UltimateZoneBuilder/Source/Core/ZDoom/DecorateParser.cs
MaxED aecd017b19 Added, Errors and Warnings window: most of warnings/errors related to (G)ZDoom text lump parsing can now be double-clicked to show warning/error source in the Script Editor.
Fixed: some map format conversion errors were never displayed, because errors list was cleared after performing map conversion.
Fixed: 3d floor indicators in 2D modes were not updated after leaving Visual mode.
Fixed: some UDMF-only interface buttons were never removed after converting map format from UDMF.
2016-11-26 00:02:56 +00:00

429 lines
13 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.Generic;
using System.Globalization;
using System.IO;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class DecorateParser : ZDTextParser
{
#region ================== Delegates
public delegate void IncludeDelegate(DecorateParser parser, string includefile);
public IncludeDelegate OnInclude;
#endregion
#region ================== Constants
#endregion
#region ================== Variables
//mxd. Script type
internal override ScriptType ScriptType { get { return ScriptType.DECORATE; } }
// These are actors we want to keep
private Dictionary<string, ActorStructure> actors;
// These are all parsed actors, also those from other games
private Dictionary<string, ActorStructure> archivedactors;
//mxd. Includes tracking
private readonly HashSet<string> parsedlumps;
//mxd. Custom damagetypes
private readonly HashSet<string> damagetypes;
//mxd. Disposing. Is that really needed?..
private bool isdisposed;
#endregion
#region ================== Properties
/// <summary>
/// All actors that are supported by the current game.
/// </summary>
public IEnumerable<ActorStructure> Actors { get { return actors.Values; } }
/// <summary>
/// All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game.
/// </summary>
public ICollection<ActorStructure> AllActors { get { return archivedactors.Values; } }
/// <summary>
/// mxd. All actors that are supported by the current game.
/// </summary>
internal Dictionary<string, ActorStructure> ActorsByClass { get { return actors; } }
/// <summary>
/// mxd. All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game.
/// </summary>
internal Dictionary<string, ActorStructure> AllActorsByClass { get { return archivedactors; } }
/// <summary>
/// mxd. Custom DamageTypes (http://zdoom.org/wiki/Damage_types).
/// </summary>
public IEnumerable<string> DamageTypes { get { return damagetypes; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public DecorateParser()
{
// Syntax
whitespace = "\n \t\r\u00A0"; //mxd. non-breaking space is also space :)
specialtokens = ":{}[]()+-\n;,";
skipregions = false; //mxd
// Initialize
actors = new Dictionary<string, ActorStructure>(StringComparer.OrdinalIgnoreCase);
archivedactors = new Dictionary<string, ActorStructure>(StringComparer.OrdinalIgnoreCase);
parsedlumps = new HashSet<string>(StringComparer.OrdinalIgnoreCase); //mxd
damagetypes = new HashSet<string>(StringComparer.OrdinalIgnoreCase); //mxd
}
// Disposer
public void Dispose()
{
//mxd. Not already disposed?
if(!isdisposed)
{
foreach(KeyValuePair<string, ActorStructure> a in archivedactors)
a.Value.Dispose();
actors = null;
archivedactors = null;
isdisposed = true;
}
}
#endregion
#region ================== Parsing
// This parses the given decorate stream
// Returns false on errors
public override bool Parse(TextResourceData data, bool clearerrors)
{
//mxd. Already parsed?
if(!base.AddTextResource(data))
{
if(clearerrors) ClearError();
return true;
}
// Cannot process?
if(!base.Parse(data, clearerrors)) return false;
//mxd. Region-as-category stuff...
List<DecorateCategoryInfo> regions = new List<DecorateCategoryInfo>();
//mxd. Regions tracking...
List<KeyValuePair<int, string>> regionlines = new List<KeyValuePair<int, string>>(); // <line number, region title>
// Keep local data
Stream localstream = datastream;
string localsourcename = sourcename;
BinaryReader localreader = datareader;
DataLocation locallocation = datalocation; //mxd
string localtextresourcepath = textresourcepath; //mxd
// Continue until at the end of the stream
while(SkipWhitespace(true))
{
// Read a token
string objdeclaration = ReadToken();
if(!string.IsNullOrEmpty(objdeclaration))
{
objdeclaration = objdeclaration.ToLowerInvariant();
if(objdeclaration == "$gzdb_skip") break;
switch(objdeclaration)
{
case "actor":
{
// Read actor structure
ActorStructure actor = new ActorStructure(this, (regions.Count > 0 ? regions[regions.Count - 1] : null));
if(this.HasError) return false;
// Add the actor
archivedactors[actor.ClassName.ToLowerInvariant()] = actor;
if(actor.CheckActorSupported())
actors[actor.ClassName.ToLowerInvariant()] = actor;
// Replace an actor?
if(actor.ReplacesClass != null)
{
if(GetArchivedActorByName(actor.ReplacesClass) != null)
archivedactors[actor.ReplacesClass.ToLowerInvariant()] = actor;
else
LogWarning("Unable to find \"" + actor.ReplacesClass + "\" class to replace, while parsing \"" + actor.ClassName + "\"");
if(actor.CheckActorSupported() && GetActorByName(actor.ReplacesClass) != null)
actors[actor.ReplacesClass.ToLowerInvariant()] = actor;
}
//mxd. Add to current text resource
if(!scriptresources[textresourcepath].Entries.Contains(actor.ClassName)) scriptresources[textresourcepath].Entries.Add(actor.ClassName);
}
break;
case "#include":
{
//INFO: ZDoom DECORATE include paths can't be relative ("../actor.txt")
//or absolute ("d:/project/actor.txt")
//or have backward slashes ("info\actor.txt")
//include paths are relative to the first parsed entry, not the current one
//also include paths may or may not be quoted
SkipWhitespace(true);
string filename = StripQuotes(ReadToken(false)); //mxd. Don't skip newline
//mxd. Sanity checks
if(string.IsNullOrEmpty(filename))
{
ReportError("Expected file name to include");
return false;
}
//mxd. Check invalid path chars
if(!CheckInvalidPathChars(filename)) return false;
//mxd. Absolute paths are not supported...
