#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 { 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 actors; // These are all parsed actors, also those from other games private Dictionary archivedactors; #endregion #region ================== Properties /// /// All actors that are supported by the current game. /// public ICollection Actors { get { return actors.Values; } } /// /// All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game. /// public ICollection AllActors { get { return archivedactors.Values; } } #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(); archivedactors = new Dictionary(); } // Disposer public void Dispose() { foreach(KeyValuePair 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) { base.Parse(stream, sourcefilename); // 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(objdeclaration != null) { 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")) { // We don't need this, ignore up to the first next ; while(SkipWhitespace(true)) { string t = ReadToken(); if((t == ";") || (t == null)) 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(token2 == null) break; } while(token2 != "{"); int scopelevel = 1; do { if(!SkipWhitespace(true)) break; token2 = ReadToken(); if(token2 == null) break; if(token2 == "{") scopelevel++; if(token2 == "}") scopelevel--; } while(scopelevel > 0); } } } // Return true when no errors occurred return (ErrorDescription == null); } #endregion #region ================== Methods /// /// 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. /// public ActorStructure GetActorByName(string name) { name = name.ToLowerInvariant(); if(actors.ContainsKey(name)) return actors[name]; else return null; } /// /// 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! /// public ActorStructure GetActorByDoomEdNum(int doomednum) { ICollection 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(); if(archivedactors.ContainsKey(name)) return archivedactors[name]; else return null; } #endregion } }