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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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376 lines
14 KiB
C#
Executable file
376 lines
14 KiB
C#
Executable file
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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.Generic;
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using System.Globalization;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Types;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public class ActorStructure
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{
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#region ================== Constants
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private readonly string[] SPRITE_CHECK_STATES = { "idle", "see", "inactive", "spawn" }; //mxd
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internal const string ACTOR_CLASS_SPECIAL_TOKENS = ":{}\n;,"; //mxd
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#endregion
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#region ================== Variables
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// Declaration
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internal string classname;
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internal string inheritclass;
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internal string replaceclass;
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internal int doomednum = -1;
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// Inheriting
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internal ActorStructure baseclass;
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internal bool skipsuper;
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// Flags
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internal Dictionary<string, bool> flags;
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// Properties
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internal Dictionary<string, List<string>> props;
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internal Dictionary<string, UniversalType> uservars; //mxd
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//mxd. Categories
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internal DecorateCategoryInfo catinfo;
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// [ZZ] direct ArgumentInfos (from game configuration), or own ArgumentInfos (from props)
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internal ArgumentInfo[] args = new ArgumentInfo[5];
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// States
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internal 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 Dictionary<string, List<string>> Properties { get { return props; } }
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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 ActorStructure BaseClass { get { return baseclass; } }
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internal int DoomEdNum { get { return doomednum; } set { doomednum = value; } }
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public Dictionary<string, UniversalType> UserVars { get { return uservars; } } //mxd
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internal DecorateCategoryInfo CategoryInfo { get { return catinfo; } } //mxd
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal ActorStructure()
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{
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// Initialize
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flags = new Dictionary<string, bool>(StringComparer.OrdinalIgnoreCase);
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props = new Dictionary<string, List<string>>(StringComparer.OrdinalIgnoreCase);
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states = new Dictionary<string, StateStructure>(StringComparer.OrdinalIgnoreCase);
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uservars = new Dictionary<string, UniversalType>(StringComparer.OrdinalIgnoreCase);//mxd
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// Always define a game property, but default to 0 values
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props["game"] = new List<string>();
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inheritclass = "actor";
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replaceclass = null;
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baseclass = null;
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skipsuper = false;
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}
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// Disposer
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public void Dispose()
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{
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baseclass = null;
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flags = null;
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props = null;
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states = null;
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// This checks if the actor has a specific property.
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/// </summary>
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public bool HasProperty(string propname)
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{
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if(props.ContainsKey(propname)) return true;
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if(!skipsuper && (baseclass != null)) return baseclass.HasProperty(propname);
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return false;
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}
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/// <summary>
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/// This checks if the actor has a specific property with at least one value.
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/// </summary>
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public bool HasPropertyWithValue(string propname)
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{
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if(props.ContainsKey(propname) && (props[propname].Count > 0)) return true;
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if(!skipsuper && (baseclass != null)) return baseclass.HasPropertyWithValue(propname);
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return false;
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}
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/// <summary>
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/// This returns values of a specific property as a complete string. Returns an empty string when the propery has no values.
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/// </summary>
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public string GetPropertyAllValues(string propname)
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{
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if(props.ContainsKey(propname) && (props[propname].Count > 0))
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return string.Join(" ", props[propname].ToArray());
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if(!skipsuper && (baseclass != null))
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return baseclass.GetPropertyAllValues(propname);
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return "";
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}
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/// <summary>
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/// 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.
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/// </summary>
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public string GetPropertyValueString(string propname, int valueindex) { return GetPropertyValueString(propname, valueindex, true); } //mxd. Added "stripquotes" parameter
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public string GetPropertyValueString(string propname, int valueindex, bool stripquotes)
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{
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if(props.ContainsKey(propname) && (props[propname].Count > valueindex))
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return (stripquotes ? ZDTextParser.StripQuotes(props[propname][valueindex]) : props[propname][valueindex]);
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if(!skipsuper && (baseclass != null))
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return baseclass.GetPropertyValueString(propname, valueindex, stripquotes);
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return "";
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}
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/// <summary>
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/// This returns a specific value of a specific property as an integer. Returns 0 when the propery does not have the specified value.
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/// </summary>
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public int GetPropertyValueInt(string propname, int valueindex)
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{
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string str = GetPropertyValueString(propname, valueindex, false);
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//mxd. It can be negative...
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if(str == "-" && props.Count > valueindex + 1)
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str += GetPropertyValueString(propname, valueindex + 1, false);
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int intvalue;
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if(int.TryParse(str, NumberStyles.Integer, CultureInfo.InvariantCulture, out intvalue))
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return intvalue;
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return 0;
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}
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/// <summary>
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/// This returns a specific value of a specific property as a float. Returns 0.0f when the propery does not have the specified value.
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/// </summary>
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public float GetPropertyValueFloat(string propname, int valueindex)
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{
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string str = GetPropertyValueString(propname, valueindex, false);
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//mxd. It can be negative...
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if(str == "-" && props.Count > valueindex + 1)
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str += GetPropertyValueString(propname, valueindex + 1, false);
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float fvalue;
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if(float.TryParse(str, NumberStyles.Float, CultureInfo.InvariantCulture, out fvalue))
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return fvalue;
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return 0.0f;
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}
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/// <summary>
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/// This returns the status of a flag.
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/// </summary>
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public bool HasFlagValue(string flag)
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{
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if(flags.ContainsKey(flag)) return true;
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if(!skipsuper && (baseclass != null)) return baseclass.HasFlagValue(flag);
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return false;
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}
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/// <summary>
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/// This returns the status of a flag.
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/// </summary>
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public bool GetFlagValue(string flag, bool defaultvalue)
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{
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if(flags.ContainsKey(flag)) return flags[flag];
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if(!skipsuper && (baseclass != null)) return baseclass.GetFlagValue(flag, defaultvalue);
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return defaultvalue;
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}
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/// <summary>
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/// This checks if a state has been defined.
