UltimateZoneBuilder/Source/ZDoom/ActorStructure.cs

420 lines
11 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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using System.Diagnostics;
using CodeImp.DoomBuilder.Compilers;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class ActorStructure
{
#region ================== Constants
private readonly string[] SPRITE_POSTFIXES = new string[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" };
#endregion
#region ================== Variables
// Declaration
private string classname;
private string inheritclass;
private string replaceclass;
private List<string> games;
private int doomednum = -1;
// Flags
private Dictionary<string, bool> flags;
// Properties
// We only parse the properties we know about
// because this format doesn't allow parsing in a generic way
// (properties can have zero, one or two values and there is
// nothing that tells you if it is a value or another property)
private int radius;
private int height;
private string tag;
private string category;
// States
private Dictionary<string, StateStructure> states;
#endregion
#region ================== Properties
public Dictionary<string, bool> Flags { get { return flags; } }
public string ClassName { get { return classname; } }
public string InheritsClass { get { return inheritclass; } }
public string ReplacesClass { get { return replaceclass; } }
public List<string> Games { get { return games; } }
public int DoomEdNum { get { return doomednum; } }
public int Radius { get { return radius; } }
public int Height { get { return height; } }
public string Tag { get { return tag; } }
public string Category { get { return category; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal ActorStructure(DecorateParser parser)
{
// Initialize
flags = new Dictionary<string, bool>();
states = new Dictionary<string, StateStructure>();
inheritclass = "actor";
replaceclass = null;
category = "Decorate";
games = new List<string>();
radius = 10;
height = 20;
tag = null;
// First next token is the class name
parser.SkipWhitespace(true);
classname = parser.ReadToken();
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();
if(token == ":")
{
// The next token must be the class to inherit from
parser.SkipWhitespace(true);
inheritclass = parser.ReadToken();
if(string.IsNullOrEmpty(inheritclass) || parser.IsSpecialToken(inheritclass))
{
parser.ReportError("Expected class name to inherit from");
return;
}
else
{
// Find the actor to inherit from
ActorStructure other = parser.GetArchivedActorByName(inheritclass);
if(other != null)
InheritFrom(other);
else
General.WriteLogLine("WARNING: Unable to find the DECORATE class '" + inheritclass + "' to inherit from, while parsing '" + classname + "'");
}
}
else if(token == "replaces")
{
// The next token must be the class to replace
parser.SkipWhitespace(true);
replaceclass = parser.ReadToken();
if(string.IsNullOrEmpty(replaceclass) || parser.IsSpecialToken(replaceclass))
{
parser.ReportError("Expected class name to replace");
return;
}
}
else if(token == "native")
{
// Igore this token
}
else if(token == "{")
{
// Actor scope begins here,
// break out of this parse loop
break;
}
else
{
// Check if numeric
if(!int.TryParse(token, out doomednum))
{
// Not numeric!
parser.ReportError("Expected numeric editor thing number or start of actor scope");
return;
}
}
}
else
{
parser.ReportError("Unexpected end of structure");
return;
}
}
// Now parse the contents of actor structure
string previoustoken = "";
while(parser.SkipWhitespace(true))
{
string token = parser.ReadToken();
token = token.ToLowerInvariant();
if((token == "+") || (token == "-"))
{
// 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;
}
}
else if((token == "action") || (token == "native"))
{
// We don't need this, ignore up to the first next ;
while(parser.SkipWhitespace(true))
{
string t = parser.ReadToken();
if((t == ";") || (t == null)) break;
}
}
else if(token == "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(parser, previoustoken);
if(parser.HasError) return;
states[previoustoken.ToLowerInvariant()] = st;
}
else
{
parser.ReportError("Unexpected end of structure");
return;
}
}
else
{
// Keep token
previoustoken = statetoken;
}
}
else
{
parser.ReportError("Unexpected end of structure");
return;
}
}
}
else if(token == "}")
{
// Actor scope ends here,
// break out of this parse loop
break;
}
// Known property with a single value?
else if((token == "radius") || (token == "height") || (token == "tag"))
{
// Next token is the property value to set
parser.SkipWhitespace(true);
string value = parser.ReadToken();
if(!string.IsNullOrEmpty(value))
{
// Try parsing as integer value
int intvalue;
int.TryParse(value, out intvalue);
// Set the property
switch(token)
{
case "radius": radius = intvalue; break;
case "height": height = intvalue; break;
case "tag": tag = value; break;
}
}
else
{
// Can't find the property value!
parser.ReportError("Expected a value for property '" + token + "'");
return;
}
}
// Monster property?
else if(token == "monster")
{
// This sets certain flags we are interested in
flags["solid"] = true;
}
// Game property?
else if(token == "game")
{
// Include all tokens on the same line
games.Clear();
while(parser.SkipWhitespace(false))
{
string v = parser.ReadToken();
if(v == null)
{
parser.ReportError("Unexpected end of structure");
return;
}
if(v == "\n") break;
games.Add(v.ToLowerInvariant());
}
}
// Category property?
else if(token == "$category")
{
// The rest of the line is the category name
if(parser.SkipWhitespace(false))
category = parser.ReadLine();
}
// Keep token
previoustoken = token;
}
}
#endregion
#region ================== Methods
// This is called to inherit properties from another actor
private void InheritFrom(ActorStructure baseactor)
{
this.flags = new Dictionary<string, bool>(baseactor.flags);
this.height = baseactor.height;
this.radius = baseactor.radius;
this.games = new List<string>(baseactor.games);
this.states = new Dictionary<string, StateStructure>(baseactor.states);
}
// This returns the status of a flag
public bool GetFlagValue(string flag, bool defaultvalue)
{
if(flags.ContainsKey(flag))
return flags[flag];
else
return defaultvalue;
}
// 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 = (games.Count == 0);
foreach(string g in games)
includeactor |= includegames.Contains(g);
return includeactor;
}
// This finds the best suitable sprite to use
public string FindSuitableSprite()
{
string sprite = "";
// Try the idle state
if(states.ContainsKey("idle"))
{
StateStructure s = states["idle"];
if(!string.IsNullOrEmpty(s.FirstSprite))
sprite = s.FirstSprite;
}
// Try the see state
if(string.IsNullOrEmpty(sprite) && states.ContainsKey("see"))
{
StateStructure s = states["see"];
if(!string.IsNullOrEmpty(s.FirstSprite))
sprite = s.FirstSprite;
}
// Try the inactive state
if(string.IsNullOrEmpty(sprite) && states.ContainsKey("inactive"))
{
StateStructure s = states["inactive"];
if(!string.IsNullOrEmpty(s.FirstSprite))
sprite = s.FirstSprite;
}
// Still no sprite found? then just pick the first we can find
if(string.IsNullOrEmpty(sprite))
{
foreach(StateStructure s in states.Values)
{
if(!string.IsNullOrEmpty(s.FirstSprite))
{
sprite = s.FirstSprite;
break;
}
}
}
if(!string.IsNullOrEmpty(sprite))
{
// The sprite name is not actually complete, we still have to append
// the direction characters to it. Find an existing sprite with direction.
foreach(string postfix in SPRITE_POSTFIXES)
{
if(General.Map.Data.GetSpriteExists(sprite + postfix))
return sprite + postfix;
}
}
// No sprite found
return "";
}
#endregion
}
}