Beispiel #1
0
        // Constructor
        internal StateStructure(DecorateParser parser, string statename)
        {
            string lasttoken = "";

            firstsprite = null;

            // 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
                }
                // 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?
                    else 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 ((firstsprite == null) && (spriteframes.Length > 0))
                    {
                        // Make the sprite name
                        firstsprite = token + spriteframes[0];
                        firstsprite = firstsprite.ToUpperInvariant();

                        // Ignore some odd ZDoom thing
                        if (IGNORE_SPRITE.StartsWith(firstsprite))
                        {
                            firstsprite = null;
                        }
                    }

                    // Continue until the end of the line
                    string t = "";
                    while ((t != "\n") && (t != null))
                    {
                        parser.SkipWhitespace(false);
                        t = parser.ReadToken();
                    }
                }

                lasttoken = token;
            }
        }
Beispiel #2
0
        }                                                                              //mxd

        #endregion

        #region ================== Constructor / Disposer

        // Constructor
        internal ActorStructure(DecorateParser parser, DecorateCategoryInfo catinfo)
        {
            // Initialize
            this.catinfo = catinfo;             //mxd
            flags        = new Dictionary <string, bool>(StringComparer.OrdinalIgnoreCase);
            props        = new Dictionary <string, List <string> >(StringComparer.OrdinalIgnoreCase);
            states       = new Dictionary <string, StateStructure>(StringComparer.OrdinalIgnoreCase);
            uservars     = new Dictionary <string, UniversalType>(StringComparer.OrdinalIgnoreCase); //mxd
            bool done = false;                                                                       //mxd

            // Always define a game property, but default to 0 values
            props["game"] = new List <string>();

            inheritclass = "actor";
            replaceclass = null;
            baseclass    = null;
            skipsuper    = false;

            // First next token is the class name
            parser.SkipWhitespace(true);
            classname = parser.StripTokenQuotes(parser.ReadToken(ACTOR_CLASS_SPECIAL_TOKENS));

            if (string.IsNullOrEmpty(classname))
            {
                parser.ReportError("Expected actor class name");
                return;
            }

            //mxd. Fail on duplicates
            if (parser.ActorsByClass.ContainsKey(classname.ToLowerInvariant()))
            {
                parser.ReportError("Actor \"" + classname + "\" is double-defined");
                return;
            }

            // Parse tokens before entering the actor scope
            while (parser.SkipWhitespace(true))
            {
                string token = parser.ReadToken();
                if (!string.IsNullOrEmpty(token))
                {
                    token = token.ToLowerInvariant();

                    switch (token)
                    {
                    case ":":
                        // The next token must be the class to inherit from
                        parser.SkipWhitespace(true);
                        inheritclass = parser.StripTokenQuotes(parser.ReadToken());
                        if (string.IsNullOrEmpty(inheritclass))
                        {
                            parser.ReportError("Expected class name to inherit from");
                            return;
                        }

                        // Find the actor to inherit from
                        baseclass = parser.GetArchivedActorByName(inheritclass);
                        break;

                    case "replaces":
                        // The next token must be the class to replace
                        parser.SkipWhitespace(true);
                        replaceclass = parser.StripTokenQuotes(parser.ReadToken());
                        if (string.IsNullOrEmpty(replaceclass))
                        {
                            parser.ReportError("Expected class name to replace");
                            return;
                        }
                        break;

                    case "native":
                        // Igore this token
                        break;

                    case "{":
                        // Actor scope begins here,
                        // break out of this parse loop
                        done = true;
                        break;

                    case "-":
                        // This could be a negative doomednum (but our parser sees the - as separate token)
                        // So read whatever is after this token and ignore it (negative doomednum indicates no doomednum)
                        parser.ReadToken();
                        break;

                    default:
                        //mxd. Property begins with $? Then the whole line is a single value
                        if (token.StartsWith("$"))
                        {
                            // This is for editor-only properties such as $sprite and $category
                            props[token] = new List <string> {
                                (parser.SkipWhitespace(false) ? parser.ReadLine() : "")
                            };
                            continue;
                        }

                        if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum))                                // Check if numeric
                        {
                            // Not numeric!
                            parser.ReportError("Expected editor number or start of actor scope while parsing \"" + classname + "\"");
                            return;
                        }

