UltimateZoneBuilder/Source/Core/ZDoom/DecorateParser.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.Generic;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class DecorateParser : ZDTextParser
{
#region ================== Delegates
public delegate void IncludeDelegate(DecorateParser parser, string includefile);
public IncludeDelegate OnInclude;
#endregion
#region ================== Constants
#endregion
#region ================== Variables
// These are actors we want to keep
private Dictionary<string, ActorStructure> actors;
// These are all parsed actors, also those from other games
private Dictionary<string, ActorStructure> archivedactors;
#endregion
#region ================== Properties
/// <summary>
/// All actors that are supported by the current game.
/// </summary>
public ICollection<ActorStructure> Actors { get { return actors.Values; } }
/// <summary>
/// All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game.
/// </summary>
public ICollection<ActorStructure> AllActors { get { return archivedactors.Values; } }
/// <summary>
/// mxd. All actors that are supported by the current game.
/// </summary>
internal Dictionary<string, ActorStructure> ActorsByClass { get { return actors; } }
/// <summary>
/// mxd. All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game.
/// </summary>
internal Dictionary<string, ActorStructure> AllActorsByClass { get { return archivedactors; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public DecorateParser()
{
// Syntax
whitespace = "\n \t\r\u00A0"; //mxd. non-breaking space is also space :)
specialtokens = ":{}+-\n;,";
// Initialize
actors = new Dictionary<string, ActorStructure>(StringComparer.Ordinal);
archivedactors = new Dictionary<string, ActorStructure>(StringComparer.Ordinal);
}
// Disposer
public void Dispose()
{
foreach(KeyValuePair<string, ActorStructure> a in archivedactors)
a.Value.Dispose();
actors = null;
archivedactors = null;
}
#endregion
#region ================== Parsing
// This parses the given decorate stream
// Returns false on errors
public override bool Parse(Stream stream, string sourcefilename, bool clearerrors)
{
base.Parse(stream, sourcefilename, clearerrors);
// Keep local data
Stream localstream = datastream;
string localsourcename = sourcename;
BinaryReader localreader = datareader;
// Continue until at the end of the stream
while(SkipWhitespace(true))
{
// Read a token
string objdeclaration = ReadToken();
if(!string.IsNullOrEmpty(objdeclaration))
{
objdeclaration = objdeclaration.ToLowerInvariant();
if(objdeclaration == "actor")
{
// Read actor structure
ActorStructure actor = new ActorStructure(this);
if(this.HasError) break;
// Add the actor
archivedactors[actor.ClassName.ToLowerInvariant()] = actor;
if(actor.CheckActorSupported())
actors[actor.ClassName.ToLowerInvariant()] = actor;
// Replace an actor?
if(actor.ReplacesClass != null)
{
if(GetArchivedActorByName(actor.ReplacesClass) != null)
archivedactors[actor.ReplacesClass.ToLowerInvariant()] = actor;
else
General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + actor.ReplacesClass + "' to replace, while parsing '" + actor.ClassName + "'");
if(actor.CheckActorSupported())
{
if(GetActorByName(actor.ReplacesClass) != null)
actors[actor.ReplacesClass.ToLowerInvariant()] = actor;
}
}
}
else if(objdeclaration == "#include")
{
// Include a file
SkipWhitespace(true);
string filename = ReadToken();
if(!string.IsNullOrEmpty(filename))
{
// Strip the quotes
filename = filename.Replace("\"", "");
// Callback to parse this file now
if(OnInclude != null) OnInclude(this, filename);
// Set our buffers back to continue parsing
datastream = localstream;
datareader = localreader;
sourcename = localsourcename;
if(HasError) break;
}
else
{
ReportError("Expected file name to include");
break;
}
}
else if((objdeclaration == "const") || (objdeclaration == "native") || (objdeclaration == "enum"))
{
// We don't need this, ignore up to the first next ;
while(SkipWhitespace(true))
{
string t = ReadToken();
if(string.IsNullOrEmpty(t) || t == ";") break;
}
}
else if(objdeclaration == "$gzdb_skip") //mxd
{
break;
}
else
{
// Unknown structure!
// Best we can do now is just find the first { and then
// follow the scopes until the matching } is found
string token2;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
}
while(token2 != "{");
int scopelevel = 1;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
if(token2 == "{") scopelevel++;
if(token2 == "}") scopelevel--;
}
while(scopelevel > 0);
}
}
}
// Return true when no errors occurred
return (ErrorDescription == null);
}
#endregion
#region ================== Methods
/// <summary>
/// This returns a supported actor by name. Returns null when no supported actor with the specified name can be found. This operation is of O(1) complexity.
/// </summary>
public ActorStructure GetActorByName(string name)
{
name = name.ToLowerInvariant();
if(actors.ContainsKey(name))
return actors[name];
else
return null;
}
/// <summary>
/// This returns a supported actor by DoomEdNum. Returns null when no supported actor with the specified name can be found. Please note that this operation is of O(n) complexity!
/// </summary>
public ActorStructure GetActorByDoomEdNum(int doomednum)
{
ICollection<ActorStructure> collection = actors.Values;
foreach(ActorStructure a in collection)
{
if(a.DoomEdNum == doomednum)
return a;
}
return null;
}
// This returns an actor by name
// Returns null when actor cannot be found
internal ActorStructure GetArchivedActorByName(string name)
{
name = name.ToLowerInvariant();
return (archivedactors.ContainsKey(name) ? archivedactors[name] : null);
}
#endregion
}
}