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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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408 lines
11 KiB
C#
408 lines
11 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using System.IO;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Compilers;
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#endregion
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namespace CodeImp.DoomBuilder.Decorate
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{
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public sealed class ActorStructure
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{
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#region ================== Constants
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private readonly string[] SPRITE_POSTFIXES = new string[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" };
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#endregion
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#region ================== Variables
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// Declaration
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private string classname;
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private string inheritclass;
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private string replaceclass;
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private List<string> games;
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private int doomednum = -1;
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// Flags
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private Dictionary<string, bool> flags;
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// Properties
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// We only parse the properties we know about
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// because this format doesn't allow parsing in a generic way
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// (properties can have zero, one or two values and there is
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// nothing that tells you if it is a value or another property)
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private int radius;
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private int height;
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private string tag;
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// States
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private Dictionary<string, StateStructure> states;
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#endregion
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#region ================== Properties
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public Dictionary<string, bool> Flags { get { return flags; } }
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public string ClassName { get { return classname; } }
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public string InheritsClass { get { return inheritclass; } }
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public string ReplacesClass { get { return replaceclass; } }
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public List<string> Games { get { return games; } }
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public int DoomEdNum { get { return doomednum; } }
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public int Radius { get { return radius; } }
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public int Height { get { return height; } }
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public string Tag { get { return tag; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal ActorStructure(DecorateParser parser)
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{
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// Initialize
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flags = new Dictionary<string, bool>();
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states = new Dictionary<string, StateStructure>();
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inheritclass = "actor";
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replaceclass = null;
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games = new List<string>();
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tag = null;
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// First next token is the class name
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parser.SkipWhitespace(true);
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classname = parser.ReadToken();
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if(string.IsNullOrEmpty(classname))
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{
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parser.ReportError("Expected actor class name");
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return;
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}
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// Parse tokens before entering the actor scope
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while(parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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if(!string.IsNullOrEmpty(token))
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{
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token = token.ToLowerInvariant();
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if(token == ":")
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{
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// The next token must be the class to inherit from
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parser.SkipWhitespace(true);
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inheritclass = parser.ReadToken();
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if(string.IsNullOrEmpty(inheritclass) || parser.IsSpecialToken(inheritclass))
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{
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parser.ReportError("Expected class name to inherit from");
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return;
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}
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else
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{
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// Find the actor to inherit from
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ActorStructure other = parser.GetArchivedActorByName(inheritclass);
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if(other != null)
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InheritFrom(other);
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else
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General.WriteLogLine("WARNING: Unable to find the DECORATE class '" + inheritclass + "' to inherit from, while parsing '" + classname + "'");
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}
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}
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else if(token == "replaces")
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{
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// The next token must be the class to replace
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parser.SkipWhitespace(true);
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replaceclass = parser.ReadToken();
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if(string.IsNullOrEmpty(replaceclass) || parser.IsSpecialToken(replaceclass))
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{
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parser.ReportError("Expected class name to replace");
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return;
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}
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}
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else if(token == "native")
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{
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// Igore this token
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}
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else if(token == "{")
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{
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// Actor scope begins here,
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// break out of this parse loop
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break;
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}
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else
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{
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// Check if numeric
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if(!int.TryParse(token, out doomednum))
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{
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// Not numeric!
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parser.ReportError("Expected numeric editor thing number or start of actor scope");
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return;
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}
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}
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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// Now parse the contents of actor structure
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string previoustoken = "";
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while(parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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token = token.ToLowerInvariant();
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if((token == "+") || (token == "-"))
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{
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// Next token is a flag (option) to set or remove
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bool flagvalue = (token == "+");
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parser.SkipWhitespace(true);
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string flagname = parser.ReadToken();
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if(!string.IsNullOrEmpty(flagname))
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{
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// Add the flag with its value
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flagname = flagname.ToLowerInvariant();
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flags[flagname] = flagvalue;
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}
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else
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{
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parser.ReportError("Expected flag name");
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return;
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}
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}
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else if((token == "action") || (token == "native"))
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{
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// We don't need this, ignore up to the first next ;
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while(parser.SkipWhitespace(true))
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{
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string t = parser.ReadToken();
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if((t == ";") || (t == null)) break;
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}
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}
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else if(token == "states")
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{
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// Now parse actor states until we reach the end of the states structure
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while(parser.SkipWhitespace(true))
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{
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string statetoken = parser.ReadToken();
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if(!string.IsNullOrEmpty(statetoken))
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{
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// Start of scope?
