// This version of GetSprite uses a callstack to check if it isn't going into an endless loop private FrameInfo GetSprite(int index, HashSet <StateStructure> prevstates) { // If we have sprite of our own, see if we can return this index if (index < sprites.Count) { return(sprites[index]); } // Otherwise, continue searching where goto tells us to go if (gotostate != null) { // Find the class ActorStructure a = parser.GetArchivedActorByName(gotostate.ClassName); if (a != null) { StateStructure s = a.GetState(gotostate.StateName); if ((s != null) && !prevstates.Contains(s)) { prevstates.Add(this); return(s.GetSprite(gotostate.SpriteOffset, prevstates)); } } } // If there is no goto keyword used, just give us one of our sprites if we can if (sprites.Count > 0) { // The following behavior should really depend on the flow control keyword (loop or stop) but who cares. return(sprites[0]); } return(new FrameInfo()); }
/// <summary> /// This finds the best suitable sprite to use when presenting this actor to the user. /// </summary> public StateStructure.FrameInfo FindSuitableSprite() { // Info: actual sprites are resolved in ThingTypeInfo.SetupSpriteFrame() - mxd // Sprite forced? if (HasPropertyWithValue("$sprite")) { string sprite = GetPropertyValueString("$sprite", 0, true); //mxd //mxd. Valid when internal or exists if (sprite.StartsWith(DataManager.INTERNAL_PREFIX, StringComparison.OrdinalIgnoreCase) || General.Map.Data.GetSpriteExists(sprite)) { return new StateStructure.FrameInfo { Sprite = sprite } } ; //mxd. Bitch and moan General.ErrorLogger.Add(ErrorType.Warning, "DECORATE warning in " + classname + ":" + doomednum + ". The sprite \"" + sprite + "\" assigned by the \"$sprite\" property does not exist."); } //mxd. Try to get a suitable sprite from our hardcoded states list foreach (string state in SPRITE_CHECK_STATES) { if (!HasState(state)) { continue; } StateStructure s = GetState(state); StateStructure.FrameInfo info = s.GetSprite(0); if (!string.IsNullOrEmpty(info.Sprite)) { return(info); } } // Still no sprite found? then just pick the first we can find Dictionary <string, StateStructure> list = GetAllStates(); foreach (StateStructure s in list.Values) { StateStructure.FrameInfo info = s.GetSprite(0); if (!string.IsNullOrEmpty(info.Sprite)) { return(info); } } //mxd. No dice... return(null); } #endregion }
} //mxd #endregion #region ================== Constructor / Disposer // Constructor internal ActorStructure(DecorateParser parser, DecorateCategoryInfo catinfo) { // Initialize this.catinfo = catinfo; //mxd flags = new Dictionary <string, bool>(StringComparer.OrdinalIgnoreCase); props = new Dictionary <string, List <string> >(StringComparer.OrdinalIgnoreCase); states = new Dictionary <string, StateStructure>(StringComparer.OrdinalIgnoreCase); uservars = new Dictionary <string, UniversalType>(StringComparer.OrdinalIgnoreCase); //mxd bool done = 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(ACTOR_CLASS_SPECIAL_TOKENS)); if (string.IsNullOrEmpty(classname)) { parser.ReportError("Expected actor class name"); return; } //mxd. Fail on duplicates if (parser.ActorsByClass.ContainsKey(classname.ToLowerInvariant())) { parser.ReportError("Actor \"" + classname + "\" is double-defined"); return; } // Parse tokens before entering the actor scope while (parser.SkipWhitespace(true)) { string token = parser.ReadToken(); if (!string.IsNullOrEmpty(token)) { token = token.ToLowerInvariant(); switch (token) { case ":": // The next token must be the class to inherit from parser.SkipWhitespace(true); inheritclass = parser.StripTokenQuotes(parser.ReadToken()); if (string.IsNullOrEmpty(inheritclass)) { parser.ReportError("Expected class name to inherit from"); return; } // Find the actor to inherit from baseclass = parser.GetArchivedActorByName(inheritclass); break; case "replaces": // The next token must be the class to replace parser.SkipWhitespace(true); replaceclass = parser.StripTokenQuotes(parser.ReadToken()); if (string.IsNullOrEmpty(replaceclass)) { parser.ReportError("Expected class name to replace"); return; } break; case "native": // Igore this token break; case "{": // Actor scope begins here, // break out of this parse loop done = true; break; case "-": // 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(); break; default: //mxd. 