UltimateZoneBuilder/Source/Core/ZDoom/StateStructure.cs
MaxED c97dd0e401 Map Analysis mode: errors can now be copied to clipboard.
Map Analysis mode: export to file command will now show "Save File" dialog instead of putting the file in the same folder as the map, also added some boilerplate.
Tag Explorer plugin: save to file command will now show "Save File" dialog instead of putting the file in the same folder as the map, also added some boilerplate.
Internal: reformatted GZCrash.log a bit.
2014-09-12 12:19:58 +00:00

213 lines
5.3 KiB
C#

#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<string> 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 lasttoken = "";
this.gotostate = null;
this.parser = parser;
this.sprites = new List<string>();
// 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?
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<string>() { spriteName };
}
#endregion
#region ================== Methods
// This finds the first valid sprite and returns it
public string GetSprite(int index)
{
List<StateStructure> callstack = new List<StateStructure>();
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<StateStructure> 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
}
}