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if(statetoken == "{")
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{
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// This is fine
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}
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// End of scope?
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else if(statetoken == "}")
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{
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// Done with the states,
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// break out of this parse loop
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break;
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}
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// State label?
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else if(statetoken == ":")
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{
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if(!string.IsNullOrEmpty(previoustoken))
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{
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// Parse actor state
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StateStructure st = new StateStructure(parser, previoustoken);
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if(parser.HasError) return;
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states[previoustoken.ToLowerInvariant()] = st;
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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else
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{
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// Keep token
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previoustoken = statetoken;
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}
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}
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else
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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}
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}
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else if(token == "}")
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{
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// Actor scope ends here,
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// break out of this parse loop
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break;
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}
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// Known property with a single value?
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else if((token == "radius") || (token == "height") || (token == "tag"))
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{
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// Next token is the property value to set
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parser.SkipWhitespace(true);
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string value = parser.ReadToken();
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if(!string.IsNullOrEmpty(value))
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{
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// Try parsing as integer value
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int intvalue;
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int.TryParse(value, out intvalue);
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// Set the property
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switch(token)
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{
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case "radius": radius = intvalue; break;
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case "height": height = intvalue; break;
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case "tag": tag = value; break;
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}
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}
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else
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{
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// Can't find the property value!
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parser.ReportError("Expected a value for property '" + token + "'");
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return;
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}
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}
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// Monster property?
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else if(token == "monster")
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{
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// This sets certain flags we are interested in
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flags["solid"] = true;
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}
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// Game property?
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else if(token == "game")
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{
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// Include all tokens on the same line
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games.Clear();
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while(parser.SkipWhitespace(false))
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{
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string v = parser.ReadToken();
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if(v == null)
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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if(v == "\n") break;
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games.Add(v.ToLowerInvariant());
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}
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}
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// Keep token
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previoustoken = token;
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}
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}
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#endregion
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#region ================== Methods
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// This is called to inherit properties from another actor
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private void InheritFrom(ActorStructure baseactor)
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{
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this.flags = new Dictionary<string, bool>(baseactor.flags);
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this.height = baseactor.height;
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this.radius = baseactor.radius;
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this.games = new List<string>(baseactor.games);
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this.states = new Dictionary<string, StateStructure>(baseactor.states);
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}
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// This returns the status of a flag
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public bool GetFlagValue(string flag, bool defaultvalue)
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{
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if(flags.ContainsKey(flag))
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return flags[flag];
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else
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return defaultvalue;
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}
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// This checks if this actor is meant for the current decorate game support
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public bool CheckActorSupported()
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{
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// Check if we want to include this actor
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string includegames = General.Map.Config.DecorateGames.ToLowerInvariant();
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bool includeactor = (games.Count == 0);
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foreach(string g in games)
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includeactor |= includegames.Contains(g);
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return includeactor;
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}
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// This finds the best suitable sprite to use
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public string FindSuitableSprite()
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{
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string sprite = "";
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// Try the idle state
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if(states.ContainsKey("idle"))
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{
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StateStructure s = states["idle"];
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if(!string.IsNullOrEmpty(s.FirstSprite))
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sprite = s.FirstSprite;
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}
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// Try the see state
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if(string.IsNullOrEmpty(sprite) && states.ContainsKey("see"))
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{
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StateStructure s = states["see"];
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if(!string.IsNullOrEmpty(s.FirstSprite))
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sprite = s.FirstSprite;
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}
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// Try the inactive state
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if(string.IsNullOrEmpty(sprite) && states.ContainsKey("inactive"))
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{
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StateStructure s = states["inactive"];
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if(!string.IsNullOrEmpty(s.FirstSprite))
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sprite = s.FirstSprite;
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}
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// Still no sprite found? then just pick the first we can find
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if(string.IsNullOrEmpty(sprite))
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{
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foreach(StateStructure s in states.Values)
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{
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if(!string.IsNullOrEmpty(s.FirstSprite))
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{
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sprite = s.FirstSprite;
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break;
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}
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}
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}
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if(!string.IsNullOrEmpty(sprite))
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{
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// The sprite name is not actually complete, we still have to append
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// the direction characters to it. Find an existing sprite with direction.
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foreach(string postfix in SPRITE_POSTFIXES)
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{
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if(General.Map.Data.GetSpriteExists(sprite + postfix))
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return sprite + postfix;
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}
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}
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// No sprite found
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return "";
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}
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#endregion
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}
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}
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