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 props[token] = new List <string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") }; continue; } if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum)) // Check if numeric { // Not numeric! parser.ReportError("Expected editor number or start of actor scope while parsing \"" + classname + "\""); return; } //mxd. Range check if ((doomednum < General.Map.FormatInterface.MinThingType) || (doomednum > General.Map.FormatInterface.MaxThingType)) { // Out of bounds! parser.ReportError("Actor \"" + classname + "\" has invalid editor number. Editor number must be between " + General.Map.FormatInterface.MinThingType + " and " + General.Map.FormatInterface.MaxThingType); return; } break; } if (done) { break; //mxd } } else { parser.ReportError("Unexpected end of structure"); return; } } // Now parse the contents of actor structure string previoustoken = ""; done = false; //mxd while (parser.SkipWhitespace(true)) { string token = parser.ReadToken(); token = token.ToLowerInvariant(); switch (token) { case "+": case "-": // 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; } break; case "action": case "native": // We don't need this, ignore up to the first next ; while (parser.SkipWhitespace(true)) { string t = parser.ReadToken(); if (string.IsNullOrEmpty(t) || t == ";") { break; } } break; case "skip_super": skipsuper = true; break; case "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); if (parser.HasError) { return; } states[previoustoken.ToLowerInvariant()] = st; } else { parser.ReportError("Expected actor state name"); return; } } else { // Keep token previoustoken = statetoken; } } else { parser.ReportError("Unexpected end of structure"); return; } } break; case "var": //mxd // Type parser.SkipWhitespace(true); string typestr = parser.ReadToken().ToUpperInvariant(); UniversalType type = UniversalType.EnumOption; // There is no Unknown type, so let's use something impossiburu... switch (typestr) { case "INT": type = UniversalType.Integer; break; case "FLOAT": type = UniversalType.Float; break; default: parser.LogWarning("Unknown user variable type"); break; } // Name parser.SkipWhitespace(true); string name = parser.ReadToken(); if (string.IsNullOrEmpty(name)) { parser.ReportError("Expected User Variable name"); return; } if (!name.StartsWith("user_", StringComparison.OrdinalIgnoreCase)) { parser.ReportError("User Variable name must start with \"user_\" prefix"); return; } if (uservars.ContainsKey(name)) { parser.ReportError("User Variable \"" + name + "\" is double defined"); return; } if (!skipsuper && baseclass != null && baseclass.uservars.ContainsKey(name)) { parser.ReportError("User variable \"" + name + "\" is already defined in one of the parent classes"); return; } // Rest parser.SkipWhitespace(true); string next = parser.ReadToken(); if (next == "[") // that's User Array. Let's skip it... { int arrlen = -1; if (!parser.ReadSignedInt(ref arrlen)) { parser.ReportError("Expected User Array length"); return; } if (arrlen < 1) { parser.ReportError("User Array length must be a positive value"); return; } if (!parser.NextTokenIs("]") || !parser.NextTokenIs(";")) { return; } } else if (next != ";") { parser.ReportError("Expected \";\", but got \"" + next + "\""); return; } else { // Add to collection uservars.Add(name, type); } break; case "}": //mxd. Get user vars from the BaseClass, if we have one if (!skipsuper && baseclass != null && baseclass.uservars.Count > 0) { foreach (var group in baseclass.uservars) { uservars.Add(group.Key, group.Value); } } // Actor scope ends