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.Collections.Generic;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class StateStructure
{
#region ================== FrameInfo (mxd)
public class FrameInfo
{
public string Sprite;
public string LightName;
public bool Bright;
}
#endregion
#region ================== Variables
// All we care about is the first sprite in the sequence
private readonly List<FrameInfo> sprites;
private readonly StateGoto gotostate;
private readonly DecorateParser parser;
#endregion
#region ================== Properties
public int SpritesCount { get { return sprites.Count; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal StateStructure(ActorStructure actor, DecorateParser parser)
{
string lasttoken = "";
this.gotostate = null;
this.parser = parser;
this.sprites = new List<FrameInfo>();
// Skip whitespace
while(parser.SkipWhitespace(true))
{
// Read first token
string token = parser.ReadToken().ToLowerInvariant();
// One of the flow control statements?
if((token == "loop") || (token == "stop") || (token == "wait") || (token == "fail"))
{
// Ignore flow control
}
// Goto?
else if(token == "goto")
{
gotostate = new StateGoto(actor, parser);
if(parser.HasError) return;
}
// Label?
else if(token == ":")
{
// Rewind so that this label can be read again
if(!string.IsNullOrEmpty(lasttoken))
parser.DataStream.Seek(-(lasttoken.Length + 1), SeekOrigin.Current);
// Done here
return;
}
//mxd. Start of inner scope?
else if(token == "{")
{
int bracelevel = 1;
while(!string.IsNullOrEmpty(token) && bracelevel > 0)
{
parser.SkipWhitespace(false);
token = parser.ReadToken();
switch(token)
{
case "{": bracelevel++; break;
case "}": bracelevel--; break;
}
}
}
// 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
token = parser.StripTokenQuotes(token); //mxd. First part of the sprite name can be quoted
if(string.IsNullOrEmpty(token))
{
parser.ReportError("Expected sprite name");
return;
}
// Frames of the sprite name
parser.SkipWhitespace(true);
string spriteframes = parser.StripTokenQuotes(parser.ReadToken()); //mxd. Frames can be quoted
if(string.IsNullOrEmpty(spriteframes))
{
parser.ReportError("Expected sprite frame");
return;
}
// Label?
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?
FrameInfo info = new FrameInfo(); //mxd
if(spriteframes.Length > 0)
{
//mxd. I'm not even 50% sure the parser handles all bizzare cases without shifting sprite name / frame blocks,
// so let's log it as a warning, not an error...
if(token.Length != 4)
{
parser.LogWarning("Invalid sprite name \"" + token.ToUpperInvariant() + "\". Sprite names must be exactly 4 characters long");
}
else
{
// Make the sprite name
string spritename = (token + spriteframes[0]).ToUpperInvariant();
// Ignore some odd ZDoom things
if(!spritename.StartsWith("TNT1") && !spritename.StartsWith("----") && !spritename.Contains("#"))
{
info.Sprite = spritename; //mxd
sprites.Add(info);
}
}
}
// Continue until the end of the line
parser.SkipWhitespace(false);
string t = parser.ReadToken();
while(!string.IsNullOrEmpty(t) && t != "\n")
{
//mxd. Bright keyword support...
if(t == "bright")
{
info.Bright = true;
}
//mxd. Light() expression support...
else if(t == "light")
{
if(!parser.NextTokenIs("(")) return;
if(!parser.SkipWhitespace(true))
{
parser.ReportError("Unexpected end of the structure");
return;
}
info.LightName = parser.StripTokenQuotes(parser.ReadToken());
if(string.IsNullOrEmpty(info.LightName))
{
parser.ReportError("Expected dynamic light name");
return;
}
if(!parser.SkipWhitespace(true))
{
parser.ReportError("Unexpected end of the structure");
return;
}
if(!parser.NextTokenIs(")")) return;
}
//mxd. Inner scope start. Step back and reparse using parent loop
else if(t == "{")
{
// Rewind so that this scope end can be read again
parser.DataStream.Seek(-1, SeekOrigin.Current);
// Break out of this loop
break;
}
//mxd. Function params start (those can span multiple lines)
else if(t == "(")
{
int bracelevel = 1;
while(!string.IsNullOrEmpty(token) && bracelevel > 0)
{
parser.SkipWhitespace(true);
token = parser.ReadToken();
switch(token)
{
case "(": bracelevel++; break;
case ")": bracelevel--; break;
}
}
}
//mxd. Because stuff like this is also valid: "Actor Oneliner { States { Spawn: WOOT A 1 A_FadeOut(0.1) Loop }}"
else if(t == "}")
{
// Rewind so that this scope end can be read again
parser.DataStream.Seek(-1, SeekOrigin.Current);
// Done here
return;
}
// Read next token
parser.SkipWhitespace(false);
t = parser.ReadToken().ToLowerInvariant();
}
}
lasttoken = token;
}
}
//mxd
internal StateStructure(string spritename)
{
this.gotostate = null;
this.sprites = new List<FrameInfo> { new FrameInfo { Sprite = spritename } };
}
#endregion
#region ================== Methods
// This finds the first valid sprite and returns it
public FrameInfo GetSprite(int index)
{
return GetSprite(index, new HashSet<StateStructure>());
}
// 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)
{
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// If we have sprite of our own, see if we can return this index
if(index < sprites.Count) return sprites[index];
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// 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);
}
}
}
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// If there is no goto keyword used, just give us one of our sprites if we can
if(sprites.Count > 0)
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{
// The following behavior should really depend on the flow control keyword (loop or stop) but who cares.
return sprites[0];
}
return new FrameInfo();
}
#endregion
}
}