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/// </summary>
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public bool HasState(string statename)
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{
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// [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state)
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// for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1)
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if (classname.ToLowerInvariant() == "actor" && statename.ToLowerInvariant() != "spawn")
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return false;
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if(states.ContainsKey(statename)) return true;
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if(!skipsuper && (baseclass != null)) return baseclass.HasState(statename);
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return false;
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}
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/// <summary>
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/// This returns a specific state, or null when the state can't be found.
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/// </summary>
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public StateStructure GetState(string statename)
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{
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// [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state)
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// for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1)
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if (classname.ToLowerInvariant() == "actor" && statename.ToLowerInvariant() != "spawn")
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return null;
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if (states.ContainsKey(statename)) return states[statename];
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if(!skipsuper && (baseclass != null)) return baseclass.GetState(statename);
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return null;
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}
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/// <summary>
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/// This creates a list of all states, also those inherited from the base class.
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/// </summary>
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public Dictionary<string, StateStructure> GetAllStates()
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{
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// [ZZ] we should NOT pick up any states from Actor. (except Spawn, as the very default state)
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// for the greater good. (otherwise POL5 from GenericCrush is displayed for actors without frames, preferred before TNT1)
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if (classname.ToLowerInvariant() == "actor")
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{
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Dictionary<string, StateStructure> list2 = new Dictionary<string, StateStructure>(StringComparer.OrdinalIgnoreCase);
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if (states.ContainsKey("spawn"))
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list2.Add("spawn", states["spawn"]);
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return list2;
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}
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Dictionary<string, StateStructure> list = new Dictionary<string, StateStructure>(states, StringComparer.OrdinalIgnoreCase);
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if (!skipsuper && (baseclass != null))
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{
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Dictionary<string, StateStructure> baselist = baseclass.GetAllStates();
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foreach(KeyValuePair<string, StateStructure> s in baselist)
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if(!list.ContainsKey(s.Key)) list.Add(s.Key, s.Value);
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}
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return list;
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}
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/// <summary>
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/// This checks if this actor is meant for the current decorate game support
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/// </summary>
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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 = (props["game"].Count == 0);
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foreach(string g in props["game"])
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includeactor |= includegames.Contains(g);
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return includeactor;
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}
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/// <summary>
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/// This finds the best suitable sprite to use when presenting this actor to the user.
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/// </summary>
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public StateStructure.FrameInfo FindSuitableSprite()
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{
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// Info: actual sprites are resolved in ThingTypeInfo.SetupSpriteFrame() - mxd
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// Sprite forced?
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if(HasPropertyWithValue("$sprite"))
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{
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string sprite = GetPropertyValueString("$sprite", 0, true); //mxd
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//mxd. Valid when internal or exists
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if(sprite.StartsWith(DataManager.INTERNAL_PREFIX, StringComparison.OrdinalIgnoreCase) || General.Map.Data.GetSpriteExists(sprite))
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return new StateStructure.FrameInfo { Sprite = sprite };
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//mxd. Bitch and moan
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General.ErrorLogger.Add(ErrorType.Warning, "DECORATE warning in " + classname + ":" + doomednum + ". The sprite \"" + sprite + "\" assigned by the \"$sprite\" property does not exist.");
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}
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StateStructure.FrameInfo firstNonTntInfo = null;
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StateStructure.FrameInfo firstInfo = null;
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// Pick the first we can find (including and not including TNT1)
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Dictionary<string, StateStructure> list = GetAllStates();
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foreach (StateStructure s in list.Values)
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{
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StateStructure.FrameInfo info = s.GetSprite(0);
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if (string.IsNullOrEmpty(info.Sprite)) continue;
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if (!info.IsEmpty()) firstNonTntInfo = info;
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if (firstInfo == null) firstInfo = info;
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if (firstNonTntInfo != null)
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break;
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}
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//mxd. Try to get a suitable sprite from our hardcoded states list
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StateStructure.FrameInfo lastNonTntInfo = null;
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StateStructure.FrameInfo lastInfo = null;
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foreach (string state in SPRITE_CHECK_STATES)
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{
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if(!HasState(state)) continue;
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StateStructure s = GetState(state);
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StateStructure.FrameInfo info = s.GetSprite(0);
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//if(!string.IsNullOrEmpty(info.Sprite)) return info;
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if (string.IsNullOrEmpty(info.Sprite)) continue;
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if (!info.IsEmpty()) lastNonTntInfo = info;
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if (lastInfo == null) lastInfo = info;
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if (lastNonTntInfo != null)
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break;
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}
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// [ZZ] return whatever is there by priority. try to pick non-TNT1 frames.
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StateStructure.FrameInfo[] infos = new StateStructure.FrameInfo[] { lastNonTntInfo, lastInfo, firstNonTntInfo, firstInfo };
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foreach (StateStructure.FrameInfo info in infos)
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if (info != null) return info;
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//mxd. No dice...
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return null;
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}
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/// <summary>
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/// This method parses $argN into argumentinfos.
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/// </summary>
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public void ParseCustomArguments()
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{
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for (int i = 0; i < 5; i++)
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{
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if (HasProperty("$arg" + i))
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args[i] = new ArgumentInfo(this, i);
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else args[i] = null;
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}
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}
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public ArgumentInfo GetArgumentInfo(int idx)
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{
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if (args[idx] != null)
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return args[idx];
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// if we have $clearargs, don't inherit anything!
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if (props.ContainsKey("$clearargs"))
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return null;
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if (baseclass != null)
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return baseclass.GetArgumentInfo(idx);
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return null;
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}
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#endregion
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}
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}
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