if(Path.IsPathRooted(filename))
{
ReportError("Absolute include paths are not supported by ZDoom");
return false;
}
//mxd. Relative paths are not supported
if(filename.StartsWith(RELATIVE_PATH_MARKER) || filename.StartsWith(CURRENT_FOLDER_PATH_MARKER) ||
filename.StartsWith(ALT_RELATIVE_PATH_MARKER) || filename.StartsWith(ALT_CURRENT_FOLDER_PATH_MARKER))
{
ReportError("Relative include paths are not supported by ZDoom");
return false;
}
//mxd. Backward slashes are not supported
if(filename.Contains(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture)))
{
ReportError("Only forward slashes are supported by ZDoom");
return false;
}
//mxd. Already parsed?
if(parsedlumps.Contains(filename))
{
ReportError("Already parsed \"" + filename + "\". Check your include directives");
return false;
}
//mxd. Add to collection
parsedlumps.Add(filename);
// Callback to parse this file now
if(OnInclude != null) OnInclude(this, filename);
//mxd. Bail out on error
if(this.HasError) return false;
// Set our buffers back to continue parsing
datastream = localstream;
datareader = localreader;
sourcename = localsourcename;
datalocation = locallocation; //mxd
textresourcepath = localtextresourcepath; //mxd
}
break;
case "damagetype": //mxd
// Get DamageType name
SkipWhitespace(true);
string damagetype = StripQuotes(ReadToken(false));
if(string.IsNullOrEmpty(damagetype))
{
ReportError("Expected DamageType name");
return false;
}
// Next should be "{"
SkipWhitespace(true);
if(!NextTokenIs("{")) return false;
// Skip the structure
while(SkipWhitespace(true))
{
string t = ReadToken();
if(string.IsNullOrEmpty(t) || t == "}") break;
}
// Add to collection
if(!damagetypes.Contains(damagetype)) damagetypes.Add(damagetype);
break;
case "enum":
case "native":
case "const":
while(SkipWhitespace(true))
{
string t = ReadToken();
if(string.IsNullOrEmpty(t) || t == ";") break;
}
break;
//mxd. Region-as-category handling
case "#region":
int line = GetCurrentLineNumber();
SkipWhitespace(false);
string cattitle = ReadLine();
regionlines.Add(new KeyValuePair<int, string>(line, cattitle));
if(!string.IsNullOrEmpty(cattitle))
{
// Make new category info
string[] parts = cattitle.Split(DataManager.CATEGORY_SPLITTER, StringSplitOptions.RemoveEmptyEntries);
DecorateCategoryInfo info = new DecorateCategoryInfo();
if(regions.Count > 0)
{
// Preserve nesting
info.Category.AddRange(regions[regions.Count - 1].Category);
info.Properties = new Dictionary<string, List<string>>(regions[regions.Count - 1].Properties);
}
info.Category.AddRange(parts);
// Add to collection
regions.Add(info);
}
break;
//mxd. Region-as-category handling
case "#endregion":
if(regions.Count > 0) regions.RemoveAt(regions.Count - 1);
if(regionlines.Count > 0)
regionlines.RemoveAt(regionlines.Count - 1);
else
LogWarning("Unexpected #endregion");
break;
default:
{
//mxd. In some special cases (like the whole actor commented using "//") our special comments will be detected here...
if(objdeclaration.StartsWith("$"))
{
if(regions.Count > 0)
{
// Store region property
regions[regions.Count - 1].Properties[objdeclaration] = new List<string> { (SkipWhitespace(false) ? ReadLine() : "") };
}
else
{
// Skip the whole line, then carry on
ReadLine();
}
break;
}
// Unknown structure!
// Best we can do now is just find the first { and then
// follow the scopes until the matching } is found
string token2;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
}
while(token2 != "{");
int scopelevel = 1;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
if(token2 == "{") scopelevel++;
if(token2 == "}") scopelevel--;
}
while(scopelevel > 0);
}
break;
}
}
}
//mxd. Check unclosed #regions
if(regionlines.Count > 0)
{
foreach(var group in regionlines)
{
if(!string.IsNullOrEmpty(group.Value))
LogWarning("Unclosed #region \"" + group.Value + "\"", group.Key);
else
LogWarning("Unclosed #region", group.Key);
}
}
// Return true when no errors occurred
return (ErrorDescription == null);
}
#endregion
#region ================== Methods
/// <summary>
/// This returns a supported actor by name. Returns null when no supported actor with the specified name can be found. This operation is of O(1) complexity.
/// </summary>
public ActorStructure GetActorByName(string name)
{
name = name.ToLowerInvariant();
return actors.ContainsKey(name) ? actors[name] : null;
}
/// <summary>
/// This returns a supported actor by DoomEdNum. Returns null when no supported actor with the specified name can be found. Please note that this operation is of O(n) complexity!
/// </summary>
public ActorStructure GetActorByDoomEdNum(int doomednum)
{
foreach(ActorStructure a in actors.Values)
if(a.DoomEdNum == doomednum) return a;
return null;
}
// This returns an actor by name
// Returns null when actor cannot be found
internal ActorStructure GetArchivedActorByName(string name)
{
name = name.ToLowerInvariant();
return (archivedactors.ContainsKey(name) ? archivedactors[name] : null);
}
#endregion
}
}