here, break out of this parse loop done = true; break; // Monster property? case "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; break; // Projectile property? case "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; break; // Clearflags property? case "clearflags": // Clear all flags flags.Clear(); break; // Game property? case "game": // Include all tokens on the same line List <string> games = new List <string>(); while (parser.SkipWhitespace(false)) { string v = parser.ReadToken(); if (string.IsNullOrEmpty(v)) { parser.ReportError("Expected \"Game\" property value"); return; } if (v == "\n") { break; } if (v == "}") { return; //mxd } if (v != ",") { games.Add(v.ToLowerInvariant()); } } props[token] = games; break; // Property default: // 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 props[token] = new List <string> { (parser.SkipWhitespace(false) ? parser.ReadLine() : "") }; } 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 (string.IsNullOrEmpty(v)) { parser.ReportError("Unexpected end of structure"); return; } if (v == "\n") { break; } if (v == "}") { return; //mxd } if (v != ",") { values.Add(v); } } //mxd. Translate scale to xscale and yscale if (token == "scale") { props["xscale"] = values; props["yscale"] = values; } else { props[token] = values; } } break; } if (done) { break; //mxd } // Keep token previoustoken = token; } //mxd. Check if baseclass is valid if (inheritclass.ToLowerInvariant() != "actor" && doomednum > -1 && baseclass == null) { //check if this class inherits from a class defined in game configuration Dictionary <int, ThingTypeInfo> things = General.Map.Config.GetThingTypes(); string inheritclasscheck = inheritclass.ToLowerInvariant(); foreach (KeyValuePair <int, ThingTypeInfo> ti in things) { if (!string.IsNullOrEmpty(ti.Value.ClassName) && ti.Value.ClassName.ToLowerInvariant() == inheritclasscheck) { //states if (states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite)) { states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 5))); } //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; } } parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\""); } }
// 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 $category List <string> values = new List <string>(); if (parser.SkipWhitespace(false)) { values.Add(parser.ReadLine()); } else { values.Add(""); } props[token] = values; } else { // Next tokens up until the next newline are values List <string> values = new List <string>(); while (parser.SkipWhitespace(false)) { string v = parser.ReadToken(); if (v == null) { parser.ReportError("Unexpected end of structure"); return; } if (v == "\n") { break; } if (v != ",") { values.Add(v); } } props[token] = values; } } // Keep token previoustoken = token; } }
/// <summary> /// This finds the best suitable sprite to use when presenting this actor to the user. /// </summary> public string FindSuitableSprite() { string result = ""; // Sprite forced? if (HasPropertyWithValue("$sprite")) { return(GetPropertyValueString("$sprite", 0)); } else { // Try the idle state if (HasState("idle")) { StateStructure s = GetState("idle"); string spritename = s.GetSprite(0); if (!string.IsNullOrEmpty(spritename)) { result = spritename; } } // Try the see state if (string.IsNullOrEmpty(result) && HasState("see")) { StateStructure s = GetState("see"); string spritename = s.GetSprite(0); if (!string.IsNullOrEmpty(spritename)) { result = spritename; } } // Try the inactive state if (string.IsNullOrEmpty(result) && HasState("inactive")) { StateStructure s = GetState("inactive"); string spritename = s.GetSprite(0); if (!string.IsNullOrEmpty(spritename)) { result = spritename; } } // Try the spawn state if (string.IsNullOrEmpty(result) && HasState("spawn")) { StateStructure s = GetState("spawn"); string spritename = s.GetSprite(0); if (!string.IsNullOrEmpty(spritename)) { result = spritename; } } // Still no sprite found? then just pick the first we can find