UltimateZoneBuilder/Source/Core/ZDoom/ActorStructure.cs
MaxED 13068b1137 Added, Visual mode: added support for ROLLCENTER sprite rendering flag, updated ROLLSPRITE implementation.
Fixed, DECORATE support: the editor was unable to determine actor sprite when the actor itself had no sprites defined and the actor it inherited from was only defined in the game configuration.
Fixed, Drag geometry modes: linedefs without both sides were removed after dragging them when "Replace with Dragged Geometry" mode was active.
Updated ZDoom_DECORATE.cfg.
2016-07-13 21:53:48 +00:00

709 lines
22 KiB
C#

#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 sealed 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
private readonly string classname;
private readonly string inheritclass;
private readonly string replaceclass;
private int doomednum = -1;
// Inheriting
private ActorStructure baseclass;
private readonly bool skipsuper;
// Flags
private Dictionary<string, bool> flags;
// Properties
private Dictionary<string, List<string>> props;
private readonly Dictionary<string, UniversalType> uservars; //mxd
//mxd. Categories
private DecorateCategoryInfo catinfo;
// States
private Dictionary<string, StateStructure> states;
#endregion
#region ================== Properties
public Dictionary<string, bool> Flags { get { return flags; } }
public Dictionary<string, List<string>> 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<string, UniversalType> UserVars { get { return uservars; } } //mxd
internal DecorateCategoryInfo CategoryInfo { get { return catinfo; } } //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
internal ActorStructure(DecorateParser parser, DecorateCategoryInfo catinfo)
{
// Initialize
this.catinfo = catinfo; //mxd
flags = new Dictionary<string, bool>(StringComparer.OrdinalIgnoreCase);
props = new Dictionary<string, List<string>>(StringComparer.OrdinalIgnoreCase);
states = new Dictionary<string, StateStructure>(StringComparer.OrdinalIgnoreCase);
uservars = new Dictionary<string, UniversalType>(StringComparer.OrdinalIgnoreCase);//mxd
bool done = false; //mxd
// Always define a game property, but default to 0 values
props["game"] = new List<string>();
inheritclass = "actor";
replaceclass = null;
baseclass = null;
skipsuper = false;
// 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;
}
// 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<string> { (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("\"" + classname + "\" actor's 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<string> games = new List<string>();
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<string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") };
}
else
{
// Next tokens up until the next newline are values
List<string> values = new List<string>();
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<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
string inheritclasscheck = inheritclass.ToLowerInvariant();
foreach(KeyValuePair<int, ThingTypeInfo> 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<string> { ti.Value.Height.ToString() };
if(!props.ContainsKey("radius"))
props["radius"] = new List<string> { ti.Value.Radius.ToString() };
return;
}
}
parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\"");
}
}
// Disposer
public void Dispose()
{
baseclass = null;
flags = null;
props = null;
states = null;
}
#endregion
#region ================== Methods
/// <summary>
/// This checks if the actor has a specific property.
/// </summary>
public bool HasProperty(string propname)
{
if(props.ContainsKey(propname)) return true;
if(!skipsuper && (baseclass != null)) return baseclass.HasProperty(propname);
return false;
}
/// <summary>
/// This checks if the actor has a specific property with at least one value.
/// </summary>
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;
}
/// <summary>
/// This returns values of a specific property as a complete string. Returns an empty string when the propery has no values.
/// </summary>
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 "";
}
/// <summary>
/// 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.
/// </summary>
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 "";
}
/// <summary>
/// This returns a specific value of a specific property as an integer. Returns 0 when the propery does not have the specified value.
/// </summary>
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;
}
/// <summary>
/// This returns a specific value of a specific property as a float. Returns 0.0f when the propery does not have the specified value.
/// </summary>
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;
}
/// <summary>
/// This returns the status of a flag.
/// </summary>
public bool HasFlagValue(string flag)
{
if(flags.ContainsKey(flag)) return true;
if(!skipsuper && (baseclass != null)) return baseclass.HasFlagValue(flag);
return false;
}
/// <summary>
/// This returns the status of a flag.
/// </summary>
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;
}
/// <summary>
/// This checks if a state has been defined.
/// </summary>
public bool HasState(string statename)
{
if(states.ContainsKey(statename)) return true;
if(!skipsuper && (baseclass != null)) return baseclass.HasState(statename);
return false;
}
/// <summary>
/// This returns a specific state, or null when the state can't be found.
/// </summary>
public StateStructure GetState(string statename)
{
if(states.ContainsKey(statename)) return states[statename];
if(!skipsuper && (baseclass != null)) return baseclass.GetState(statename);
return null;
}
/// <summary>
/// This creates a list of all states, also those inherited from the base class.
/// </summary>
public Dictionary<string, StateStructure> GetAllStates()
{
Dictionary<string, StateStructure> list = new Dictionary<string, StateStructure>(states, StringComparer.OrdinalIgnoreCase);
if(!skipsuper && (baseclass != null))
{
Dictionary<string, StateStructure> baselist = baseclass.GetAllStates();
foreach(KeyValuePair<string, StateStructure> s in baselist)
if(!list.ContainsKey(s.Key)) list.Add(s.Key, s.Value);
}
return list;
}
/// <summary>
/// This checks if this actor is meant for the current decorate game support
/// </summary>
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;
}
/// <summary>
/// This finds the best suitable sprite to use when presenting this actor to the user.
/// </summary>
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.");
}
//mxd. Try to get a suitable sprite from our hardcoded states list
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;
}
// Still no sprite found? then just pick the first we can find
Dictionary<string, StateStructure> list = GetAllStates();
foreach(StateStructure s in list.Values)
{
StateStructure.FrameInfo info = s.GetSprite(0);
if(!string.IsNullOrEmpty(info.Sprite)) return info;
}
//mxd. No dice...
return null;
}
#endregion
}
}