                        //mxd. Range check
                        if ((doomednum < General.Map.FormatInterface.MinThingType) || (doomednum > General.Map.FormatInterface.MaxThingType))
                        {
                            // Out of bounds!
                            parser.ReportError("Actor \"" + classname + "\" has invalid editor number. Editor number must be between "
                                               + General.Map.FormatInterface.MinThingType + " and " + General.Map.FormatInterface.MaxThingType);
                            return;
                        }
                        break;
                    }

                    if (done)
                    {
                        break;                          //mxd
                    }
                }
                else
                {
                    parser.ReportError("Unexpected end of structure");
                    return;
                }
            }

            // Now parse the contents of actor structure
            string previoustoken = "";

            done = false;             //mxd
            while (parser.SkipWhitespace(true))
            {
                string token = parser.ReadToken();
                token = token.ToLowerInvariant();

                switch (token)
                {
                case "+":
                case "-":
                    // Next token is a flag (option) to set or remove
                    bool flagvalue = (token == "+");
                    parser.SkipWhitespace(true);
                    string flagname = parser.ReadToken();
                    if (!string.IsNullOrEmpty(flagname))
                    {
                        // Add the flag with its value
                        flagname        = flagname.ToLowerInvariant();
                        flags[flagname] = flagvalue;
                    }
                    else
                    {
                        parser.ReportError("Expected flag name");
                        return;
                    }
                    break;

                case "action":
                case "native":
                    // We don't need this, ignore up to the first next ;
                    while (parser.SkipWhitespace(true))
                    {
                        string t = parser.ReadToken();
                        if (string.IsNullOrEmpty(t) || t == ";")
                        {
                            break;
                        }
                    }
                    break;

                case "skip_super":
                    skipsuper = true;
                    break;

                case "states":
                    // Now parse actor states until we reach the end of the states structure
                    while (parser.SkipWhitespace(true))
                    {
                        string statetoken = parser.ReadToken();
                        if (!string.IsNullOrEmpty(statetoken))
                        {
                            // Start of scope?
                            if (statetoken == "{")
                            {
                                // This is fine
                            }
                            // End of scope?
                            else if (statetoken == "}")
                            {
                                // Done with the states,
                                // break out of this parse loop
                                break;
                            }
                            // State label?
                            else if (statetoken == ":")
                            {
                                if (!string.IsNullOrEmpty(previoustoken))
                                {
                                    // Parse actor state
                                    StateStructure st = new StateStructure(this, parser);
                                    if (parser.HasError)
                                    {
                                        return;
                                    }
                                    states[previoustoken.ToLowerInvariant()] = st;
                                }
                                else
                                {
                                    parser.ReportError("Expected actor state name");
                                    return;
                                }
                            }
                            else
                            {
                                // Keep token
                                previoustoken = statetoken;
                            }
                        }
                        else
                        {
                            parser.ReportError("Unexpected end of structure");
                            return;
                        }
                    }
                    break;

                case "var":                         //mxd
                    // Type
                    parser.SkipWhitespace(true);
                    string        typestr = parser.ReadToken().ToUpperInvariant();
                    UniversalType type    = UniversalType.EnumOption;                          // There is no Unknown type, so let's use something impossiburu...
                    switch (typestr)
                    {
                    case "INT": type = UniversalType.Integer; break;

                    case "FLOAT": type = UniversalType.Float; break;

                    default: parser.LogWarning("Unknown user variable type"); break;
                    }

                    // Name
                    parser.SkipWhitespace(true);
                    string name = parser.ReadToken();
                    if (string.IsNullOrEmpty(name))
                    {
                        parser.ReportError("Expected User Variable name");
                        return;
                    }
                    if (!name.StartsWith("user_", StringComparison.OrdinalIgnoreCase))
                    {
                        parser.ReportError("User Variable name must start with \"user_\" prefix");
                        return;
                    }
                    if (uservars.ContainsKey(name))
                    {
                        parser.ReportError("User Variable \"" + name + "\" is double defined");
                        return;
                    }
                    if (!skipsuper && baseclass != null && baseclass.uservars.ContainsKey(name))
                    {
                        parser.ReportError("User variable \"" + name + "\" is already defined in one of the parent classes");
                        return;
                    }

