UltimateZoneBuilder/Source/Core/ZDoom/StateStructure.cs

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#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
{
internal sealed class StateStructure
{
#region ================== Constants
// Some odd thing in ZDoom
private const string IGNORE_SPRITE = "TNT1A0";
#endregion
#region ================== Variables
// All we care about is the first sprite in the sequence
private string firstsprite;
#endregion
#region ================== Properties
public string FirstSprite { get { return firstsprite; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal StateStructure(ActorStructure actor, DecorateParser parser, string statename)
{
string lasttoken = "";
firstsprite = null;
// Skip whitespace
while(parser.SkipWhitespace(true))
{
// Read first token
string token = parser.ReadToken();
token = token.ToLowerInvariant();
// One of the flow control statements?
if((token == "loop") || (token == "stop") || (token == "wait") || (token == "fail") || (token == "goto"))
{
// Ignore flow control
}
/*
// Read some other state sprites?
else if(token == "goto")
{
string firsttarget = "";
string secondtarget = "";
bool commentreached = false;
bool offsetreached = false;
string offsetstr = "";
int cindex = 0;
// This is a bitch to parse because for some bizarre reason someone thought it
// was funny to allow quotes here. Read the whole line and start parsing this manually.
string line = parser.ReadLine();
// Skip whitespace
while((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
cindex++;
// Parse first target
while((cindex < line.Length) && (line[cindex] != ':'))
{
// When a comment is reached, we're done here
if(line[cindex] == '/')
{
if((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
{
commentreached = true;
break;
}
}
// Whitespace ends the string
if((line[cindex] == ' ') || (line[cindex] == '\t'))
break;
// + sign indicates offset start
if(line[cindex] == '+')
{
cindex++;
offsetreached = true;
break;
}
// Ignore quotes
if(line[cindex] != '"')
firsttarget += line[cindex];
cindex++;
}
if(!commentreached && !offsetreached)
{
// Skip whitespace
while((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
cindex++;
// Parse second target
while(cindex < line.Length)
{
// When a comment is reached, we're done here
if(line[cindex] == '/')
{
if((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
{
commentreached = true;
break;
}
}
// Whitespace ends the string
if((line[cindex] == ' ') || (line[cindex] == '\t'))
break;
// + sign indicates offset start
if(line[cindex] == '+')
{
cindex++;
offsetreached = true;
break;
}
// Ignore quotes and semicolons
if((line[cindex] != '"') && (line[cindex] != ':'))
secondtarget += line[cindex];
cindex++;
}
}
// Try to find the offset if we still haven't found it yet
if(!offsetreached)
{
// Skip whitespace
while((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
cindex++;
if((cindex < line.Length) && (line[cindex] == '+'))
{
cindex++;
offsetreached = true;
}
}
if(offsetreached)
{
// Parse offset
while(cindex < line.Length)
{
// When a comment is reached, we're done here
if(line[cindex] == '/')
{
if((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
{
commentreached = true;
break;
}
}
// Whitespace ends the string
if((line[cindex] == ' ') || (line[cindex] == '\t'))
break;
// Ignore quotes and semicolons
if((line[cindex] != '"') && (line[cindex] != ':'))
offsetstr += line[cindex];
cindex++;
}
}
// We should now have a first target, optionally a second target and optionally a sprite offset
// Check if we don't have the class specified
if(string.IsNullOrEmpty(secondtarget))
{
// First target is the state to go to
// TODO: Make this happen?
}
else
{
// First target is the base class to use
// Second target is the state to go to
// TODO: Make this happen?
}
}
*/
// Label?
else if(token == ":")
{
// Rewind so that this label can be read again
parser.DataStream.Seek(-(lasttoken.Length + 1), SeekOrigin.Current);
// Done here
return;
}
// End of scope?
else if(token == "}")
{
// Rewind so that this scope end can be read again
parser.DataStream.Seek(-1, SeekOrigin.Current);
// Done here
return;
}
else
{
// First part of the sprite name
if(token == null)
{
parser.ReportError("Unexpected end of structure");
return;
}
// Frames of the sprite name
parser.SkipWhitespace(true);
string spriteframes = parser.ReadToken();
if(spriteframes == null)
{
parser.ReportError("Unexpected end of structure");
return;
}
// Label?
else if(spriteframes == ":")
{
// Rewind so that this label can be read again
parser.DataStream.Seek(-(token.Length + 1), SeekOrigin.Current);
// Done here
return;
}
// No first sprite yet?
if((firstsprite == null) && (spriteframes.Length > 0))
{
// Make the sprite name
firstsprite = token + spriteframes[0];
firstsprite = firstsprite.ToUpperInvariant();
// Ignore some odd ZDoom thing
if(IGNORE_SPRITE.StartsWith(firstsprite))
firstsprite = null;
}
// Continue until the end of the line
string t = "";
while((t != "\n") && (t != null))
{
parser.SkipWhitespace(false);
t = parser.ReadToken();
}
}
lasttoken = token;
}
}
#endregion
#region ================== Methods
#endregion
}
}