mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
dbcc57b7a6
Fixed, Script Editor: in some cases clicking on an error in the errors list didn't navigate to the error location. Fixed, Script Editor: in some cases incorrect error line number was shown. Fixed, Text lump parsers: fixed a crash when trying to get a filename from a quoted string with missing closing quote. Fixed, Text lump parsers: in several cases parsing errors were ignored by overlaying data structures. Fixed: in some cases Thing Filter thing flags were cleared when switching game configurations in the "Game Configurations" window. Changed, PK3 reader: loading of files with invalid path chars is now skipped instead of skipping loading of the whole resource. Also more helpful warning message is now displayed. Updated SharpCompress library to v.0.11.2.0.
236 lines
6.1 KiB
C#
236 lines
6.1 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System.Collections.Generic;
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using System.IO;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public sealed class StateStructure
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// All we care about is the first sprite in the sequence
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private readonly List<string> sprites;
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private readonly StateGoto gotostate;
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private readonly DecorateParser parser;
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#endregion
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#region ================== Properties
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public int SpritesCount { get { return sprites.Count; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal StateStructure(ActorStructure actor, DecorateParser parser)
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{
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string lasttoken = "";
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this.gotostate = null;
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this.parser = parser;
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this.sprites = new List<string>();
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// Skip whitespace
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while(parser.SkipWhitespace(true))
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{
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// Read first token
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string token = parser.ReadToken();
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token = token.ToLowerInvariant();
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// One of the flow control statements?
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if((token == "loop") || (token == "stop") || (token == "wait") || (token == "fail"))
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{
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// Ignore flow control
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}
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// Goto?
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else if(token == "goto")
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{
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gotostate = new StateGoto(actor, parser);
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if(parser.HasError) return;
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}
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// Label?
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else if(token == ":")
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{
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// Rewind so that this label can be read again
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if(!string.IsNullOrEmpty(lasttoken))
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parser.DataStream.Seek(-(lasttoken.Length + 1), SeekOrigin.Current);
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// Done here
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return;
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}
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//mxd. Start of inner scope?
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else if(token == "{")
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{
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int bracelevel = 1;
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while(!string.IsNullOrEmpty(token) && bracelevel > 0)
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{
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parser.SkipWhitespace(false);
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token = parser.ReadToken();
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switch(token)
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{
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case "{": bracelevel++; break;
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case "}": bracelevel--; break;
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}
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}
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}
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// End of scope?
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else if(token == "}")
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{
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// Rewind so that this scope end can be read again
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parser.DataStream.Seek(-1, SeekOrigin.Current);
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// Done here
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return;
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}
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else
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{
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// First part of the sprite name
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token = parser.StripTokenQuotes(token); //mxd. First part of the sprite name can be quoted
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if(string.IsNullOrEmpty(token))
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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// Frames of the sprite name
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parser.SkipWhitespace(true);
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string spriteframes = parser.StripTokenQuotes(parser.ReadToken()); //mxd. Frames can be quoted
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if(string.IsNullOrEmpty(spriteframes))
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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// Label?
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if(spriteframes == ":")
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{
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// Rewind so that this label can be read again
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parser.DataStream.Seek(-(token.Length + 1), SeekOrigin.Current);
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// Done here
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return;
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}
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// No first sprite yet?
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if(spriteframes.Length > 0)
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{
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// Make the sprite name
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string spritename = token + spriteframes[0];
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spritename = spritename.ToUpperInvariant();
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// Ignore some odd ZDoom things
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if(!spritename.StartsWith("TNT1") && !spritename.StartsWith("----") && !spritename.Contains("#"))
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sprites.Add(spritename);
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}
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// Continue until the end of the line
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string t = parser.ReadToken();
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while(!string.IsNullOrEmpty(t) && t != "\n")
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{
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parser.SkipWhitespace(false);
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t = parser.ReadToken();
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//mxd. Inner scope start. Step back and reparse using parent loop
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if(t == "{")
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{
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// Rewind so that this scope end can be read again
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parser.DataStream.Seek(-1, SeekOrigin.Current);
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// Break out of this loop
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break;
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}
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//mxd. Because stuff like this is also valid: "Actor Oneliner { States { Spawn: WOOT A 1 A_FadeOut(0.1) Loop }}"
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if(t == "}")
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{
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// Rewind so that this scope end can be read again
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parser.DataStream.Seek(-1, SeekOrigin.Current);
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// Done here
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return;
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}
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}
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}
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lasttoken = token;
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}
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}
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//mxd
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internal StateStructure(string spritename)
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{
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this.gotostate = null;
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this.sprites = new List<string> { spritename };
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}
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#endregion
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#region ================== Methods
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// This finds the first valid sprite and returns it
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public string GetSprite(int index)
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{
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List<StateStructure> callstack = new List<StateStructure>();
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return GetSprite(index, callstack);
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}
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// This version of GetSprite uses a callstack to check if it isn't going into an endless loop
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private string GetSprite(int index, List<StateStructure> prevstates)
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{
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// If we have sprite of our own, see if we can return this index
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if(index < sprites.Count) return sprites[index];
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// Otherwise, continue searching where goto tells us to go
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if(gotostate != null)
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{
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// Find the class
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ActorStructure a = parser.GetArchivedActorByName(gotostate.ClassName);
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if(a != null)
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{
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StateStructure s = a.GetState(gotostate.StateName);
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if((s != null) && !prevstates.Contains(s))
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{
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prevstates.Add(this);
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return s.GetSprite(gotostate.SpriteOffset, prevstates);
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}
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}
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}
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// If there is no goto keyword used, just give us one of our sprites if we can
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if(sprites.Count > 0)
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{
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// The following behavior should really depend on the flow control keyword (loop or stop) but who cares.
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return sprites[0];
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}
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return "";
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}
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#endregion
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}
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}
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