#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 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(); // 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 { 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()); } // This version of GetSprite uses a callstack to check if it isn't going into an endless loop private FrameInfo GetSprite(int index, HashSet 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 new FrameInfo(); } #endregion } }