                    // Rest
                    parser.SkipWhitespace(true);
                    string next = parser.ReadToken();
                    if (next == "[")                            // that's User Array. Let's skip it...
                    {
                        int arrlen = -1;
                        if (!parser.ReadSignedInt(ref arrlen))
                        {
                            parser.ReportError("Expected User Array length");
                            return;
                        }
                        if (arrlen < 1)
                        {
                            parser.ReportError("User Array length must be a positive value");
                            return;
                        }
                        if (!parser.NextTokenIs("]") || !parser.NextTokenIs(";"))
                        {
                            return;
                        }
                    }
                    else if (next != ";")
                    {
                        parser.ReportError("Expected \";\", but got \"" + next + "\"");
                        return;
                    }
                    else
                    {
                        // Add to collection
                        uservars.Add(name, type);
                    }
                    break;

                case "}":
                    //mxd. Get user vars from the BaseClass, if we have one
                    if (!skipsuper && baseclass != null && baseclass.uservars.Count > 0)
                    {
                        foreach (var group in baseclass.uservars)
                        {
                            uservars.Add(group.Key, group.Value);
                        }
                    }

                    // Actor scope ends here, break out of this parse loop
                    done = true;
                    break;

                // Monster property?
                case "monster":
                    // This sets certain flags we are interested in
                    flags["shootable"]      = true;
                    flags["countkill"]      = true;
                    flags["solid"]          = true;
                    flags["canpushwalls"]   = true;
                    flags["canusewalls"]    = true;
                    flags["activatemcross"] = true;
                    flags["canpass"]        = true;
                    flags["ismonster"]      = true;
                    break;

                // Projectile property?
                case "projectile":
                    // This sets certain flags we are interested in
                    flags["noblockmap"]     = true;
                    flags["nogravity"]      = true;
                    flags["dropoff"]        = true;
                    flags["missile"]        = true;
                    flags["activateimpact"] = true;
                    flags["activatepcross"] = true;
                    flags["noteleport"]     = true;
                    break;

                // Clearflags property?
                case "clearflags":
                    // Clear all flags
                    flags.Clear();
                    break;

                // Game property?
                case "game":
                    // Include all tokens on the same line
                    List <string> games = new List <string>();
                    while (parser.SkipWhitespace(false))
                    {
                        string v = parser.ReadToken();
                        if (string.IsNullOrEmpty(v))
                        {
                            parser.ReportError("Expected \"Game\" property value");
                            return;
                        }
                        if (v == "\n")
                        {
                            break;
                        }
                        if (v == "}")
                        {
                            return;                                          //mxd
                        }
                        if (v != ",")
                        {
                            games.Add(v.ToLowerInvariant());
                        }
                    }
                    props[token] = games;
                    break;

                // Property
                default:
                    // Property begins with $? Then the whole line is a single value
                    if (token.StartsWith("$"))
                    {
                        // This is for editor-only properties such as $sprite and $category
                        props[token] = new List <string> {
                            (parser.SkipWhitespace(false) ? parser.ReadLine() : "")
                        };
                    }
                    else
                    {
                        // Next tokens up until the next newline are values
                        List <string> values = new List <string>();
                        while (parser.SkipWhitespace(false))
                        {
                            string v = parser.ReadToken();
                            if (string.IsNullOrEmpty(v))
                            {
                                parser.ReportError("Unexpected end of structure");
                                return;
                            }
                            if (v == "\n")
                            {
                                break;
                            }
                            if (v == "}")
                            {
                                return;                                              //mxd
                            }
                            if (v != ",")
                            {
                                values.Add(v);
                            }
                        }

                        //mxd. Translate scale to xscale and yscale
                        if (token == "scale")
                        {
                            props["xscale"] = values;
                            props["yscale"] = values;
                        }
                        else
                        {
                            props[token] = values;
                        }
                    }
                    break;
                }

                if (done)
                {
                    break;                      //mxd
                }
                // Keep token
                previoustoken = token;
            }

