UltimateZoneBuilder/Source/Core/ZDoom/StateStructure.cs
MaxED dbcc57b7a6 Fixed, Script Editor: file was marked as changed when changing script configurations.
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.
2015-12-17 10:07:28 +00:00

236 lines
6.1 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
#endregion
#region ================== Variables
// All we care about is the first sprite in the sequence
private readonly List<string> 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<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
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("Unexpected end of structure");
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("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 things
if(!spritename.StartsWith("TNT1") && !spritename.StartsWith("----") && !spritename.Contains("#"))
sprites.Add(spritename);
}
// Continue until the end of the line
string t = parser.ReadToken();
while(!string.IsNullOrEmpty(t) && t != "\n")
{
parser.SkipWhitespace(false);
t = parser.ReadToken();
//mxd. Inner scope start. Step back and reparse using parent loop
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. 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
}
}