if (string.IsNullOrEmpty(result)) { Dictionary <string, StateStructure> list = GetAllStates(); foreach (StateStructure s in list.Values) { string spritename = s.GetSprite(0); if (!string.IsNullOrEmpty(spritename)) { result = spritename; break; } } } if (!string.IsNullOrEmpty(result)) { // The sprite name is not actually complete, we still have to append // the direction characters to it. Find an existing sprite with direction. foreach (string postfix in SPRITE_POSTFIXES) { if (General.Map.Data.GetSpriteExists(result + postfix)) { return(result + postfix); } } } } // No sprite found return(""); }
/// <summary> /// This finds the best suitable sprite to use when presenting this actor to the user. /// </summary> public StateStructure.FrameInfo FindSuitableSprite() { // Info: actual sprites are resolved in ThingTypeInfo.SetupSpriteFrame() - mxd // Sprite forced? if (HasPropertyWithValue("$sprite")) { string sprite = GetPropertyValueString("$sprite", 0, true); //mxd //mxd. Valid when internal or exists if (sprite.StartsWith(DataManager.INTERNAL_PREFIX, StringComparison.OrdinalIgnoreCase) || General.Map.Data.GetSpriteExists(sprite)) { return new StateStructure.FrameInfo { Sprite = sprite } } ; //mxd. Bitch and moan General.ErrorLogger.Add(ErrorType.Warning, "DECORATE warning in " + classname + ":" + doomednum + ". The sprite \"" + sprite + "\" assigned by the \"$sprite\" property does not exist."); } StateStructure.FrameInfo firstNonTntInfo = null; StateStructure.FrameInfo firstInfo = null; // Pick the first we can find (including and not including TNT1) Dictionary <string, StateStructure> list = GetAllStates(); foreach (StateStructure s in list.Values) { StateStructure.FrameInfo info = s.GetSprite(0); if (string.IsNullOrEmpty(info.Sprite)) { continue; } if (!info.IsEmpty()) { firstNonTntInfo = info; } if (firstInfo == null) { firstInfo = info; } if (firstNonTntInfo != null) { break; } } //mxd. Try to get a suitable sprite from our hardcoded states list StateStructure.FrameInfo lastNonTntInfo = null; StateStructure.FrameInfo lastInfo = null; foreach (string state in SPRITE_CHECK_STATES) { if (!HasState(state)) { continue; } StateStructure s = GetState(state); StateStructure.FrameInfo info = s.GetSprite(0); //if(!string.IsNullOrEmpty(info.Sprite)) return info; if (string.IsNullOrEmpty(info.Sprite)) { continue; } if (!info.IsEmpty()) { lastNonTntInfo = info; } if (lastInfo == null) { lastInfo = info; } if (lastNonTntInfo != null) { break; } } // [ZZ] return whatever is there by priority. try to pick non-TNT1 frames. StateStructure.FrameInfo[] infos = new StateStructure.FrameInfo[] { lastNonTntInfo, lastInfo, firstNonTntInfo, firstInfo }; foreach (StateStructure.FrameInfo info in infos) { if (info != null) { return(info); } } //mxd. No dice... return(null); }
/// <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 (props.ContainsKey("$sprite")) { return(props["$sprite"][0]); } else { // Try the idle state if (states.ContainsKey("idle")) { StateStructure s = states["idle"]; if (!string.IsNullOrEmpty(s.FirstSprite)) { result = s.FirstSprite; } } // Try the see state if (string.IsNullOrEmpty(result) && states.ContainsKey("see")) { StateStructure s = states["see"]; if (!string.IsNullOrEmpty(s.FirstSprite)) { result = s.FirstSprite; } } // Try the inactive state if (string.IsNullOrEmpty(result) && states.ContainsKey("inactive")) { StateStructure s = states["inactive"]; if (!string.IsNullOrEmpty(s.FirstSprite)) { result = s.FirstSprite; } } // Try the spawn state if (string.IsNullOrEmpty(result) && states.ContainsKey("spawn")) { StateStructure s = states["spawn"]; if (!string.IsNullOrEmpty(s.FirstSprite)) { result = s.FirstSprite; } } // Still no sprite found? then just pick the first we can find if (string.IsNullOrEmpty(result)) { foreach (StateStructure s in states.Values) { if (!string.IsNullOrEmpty(s.FirstSprite)) { result = s.FirstSprite; 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(""); }