mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
0369c969d1
Draw Curve Mode: added settings panel. Sectors mode: added "Make Door" button to the toolbar. Swapped Side panel and Info panel z-order. Interface: split toolbar into 3 separate toolbars. All toolbar buttons are now viewable at 1024x768. Interface: grouped stuff in "Modes" menu a bit better. Interface: added "Draw [stuff]" buttons to modes toolbar. Interface: reorganized main menu. Hope it makes more sense now. API: added General.Interface.AddModesButton() and General.Interface.AddModesMenu(), which can be used to add buttons to specific group in "Modes" toolbar and menu items to specific group in "Modes" menu, so actions, which behave like an editing mode, but are not part of one can be added there.
212 lines
5.3 KiB
C#
212 lines
5.3 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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// Some odd thing in ZDoom
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private const string IGNORE_SPRITE = "TNT1A0";
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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 List<string> sprites;
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private StateGoto gotostate;
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private 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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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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// 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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if(token == null)
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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.ReadToken();
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if(spriteframes == null)
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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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else 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 thing
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if(!IGNORE_SPRITE.StartsWith(spritename))
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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 = "";
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while((t != "\n") && (t != null))
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{
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parser.SkipWhitespace(false);
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t = parser.ReadToken();
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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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// 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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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)
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{
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return sprites[index];
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}
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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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