            //mxd. Check if baseclass is valid
            if (inheritclass.ToLowerInvariant() != "actor" && doomednum > -1 && baseclass == null)
            {
                //check if this class inherits from a class defined in game configuration
                Dictionary <int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
                string inheritclasscheck = inheritclass.ToLowerInvariant();

                foreach (KeyValuePair <int, ThingTypeInfo> ti in things)
                {
                    if (!string.IsNullOrEmpty(ti.Value.ClassName) && ti.Value.ClassName.ToLowerInvariant() == inheritclasscheck)
                    {
                        //states
                        if (states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
                        {
                            states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 5)));
                        }

                        //flags
                        if (ti.Value.Hangs && !flags.ContainsKey("spawnceiling"))
                        {
                            flags["spawnceiling"] = true;
                        }

                        if (ti.Value.Blocking > 0 && !flags.ContainsKey("solid"))
                        {
                            flags["solid"] = true;
                        }

                        //properties
                        if (!props.ContainsKey("height"))
                        {
                            props["height"] = new List <string> {
                                ti.Value.Height.ToString()
                            }
                        }
                        ;

                        if (!props.ContainsKey("radius"))
                        {
                            props["radius"] = new List <string> {
                                ti.Value.Radius.ToString()
                            }
                        }
                        ;

                        return;
                    }
                }

                parser.LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + classname + ":" + doomednum + "\"");
            }
        }
Beispiel #3
0
        // Constructor
        internal StateStructure(ActorStructure actor, DecorateParser parser)
        {
            string lasttoken = "";

            this.gotostate = null;
            this.parser    = parser;
            this.sprites   = new List <FrameInfo>();

            // Skip whitespace
            while (parser.SkipWhitespace(true))
            {
                // Read first token
                string token = parser.ReadToken().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("Expected sprite name");
                        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("Expected sprite frame");
                        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?
                    FrameInfo info = new FrameInfo();                     //mxd
                    if (spriteframes.Length > 0)
                    {
                        //mxd. I'm not even 50% sure the parser handles all bizzare cases without shifting sprite name / frame blocks,
                        // so let's log it as a warning, not an error...
                        if (token.Length != 4)
                        {
                            parser.LogWarning("Invalid sprite name \"" + token.ToUpperInvariant() + "\". Sprite names must be exactly 4 characters long");
                        }
                        else
                        {
                            // Make the sprite name
                            string spritename = (token + spriteframes[0]).ToUpperInvariant();

                            // Ignore some odd ZDoom things
                            if (!spritename.StartsWith("TNT1") && !spritename.StartsWith("----") && !spritename.Contains("#"))
                            {
                                info.Sprite = spritename;                                 //mxd
                                sprites.Add(info);
                            }
                        }
                    }

                    // Continue until the end of the line
                    parser.SkipWhitespace(false);
                    string t = parser.ReadToken();
                    while (!string.IsNullOrEmpty(t) && t != "\n")
                    {
                        //mxd. Bright keyword support...
                        if (t == "bright")
                        {
                            info.Bright = true;
                        }
                        //mxd. Light() expression support...
                        else if (t == "light")
                        {
                            if (!parser.NextTokenIs("("))
                            {
                                return;
                            }

                            if (!parser.SkipWhitespace(true))
                            {
                                parser.ReportError("Unexpected end of the structure");
                                return;
                            }

                            info.LightName = parser.StripTokenQuotes(parser.ReadToken());
                            if (string.IsNullOrEmpty(info.LightName))
                            {
                                parser.ReportError("Expected dynamic light name");
                                return;
                            }

                            if (!parser.SkipWhitespace(true))
                            {
                                parser.ReportError("Unexpected end of the structure");
                                return;
                            }

                            if (!parser.NextTokenIs(")"))
                            {
                                return;
                            }
                        }
                        //mxd. Inner scope start. Step back and reparse using parent loop
                        else 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. Function params start (those can span multiple lines)
                        else if (t == "(")
                        {
                            int bracelevel = 1;
                            while (!string.IsNullOrEmpty(token) && bracelevel > 0)
                            {
                                parser.SkipWhitespace(true);
                                token = parser.ReadToken();
                                switch (token)
                                {
                                case "(": bracelevel++; break;

                                case ")": bracelevel--; break;
                                }
                            }
                        }
                        //mxd. Because stuff like this is also valid: "Actor Oneliner { States { Spawn: WOOT A 1 A_FadeOut(0.1) Loop }}"
                        else if (t == "}")
                        {
                            // Rewind so that this scope end can be read again
                            parser.DataStream.Seek(-1, SeekOrigin.Current);

