UltimateZoneBuilder/Source/Core/ZDoom/ActorStructure.cs
2013-04-19 11:35:56 +00:00

654 lines
18 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.Collections.Generic;
using System.Globalization;
using CodeImp.DoomBuilder.Config;
#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 int doomednum = -1;
// Inheriting
private ActorStructure baseclass;
private bool skipsuper;
// Flags
private Dictionary<string, bool> flags;
// Properties
private Dictionary<string, List<string>> props;
private List<string> userVars; //mxd
// 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; } }
public int DoomEdNum { get { return doomednum; } }
public List<string> UserVars { get { return userVars; } } //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
internal ActorStructure(DecorateParser parser)
{
// Initialize
flags = new Dictionary<string, bool>();
props = new Dictionary<string, List<string>>();
states = new Dictionary<string, StateStructure>();
userVars = new List<string>();//mxd
bool haveBaseClass = 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());
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 == ":")
{
haveBaseClass = true; //mxd
// The next token must be the class to inherit from
parser.SkipWhitespace(true);
inheritclass = parser.StripTokenQuotes(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
baseclass = parser.GetArchivedActorByName(inheritclass);
}
}
else if(token == "replaces")
{
// The next token must be the class to replace
parser.SkipWhitespace(true);
replaceclass = parser.StripTokenQuotes(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 if(token == "-")
{
// 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();
}
else
{
// Check if numeric
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum))
{
// Not numeric!
parser.ReportError("Expected numeric editor thing number or start of actor scope while parsing '" + classname + "'");
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 == "skip_super")
{
skipsuper = true;
}
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(this, 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 == "var") //mxd
{
while(parser.SkipWhitespace(true)) {
string t = parser.ReadToken();
if((t == ";") || (t == null)) break;
if(t.StartsWith("user_") && !userVars.Contains(t)) userVars.Add(t);
}
}
else if(token == "}")
{
// Actor scope ends here,
// break out of this parse loop
break;
}
// Monster property?
else if(token == "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;
}
// Projectile property?
else if(token == "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;
}
// Clearflags property?
else if(token == "clearflags")
{
// Clear all flags
flags.Clear();
}
// Game property?
else if(token == "game")
{
// Include all tokens on the same line
List<string> games = new List<string>();
while(parser.SkipWhitespace(false))
{
string v = parser.ReadToken();
if(v == null)
{
parser.ReportError("Unexpected end of structure");
return;
}
if(v == "\n") break;
if (v == "}") return; //mxd
if(v != ",")
games.Add(v.ToLowerInvariant());
}
props[token] = games;
}
// Property
else
{
// 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
List<string> values = new List<string>();
if(parser.SkipWhitespace(false))
values.Add(parser.ReadLine());
else
values.Add("");
props[token] = values;
}
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(v == null)
{
parser.ReportError("Unexpected end of structure");
return;
}
if(v == "\n") break;
if (v == "}") return; //mxd
if(v != ",")
values.Add(v);
}
props[token] = values;
}
}
// Keep token
previoustoken = token;
}
//mxd. Check if baseclass is valid
if(haveBaseClass && doomednum > -1 && baseclass == null) {
//check if this class inherits from a class defined in game configuration
Dictionary<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
inheritclass = inheritclass.ToLowerInvariant();
foreach(KeyValuePair<int, ThingTypeInfo> ti in things) {
if(ti.Value.ClassName == inheritclass) {
//states
if(states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 4)));
//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;
}
}
General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + inheritclass + "' 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;
else if(!skipsuper && (baseclass != null))
return baseclass.HasProperty(propname);
else
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;
else if(!skipsuper && (baseclass != null))
return baseclass.HasPropertyWithValue(propname);
else
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());
else if(!skipsuper && (baseclass != null))
return baseclass.GetPropertyAllValues(propname);
else
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)
{
if(props.ContainsKey(propname) && (props[propname].Count > valueindex))
return props[propname][valueindex];
else if(!skipsuper && (baseclass != null))
return baseclass.GetPropertyValueString(propname, valueindex);
else
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);
int intvalue;
if(int.TryParse(str, NumberStyles.Integer, CultureInfo.InvariantCulture, out intvalue))
return intvalue;
else
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);
float fvalue;
if(float.TryParse(str, NumberStyles.Float, CultureInfo.InvariantCulture, out fvalue))
return fvalue;
else
return 0.0f;
}
/// <summary>
/// This returns the status of a flag.
/// </summary>
public bool HasFlagValue(string flag)
{
if(flags.ContainsKey(flag))
return true;
else if(!skipsuper && (baseclass != null))
return baseclass.HasFlagValue(flag);
else
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];
else if(!skipsuper && (baseclass != null))
return baseclass.GetFlagValue(flag, defaultvalue);
else
return defaultvalue;
}
/// <summary>
/// This checks if a state has been defined.
/// </summary>
public bool HasState(string statename)
{
if(states.ContainsKey(statename))
return true;
else if(!skipsuper && (baseclass != null))
return baseclass.HasState(statename);
else
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];
else if(!skipsuper && (baseclass != null))
return baseclass.GetState(statename);
else
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);
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 string FindSuitableSprite()
{
string result = "";
// Sprite forced?
if(HasPropertyWithValue("$sprite"))
{
return GetPropertyValueString("$sprite", 0);
}
else
{
// Try the idle state
if(HasState("idle"))
{
StateStructure s = GetState("idle");
string spritename = s.GetSprite(0);
if(!string.IsNullOrEmpty(spritename))
result = spritename;
}
// Try the see state
if(string.IsNullOrEmpty(result) && HasState("see"))
{
StateStructure s = GetState("see");
string spritename = s.GetSprite(0);
if(!string.IsNullOrEmpty(spritename))
result = spritename;
}
// Try the inactive state
if(string.IsNullOrEmpty(result) && HasState("inactive"))
{
StateStructure s = GetState("inactive");
string spritename = s.GetSprite(0);
if(!string.IsNullOrEmpty(spritename))
result = spritename;
}
// Try the spawn state
if(string.IsNullOrEmpty(result) && HasState("spawn"))
{
StateStructure s = GetState("spawn");
string spritename = s.GetSprite(0);
if(!string.IsNullOrEmpty(spritename))
result = spritename;
}
// Still no sprite found? then just pick the first we can find
if(string.IsNullOrEmpty(result))
{
Dictionary<string, StateStructure> list = GetAllStates();
foreach(StateStructure s in list.Values)
{
string spritename = s.GetSprite(0);
if(!string.IsNullOrEmpty(spritename))
{
result = spritename;
break;
}
}
}
if(!string.IsNullOrEmpty(result))
{
// 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(result + postfix))
return result + postfix;
}
}
}
// No sprite found
return "";
}
#endregion
}
}