Exemplo n.º 1
0
        }                                                                              //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 + "\"");
            }
        }