UltimateZoneBuilder/Source/Core/ZDoom/ActorStructure.cs
codeimp 6a685b7678 Exposed more DECORATE information to plugins and Things now have an Actor property (ActorStructure) when they are loaded from DECORATE
Added two new type handlers that can be used in UDMF ('Thing Type' and 'Thing Class')
Polished the browse icons and browse buttons.
Added more events for plugins to intercept.
2010-08-22 11:36:09 +00:00

615 lines
17 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 int doomednum = -1;
// Inheriting
private ActorStructure baseclass;
private bool skipsuper;
// Flags
private Dictionary<string, bool> flags;
// Properties
private Dictionary<string, List<string>> props;
// 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; } }
#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>();
// 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 == ":")
{
// 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);
if(baseclass == null)
General.ErrorLogger.Add(ErrorType.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.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");
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 == "}")
{
// 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 != ",")
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 != ",")
values.Add(v);
}
props[token] = values;
}
}
// Keep token
previoustoken = token;
}
}
// 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
}
}