                            // Done here
                            return;
                        }

                        // Read next token
                        parser.SkipWhitespace(false);
                        t = parser.ReadToken().ToLowerInvariant();
                    }
                }

                lasttoken = token;
            }
        }
Beispiel #4
0
        // Constructor
        internal ActorStructure(DecorateParser parser)
        {
            // Initialize
            flags  = new Dictionary <string, bool>();
            props  = new Dictionary <string, List <string> >();
            states = new Dictionary <string, StateStructure>();

            // Always define a game property, but default to 0 values
            props["game"] = new List <string>();

            inheritclass = "actor";
            replaceclass = null;
            baseclass    = null;
            skipsuper    = false;

            // First next token is the class name
            parser.SkipWhitespace(true);
            classname = parser.StripTokenQuotes(parser.ReadToken());
            if (string.IsNullOrEmpty(classname))
            {
                parser.ReportError("Expected actor class name");
                return;
            }

            // Parse tokens before entering the actor scope
            while (parser.SkipWhitespace(true))
            {
                string token = parser.ReadToken();
                if (!string.IsNullOrEmpty(token))
                {
                    token = token.ToLowerInvariant();
                    if (token == ":")
                    {
                        // The next token must be the class to inherit from
                        parser.SkipWhitespace(true);
                        inheritclass = parser.StripTokenQuotes(parser.ReadToken());
                        if (string.IsNullOrEmpty(inheritclass) || parser.IsSpecialToken(inheritclass))
                        {
                            parser.ReportError("Expected class name to inherit from");
                            return;
                        }
                        else
                        {
                            // Find the actor to inherit from
                            baseclass = parser.GetArchivedActorByName(inheritclass);
                            if (baseclass == null)
                            {
                                General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + inheritclass + "' to inherit from, while parsing '" + classname + "'");
                            }
                        }
                    }
                    else if (token == "replaces")
                    {
                        // The next token must be the class to replace
                        parser.SkipWhitespace(true);
                        replaceclass = parser.StripTokenQuotes(parser.ReadToken());
                        if (string.IsNullOrEmpty(replaceclass) || parser.IsSpecialToken(replaceclass))
                        {
                            parser.ReportError("Expected class name to replace");
                            return;
                        }
                    }
                    else if (token == "native")
                    {
                        // Igore this token
                    }
                    else if (token == "{")
                    {
                        // Actor scope begins here,
                        // break out of this parse loop
                        break;
                    }
                    else if (token == "-")
                    {
                        // This could be a negative doomednum (but our parser sees the - as separate token)
                        // So read whatever is after this token and ignore it (negative doomednum indicates no doomednum)
                        parser.ReadToken();
                    }
                    else
                    {
                        // Check if numeric
                        if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out doomednum))
                        {
                            // Not numeric!
                            parser.ReportError("Expected numeric editor thing number or start of actor scope");
                            return;
                        }
                    }
                }
                else
                {
                    parser.ReportError("Unexpected end of structure");
                    return;
                }
            }

            // Now parse the contents of actor structure
            string previoustoken = "";

            while (parser.SkipWhitespace(true))
            {
                string token = parser.ReadToken();
                token = token.ToLowerInvariant();

