UltimateZoneBuilder/Source/Core/ZDoom/DecorateStateStructure.cs

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C#
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using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Types;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class DecorateStateStructure : StateStructure
{
#region ================== DECORATE State Structure parsing
internal DecorateStateStructure(ActorStructure actor, ZDTextParser zdparser)
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{
DecorateParser parser = (DecorateParser)zdparser;
string lasttoken = "";
// 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
// [ZZ] sometimes "fail" is a sprite name... (Skulltag, Zandronum)
// probably the same can happen to other single-word flow control keywords.
// check if next token is newline.
long cpos = parser.DataStream.Position;
parser.SkipWhitespace(false);
string newline = parser.ReadToken();
parser.DataStream.Position = cpos;
if (newline == "\n") // this is actually a loop/stop/wait/fail directive and not a sprite name or something
{
lasttoken = token;
continue;
}
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}
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// Goto?
if (token == "goto")
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{
gotostate = new DecorateStateGoto(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
goto endofallthings;
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}
//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
goto endofallthings;
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}
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
goto endofallthings;
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}
// 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 (/*!realspritename.StartsWith("TNT1") && */!spritename.StartsWith("----") && !spritename.Contains("#")) // [ZZ] some actors have only TNT1 state and receive a random image because of this
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{
info.Sprite = spritename; //mxd
int duration = -1;
parser.SkipWhitespace(false);
string durationstr = parser.ReadToken();
if (durationstr == "-")
durationstr += parser.ReadToken();
if (string.IsNullOrEmpty(durationstr) || durationstr == "\n")
{
parser.ReportError("Expected frame duration");
return;
}
if (!int.TryParse(durationstr.Trim(), out duration))
parser.DataStream.Seek(-(durationstr.Length), SeekOrigin.Current);
info.Duration = duration;
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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(")"))
{
parser.ReportError("Expected closing parenthesis in Light()");
return;
}
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}
//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
goto endofallthings;
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}
// Read next token
parser.SkipWhitespace(false);
t = parser.ReadToken().ToLowerInvariant();
}
}
lasttoken = token;
}
// return
endofallthings:
TrimLeft();
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}
#endregion
}
}