mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
ec9c3a71f9
Fixed: voxel support logic was outdated, which in some cases resulted in voxels not being loaded and in some weird behaviour when trying to change pitch/roll of associated things. Updated sprites lookup logic. Now it correctly handles sprites named like NNNNA0B0. Fixed: in some cases DECORATE parser was unable to correctly detect sprite name & frame(s) block. Updated ZDoom_ACS.cfg. Updated ZDoom_DECORATE.cfg.
300 lines
8 KiB
C#
300 lines
8 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 ================== FrameInfo (mxd)
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public class FrameInfo
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{
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public string Sprite;
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public string LightName;
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public bool Bright;
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}
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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<FrameInfo> 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<FrameInfo>();
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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().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("Expected sprite name");
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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("Expected sprite frame");
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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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FrameInfo info = new FrameInfo(); //mxd
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if(spriteframes.Length > 0)
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{
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//mxd. I'm not even 50% sure the parser handles all bizzare cases without shifting sprite name / frame blocks,
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// so let's log it as a warning, not an error...
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if(token.Length != 4)
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{
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parser.LogWarning("Invalid sprite name \"" + token.ToUpperInvariant() + "\". Sprite names must be exactly 4 characters long");
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}
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else
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{
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// Make the sprite name
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string spritename = (token + spriteframes[0]).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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{
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info.Sprite = spritename; //mxd
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sprites.Add(info);
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}
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}
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}
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// Continue until the end of the line
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parser.SkipWhitespace(false);
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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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//mxd. Bright keyword support...
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if(t == "bright")
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{
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info.Bright = true;
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}
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//mxd. Light() expression support...
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else if(t == "light")
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{
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if(!parser.NextTokenIs("(")) return;
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if(!parser.SkipWhitespace(true))
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{
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parser.ReportError("Unexpected end of the structure");
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return;
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}
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info.LightName = parser.StripTokenQuotes(parser.ReadToken());
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if(string.IsNullOrEmpty(info.LightName))
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{
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parser.ReportError("Expected dynamic light name");
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return;
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}
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if(!parser.SkipWhitespace(true))
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{
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parser.ReportError("Unexpected end of the structure");
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return;
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}
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if(!parser.NextTokenIs(")")) return;
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}
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//mxd. Inner scope start. Step back and reparse using parent loop
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else 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. Function params start (those can span multiple lines)
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else if(t == "(")
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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(true);
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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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//mxd. Because stuff like this is also valid: "Actor Oneliner { States { Spawn: WOOT A 1 A_FadeOut(0.1) Loop }}"
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else 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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// Read next token
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parser.SkipWhitespace(false);
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t = parser.ReadToken().ToLowerInvariant();
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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<FrameInfo> { new FrameInfo { Sprite = 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 FrameInfo GetSprite(int index)
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{
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return GetSprite(index, new HashSet<StateStructure>());
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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 FrameInfo GetSprite(int index, HashSet<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 new FrameInfo();
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}
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#endregion
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}
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}
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