                if ((token == "+") || (token == "-"))
                {
                    // Next token is a flag (option) to set or remove
                    bool flagvalue = (token == "+");
                    parser.SkipWhitespace(true);
                    string flagname = parser.ReadToken();
                    if (!string.IsNullOrEmpty(flagname))
                    {
                        // Add the flag with its value
                        flagname        = flagname.ToLowerInvariant();
                        flags[flagname] = flagvalue;
                    }
                    else
                    {
                        parser.ReportError("Expected flag name");
                        return;
                    }
                }
                else if ((token == "action") || (token == "native"))
                {
                    // We don't need this, ignore up to the first next ;
                    while (parser.SkipWhitespace(true))
                    {
                        string t = parser.ReadToken();
                        if ((t == ";") || (t == null))
                        {
                            break;
                        }
                    }
                }
                else if (token == "skip_super")
                {
                    skipsuper = true;
                }
                else if (token == "states")
                {
                    // Now parse actor states until we reach the end of the states structure
                    while (parser.SkipWhitespace(true))
                    {
                        string statetoken = parser.ReadToken();
                        if (!string.IsNullOrEmpty(statetoken))
                        {
                            // Start of scope?
                            if (statetoken == "{")
                            {
                                // This is fine
                            }
                            // End of scope?
                            else if (statetoken == "}")
                            {
                                // Done with the states,
                                // break out of this parse loop
                                break;
                            }
                            // State label?
                            else if (statetoken == ":")
                            {
                                if (!string.IsNullOrEmpty(previoustoken))
                                {
                                    // Parse actor state
                                    StateStructure st = new StateStructure(this, parser, previoustoken);
                                    if (parser.HasError)
                                    {
                                        return;
                                    }
                                    states[previoustoken.ToLowerInvariant()] = st;
                                }
                                else
                                {
                                    parser.ReportError("Unexpected end of structure");
                                    return;
                                }
                            }
                            else
                            {
                                // Keep token
                                previoustoken = statetoken;
                            }
                        }
                        else
                        {
                            parser.ReportError("Unexpected end of structure");
                            return;
                        }
                    }
                }
                else if (token == "}")
                {
                    // Actor scope ends here,
                    // break out of this parse loop
                    break;
                }
                // Monster property?
                else if (token == "monster")
                {
                    // This sets certain flags we are interested in
                    flags["shootable"]      = true;
                    flags["countkill"]      = true;
                    flags["solid"]          = true;
                    flags["canpushwalls"]   = true;
                    flags["canusewalls"]    = true;
                    flags["activatemcross"] = true;
                    flags["canpass"]        = true;
                    flags["ismonster"]      = true;
                }
                // Projectile property?
                else if (token == "projectile")
                {
                    // This sets certain flags we are interested in
                    flags["noblockmap"]     = true;
                    flags["nogravity"]      = true;
                    flags["dropoff"]        = true;
                    flags["missile"]        = true;
                    flags["activateimpact"] = true;
                    flags["activatepcross"] = true;
                    flags["noteleport"]     = true;
                }
                // Clearflags property?
                else if (token == "clearflags")
                {
                    // Clear all flags
                    flags.Clear();
                }
                // Game property?
                else if (token == "game")
                {
                    // Include all tokens on the same line
                    List <string> games = new List <string>();
                    while (parser.SkipWhitespace(false))
                    {
                        string v = parser.ReadToken();
                        if (v == null)
                        {
                            parser.ReportError("Unexpected end of structure");
                            return;
                        }
                        if (v == "\n")
                        {
                            break;
                        }
                        if (v != ",")
                        {
                            games.Add(v.ToLowerInvariant());
                        }
                    }
                    props[token] = games;
                }
                // Property
                else
                {
                    // Property begins with $? Then the whole line is a single value
                    if (token.StartsWith("$"))
                    {
                        // This is for editor-only properties such as $sprite and $category
                        List <string> values = new List <string>();
                        if (parser.SkipWhitespace(false))
                        {
                            values.Add(parser.ReadLine());
                        }
                        else
                        {
                            values.Add("");
                        }
                        props[token] = values;
                    }
                    else
                    {
                        // Next tokens up until the next newline are values
                        List <string> values = new List <string>();
                        while (parser.SkipWhitespace(false))
                        {
                            string v = parser.ReadToken();
                            if (v == null)
                            {
                                parser.ReportError("Unexpected end of structure");
                                return;
                            }
                            if (v == "\n")
                            {
                                break;
                            }
                            if (v != ",")
                            {
                                values.Add(v);
                            }
                        }
                        props[token] = values;
                    }
                }

                // Keep token
                previoustoken = token;
            }
        }
Beispiel #5
0
        // Constructor
        internal StateGoto(ActorStructure actor, DecorateParser parser)
        {
            string firsttarget    = "";
            string secondtarget   = "";
            bool   commentreached = false;
            bool   offsetreached  = false;
            string offsetstr      = "";
            int    cindex         = 0;

            // This is a bitch to parse because for some bizarre reason someone thought it
            // was funny to allow quotes here. Read the whole line and start parsing this manually.
            string line = parser.ReadLine();

            // Skip whitespace
            while ((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
            {
                cindex++;
            }

