#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 ================== 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 List sprites; private StateGoto gotostate; private DecorateParser parser; #endregion #region ================== Properties public int SpritesCount { get { return sprites.Count; } } #endregion #region ================== Constructor / Disposer // Constructor internal StateStructure(ActorStructure actor, DecorateParser parser, string statename) { string lasttoken = ""; this.gotostate = null; this.parser = parser; this.sprites = new List(); // 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")) { // 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 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(spriteframes.Length > 0) { // Make the sprite name string spritename = token + spriteframes[0]; spritename = spritename.ToUpperInvariant(); // Ignore some odd ZDoom thing if(!IGNORE_SPRITE.StartsWith(spritename)) sprites.Add(spritename); } // Continue until the end of the line string t = ""; while((t != "\n") && (t != null)) { parser.SkipWhitespace(false); t = parser.ReadToken(); //mxd. Because stuff like this is also valid: "Actor Oneliner { States { Spawn: WOOT A 1 A_FadeOut(0.1) Loop }}" if(t == "}") { // Rewind so that this scope end can be read again parser.DataStream.Seek(-1, SeekOrigin.Current); // Done here return; } } } lasttoken = token; } } //mxd internal StateStructure(string spriteName) { this.gotostate = null; this.sprites = new List() { spriteName }; } #endregion #region ================== Methods // This finds the first valid sprite and returns it public string GetSprite(int index) { List callstack = new List(); return GetSprite(index, callstack); } // This version of GetSprite uses a callstack to check if it isn't going into an endless loop private string GetSprite(int index, List prevstates) { // If we have sprite of our own, see if we can return this index if(index < sprites.Count) { return sprites[index]; } // 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); } } } // If there is no goto keyword used, just give us one of our sprites if we can if(sprites.Count > 0) { // The following behavior should really depend on the flow control keyword (loop or stop) but who cares. return sprites[0]; } return ""; } #endregion } }