREFIX))
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{
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string targetsprite = info.Sprite.Substring(0, 5);
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if(mds.Frames.ContainsKey(targetsprite))
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{
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// Create model data
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ModelData md = new ModelData { InheritActorPitch = mds.InheritActorPitch, InheritActorRoll = mds.InheritActorRoll };
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// Things are complicated in GZDoom...
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Matrix moffset = Matrix.Translation(mds.Offset.Y, -mds.Offset.X, mds.Offset.Z);
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Matrix mrotation = Matrix.RotationY(-Angle2D.DegToRad(mds.RollOffset)) * Matrix.RotationX(-Angle2D.DegToRad(mds.PitchOffset)) * Matrix.RotationZ(Angle2D.DegToRad(mds.AngleOffset));
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md.SetTransform(mrotation, moffset, mds.Scale);
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// Add models
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foreach(var fs in mds.Frames[targetsprite])
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{
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// Sanity checks
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if(string.IsNullOrEmpty(mds.ModelNames[fs.ModelIndex]))
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{
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LogWarning("Model definition \"" + classname + "\", frame \"" + fs.SpriteName + " " + fs.FrameName + "\" references undefiend model index " + fs.ModelIndex);
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continue;
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}
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// Texture name will be empty when skin path is embedded in the model
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string texturename = (!string.IsNullOrEmpty(mds.TextureNames[fs.ModelIndex]) ? mds.TextureNames[fs.ModelIndex].ToLowerInvariant() : string.Empty);
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md.TextureNames.Add(texturename);
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md.ModelNames.Add(mds.ModelNames[fs.ModelIndex].ToLowerInvariant());
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md.FrameNames.Add(fs.FrameName);
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md.FrameIndices.Add(fs.FrameIndex);
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}
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// More sanity checks...
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if(md.ModelNames.Count == 0)
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{
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LogWarning("Model definition \"" + classname + "\" has no defined models");
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}
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else
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{
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// Add to collection
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entries[classname] = md;
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}
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}
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}
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}
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}
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if(HasError)
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{
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LogError();
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ClearError();
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}
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}
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return true;
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}
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#endregion
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}
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}
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