            // Parse first target
            while ((cindex < line.Length) && (line[cindex] != ':'))
            {
                // When a comment is reached, we're done here
                if (line[cindex] == '/')
                {
                    if ((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
                    {
                        commentreached = true;
                        break;
                    }
                }

                // Whitespace ends the string
                if ((line[cindex] == ' ') || (line[cindex] == '\t'))
                {
                    break;
                }

                // + sign indicates offset start
                if (line[cindex] == '+')
                {
                    cindex++;
                    offsetreached = true;
                    break;
                }

                // Ignore quotes
                if (line[cindex] != '"')
                {
                    firsttarget += line[cindex];
                }

                cindex++;
            }

            if (!commentreached && !offsetreached)
            {
                // Skip whitespace
                while ((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
                {
                    cindex++;
                }

                // Parse second target
                while (cindex < line.Length)
                {
                    // When a comment is reached, we're done here
                    if (line[cindex] == '/')
                    {
                        if ((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
                        {
                            commentreached = true;
                            break;
                        }
                    }

                    // Whitespace ends the string
                    if ((line[cindex] == ' ') || (line[cindex] == '\t'))
                    {
                        break;
                    }

                    // + sign indicates offset start
                    if (line[cindex] == '+')
                    {
                        cindex++;
                        offsetreached = true;
                        break;
                    }

                    // Ignore quotes and semicolons
                    if ((line[cindex] != '"') && (line[cindex] != ':'))
                    {
                        secondtarget += line[cindex];
                    }

                    cindex++;
                }
            }

            // Try to find the offset if we still haven't found it yet
            if (!offsetreached)
            {
                // Skip whitespace
                while ((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
                {
                    cindex++;
                }

                if ((cindex < line.Length) && (line[cindex] == '+'))
                {
                    cindex++;
                    offsetreached = true;
                }
            }

            if (offsetreached)
            {
                // Parse offset
                while (cindex < line.Length)
                {
                    // When a comment is reached, we're done here
                    if (line[cindex] == '/')
                    {
                        if ((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
                        {
                            commentreached = true;
                            break;
                        }
                    }

                    // Whitespace ends the string
                    if ((line[cindex] == ' ') || (line[cindex] == '\t'))
                    {
                        break;
                    }

                    // Ignore quotes and semicolons
                    if ((line[cindex] != '"') && (line[cindex] != ':'))
                    {
                        offsetstr += line[cindex];
                    }

                    cindex++;
                }
            }

            // We should now have a first target, optionally a second target and optionally a sprite offset

            // Check if we don't have the class specified
            if (string.IsNullOrEmpty(secondtarget))
            {
                // First target is the state to go to
                classname = actor.ClassName;
                statename = firsttarget.ToLowerInvariant().Trim();
            }
            else
            {
                // First target is the base class to use
                // Second target is the state to go to
                classname = firsttarget.ToLowerInvariant().Trim();
                statename = secondtarget.ToLowerInvariant().Trim();
            }

            if (offsetstr.Length > 0)
            {
                int.TryParse(offsetstr, out spriteoffset);
            }

            if ((classname == "super") && (actor.BaseClass != null))
            {
                classname = actor.BaseClass.ClassName;
            }
        }
Beispiel #6
0
        internal DecorateStateStructure(ActorStructure actor, ZDTextParser zdparser)
        {
            DecorateParser parser    = (DecorateParser)zdparser;
            string         lasttoken = "";

            // Skip whitespace
            while (parser.SkipWhitespace(true))
            {
                // Read first token
                string token = parser.ReadToken().ToLowerInvariant();

                // One of the flow control statements?
                if ((token == "loop") || (token == "stop") || (token == "wait") || (token == "fail"))
                {
                    // Ignore flow control
                    // [ZZ] sometimes "fail" is a sprite name... (Skulltag, Zandronum)
                    //      probably the same can happen to other single-word flow control keywords.

