mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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c97dd0e401
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.
213 lines
5.3 KiB
C#
213 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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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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