UltimateZoneBuilder/Source/Core/ZDoom/DecorateActorStructure.cs

520 lines
23 KiB
C#
Executable file

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<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
// 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<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;
}
// 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<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
// [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<string> { ti.Value.Height.ToString() };
if (!props.ContainsKey("radius"))
props["radius"] = new List<string> { 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 + "\"");
}
}
}
/// <summary>
/// Skips state cast type, it one exists.
/// </summary>
/// <returns>true if there was nothing to skip or if skippen succeeded, false if it failed</returns>
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
}
}