                    // check if next token is newline.
                    long cpos = parser.DataStream.Position;
                    parser.SkipWhitespace(false);
                    string newline = parser.ReadToken();
                    parser.DataStream.Position = cpos;
                    if (newline == "\n") // this is actually a loop/stop/wait/fail directive and not a sprite name or something
                    {
                        lasttoken = token;
                        continue;
                    }
                }

                // Goto?
                if (token == "goto")
                {
                    gotostate = new DecorateStateGoto(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
                    goto endofallthings;
                }
                //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
                    goto endofallthings;
                }
                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("Expected sprite name");
                        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("Expected sprite frame");
                        return;
                    }

                    // Label?
                    if (spriteframes == ":")
                    {
                        // Rewind so that this label can be read again
                        parser.DataStream.Seek(-(token.Length + 1), SeekOrigin.Current);

                        // Done here
                        goto endofallthings;
                    }

                    // No first sprite yet?
                    FrameInfo info = new FrameInfo(); //mxd
                    if (spriteframes.Length > 0)
                    {
                        //mxd. I'm not even 50% sure the parser handles all bizzare cases without shifting sprite name / frame blocks,
                        // so let's log it as a warning, not an error...
                        if (token.Length != 4)
                        {
                            parser.LogWarning("Invalid sprite name \"" + token.ToUpperInvariant() + "\". Sprite names must be exactly 4 characters long");
                        }
                        else
                        {
                            // Make the sprite name
                            string spritename = (token + spriteframes[0]).ToUpperInvariant();

                            // Ignore some odd ZDoom things
                            if (/*!realspritename.StartsWith("TNT1") && */ !spritename.StartsWith("----") && !spritename.Contains("#")) // [ZZ] some actors have only TNT1 state and receive a random image because of this
                            {
                                info.Sprite = spritename;                                                                               //mxd
                                int duration = -1;
                                parser.SkipWhitespace(false);
                                string durationstr = parser.ReadToken();
                                if (durationstr == "-")
                                {
                                    durationstr += parser.ReadToken();
                                }
                                if (string.IsNullOrEmpty(durationstr) || durationstr == "\n")
                                {
                                    parser.ReportError("Expected frame duration");
                                    return;
                                }
                                if (!int.TryParse(durationstr.Trim(), out duration))
                                {
                                    parser.DataStream.Seek(-(durationstr.Length), SeekOrigin.Current);
                                }
                                info.Duration = duration;
                                sprites.Add(info);
                            }
                        }
                    }

                    // Continue until the end of the line
                    parser.SkipWhitespace(false);
                    string t = parser.ReadToken();
                    while (!string.IsNullOrEmpty(t) && t != "\n")
                    {
                        //mxd. Bright keyword support...
                        if (t == "bright")
                        {
                            info.Bright = true;
                        }
                        //mxd. Light() expression support...
                        else if (t == "light")
                        {
                            if (!parser.NextTokenIs("("))
                            {
                                return;
                            }

                            if (!parser.SkipWhitespace(true))
                            {
                                parser.ReportError("Unexpected end of the structure");
                                return;
                            }

                            info.LightName = parser.StripTokenQuotes(parser.ReadToken());
                            if (string.IsNullOrEmpty(info.LightName))
                            {
                                parser.ReportError("Expected dynamic light name");
                                return;
                            }

                            if (!parser.SkipWhitespace(true))
                            {
                                parser.ReportError("Unexpected end of the structure");
                                return;
                            }

                            if (!parser.NextTokenIs(")"))
                            {
                                parser.ReportError("Expected closing parenthesis in Light()");
                                return;
                            }
                        }
                        //mxd. Inner scope start. Step back and reparse using parent loop
                        else 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. Function params start (those can span multiple lines)
                        else if (t == "(")
                        {
                            int bracelevel = 1;
                            while (!string.IsNullOrEmpty(token) && bracelevel > 0)
                            {
                                parser.SkipWhitespace(true);
                                token = parser.ReadToken();
                                switch (token)
                                {
                                case "(": bracelevel++; break;

                                case ")": bracelevel--; break;
                                }
                            }
                        }
                        //mxd. Because stuff like this is also valid: "Actor Oneliner { States { Spawn: WOOT A 1 A_FadeOut(0.1) Loop }}"
                        else if (t == "}")
                        {
                            // Rewind so that this scope end can be read again
                            parser.DataStream.Seek(-1, SeekOrigin.Current);

                            // Done here
                            goto endofallthings;
                        }

                        // Read next token
                        parser.SkipWhitespace(false);
                        t = parser.ReadToken().ToLowerInvariant();
                    }
                }

                lasttoken = token;
            }

            // return
endofallthings:

            TrimLeft();
        }