// This version of GetSprite uses a callstack to check if it isn't going into an endless loop private FrameInfo GetSprite(int index, HashSet <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(new FrameInfo()); }
// Disposer public void Dispose() { baseclass = null; flags = null; props = null; states = null; }
// This returns an actor by name // Returns null when actor cannot be found internal ActorStructure GetArchivedActorByName(string name) { name = name.ToLowerInvariant(); ActorStructure zscriptactor = (zscriptactors.ContainsKey(name) ? zscriptactors[name] : null); if (zscriptactor != null) { return(zscriptactor); } return(archivedactors.ContainsKey(name) ? archivedactors[name] : null); }
// This is called to inherit properties from another actor private void InheritFrom(ActorStructure baseactor) { this.flags = new Dictionary <string, bool>(baseactor.flags); this.props = new Dictionary <string, List <string> >(baseactor.props.Count); this.states = new Dictionary <string, StateStructure>(baseactor.states); // Copy props foreach (KeyValuePair <string, List <string> > p in baseactor.props) { this.props.Add(p.Key, new List <string>(p.Value)); } // Reset the game property, because it is never inherited props["game"] = new List <string>(); }
} //mxd #endregion #region ================== Constructor / Disposer // Constructor internal ActorStructure() { // Initialize 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 // Always define a game property, but default to 0 values props["game"] = new List <string>(); inheritclass = "actor"; replaceclass = null; baseclass = null; skipsuper = false; }
} //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 + "\""); } }
public bool Finalize() { ClearError(); // parse class data foreach (ZScriptClassStructure cls in allclasseslist) { if (!cls.Process()) { return(false); } } // set datastream to null so that log messages aren't output using incorrect line numbers Stream odatastream = datastream; datastream = null; // inject superclasses, since everything is parsed by now Dictionary <int, ThingTypeInfo> things = General.Map.Config.GetThingTypes(); foreach (ZScriptClassStructure cls in allclasseslist) { ActorStructure actor = cls.Actor; if (actor != null && cls.ParentName != null && cls.ParentName.ToLowerInvariant() != "thinker") // don't try to inherit this one { actor.baseclass = GetArchivedActorByName(cls.ParentName, true); string inheritclass = cls.ParentName; //check if this class inherits from a class defined in game configuration string inheritclasscheck = inheritclass.ToLowerInvariant(); // inherit args from base class if (actor.baseclass != null) { for (int i = 0; i < 5; i++) { if (actor.args[i] == null) { actor.args[i] = actor.baseclass.args[i]; } } } bool thingfound = false; foreach (KeyValuePair <int, ThingTypeInfo> ti in things) { if (!string.IsNullOrEmpty(ti.Value.ClassName) && ti.Value.ClassName.ToLowerInvariant() == inheritclasscheck) { //states // [ZZ] allow internal prefix here. it can inherit MapSpot, light, or other internal stuff. if (actor.states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite)) { actor.states.Add("spawn", new StateStructure(ti.Value.Sprite.StartsWith(DataManager.INTERNAL_PREFIX) ? ti.Value.Sprite : ti.Value.Sprite.Substring(0, 5))); } if (actor.baseclass == null) { //flags if (ti.Value.Hangs && !actor.flags.ContainsKey("spawnceiling")) { actor.flags["spawnceiling"] = true; } if (ti.Value.Blocking > 0 && !actor.flags.ContainsKey("solid")) { actor.flags["solid"] = true; } //properties if (!actor.props.ContainsKey("height")) { actor.props["height"] = new List <string> { ti.Value.Height.ToString() } } ; if (!actor.props.ContainsKey("radius")) { actor.props["radius"] = new List <string> { ti.Value.Radius.ToString() } } ; } // [ZZ] inherit arguments from game configuration // if (!actor.props.ContainsKey("$clearargs")) { for (int i = 0; i < 5; i++) { if (actor.args[i] != null) { continue; // don't touch it if we already have overrides } ArgumentInfo arg = ti.Value.Args[i]; if (arg != null && arg.Used) { actor.args[i] = arg; } } } thingfound = true; break; } if (actor.baseclass == null && !thingfound) { LogWarning("Unable to find \"" + inheritclass + "\" class to inherit from, while parsing \"" + cls.ClassName + "\""); } } } } // validate user variables (no variables should shadow parent variables) foreach (ZScriptClassStructure cls in allclasseslist) { ActorStructure actor = cls.Actor; if (actor == null) { continue; } ActorStructure actorbase = actor.baseclass; while (actorbase != null) { foreach (string uservar in actor.uservars.Keys) { if (actorbase.uservars.ContainsKey(uservar)) { actor.uservars.Clear(); ReportError("Variable \"" + uservar + "\" in class \"" + actor.classname + "\" shadows variable \"" + uservar + "\" in base class \"" + actorbase.classname + "\". This is not supported"); goto stopValidatingCompletely; } } actorbase = actorbase.baseclass; } } stopValidatingCompletely: datastream = odatastream; return(true); }
internal ZScriptStateStructure(ActorStructure actor, ZDTextParser zdparser) { ZScriptParser parser = (ZScriptParser)zdparser; Stream stream = parser.DataStream; ZScriptTokenizer tokenizer = new ZScriptTokenizer(parser.DataReader); parser.tokenizer = tokenizer; // todo: parse stuff // string[] control_keywords = new string[] { "goto", "loop", "wait", "fail", "stop" }; while (true) { // expect identifier or string. // if it's an identifier, it can be goto/loop/wait/fail/stop. // if it's a string, it's always a sprite name. tokenizer.SkipWhitespace(); long cpos = stream.Position; ZScriptToken token = tokenizer.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.String, ZScriptTokenType.CloseCurly); if (token == null || !token.IsValid) { ZScriptToken _token = TryReadSprite(parser, stream, tokenizer); if (_token == null) { parser.ReportError("Expected identifier or string, got " + ((Object)token ?? "<null>").ToString()); return; } token = _token; } if (token.Type == ZScriptTokenType.CloseCurly) { stream.Position--; break; // done } else if (token.Type == ZScriptTokenType.Identifier) { string s_keyword = token.Value.ToLowerInvariant(); if (control_keywords.Contains(s_keyword)) { if (s_keyword == "goto") // just use decorate goto here. should work. but check for semicolon! { gotostate = new ZScriptStateGoto(actor, parser); parser.tokenizer = tokenizer; } //parser.LogWarning(string.Format("keyword {0}", s_keyword)); tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.Semicolon); if (token == null || !token.IsValid) { parser.ReportError("Expected ;, got " + ((Object)token ?? "<null>").ToString()); return; } continue; } } // make sure it's not a label of the next state. if it is, break out. long cpos2 = stream.Position; // local rewind point ZScriptToken token2 = tokenizer.ExpectToken(ZScriptTokenType.Colon, ZScriptTokenType.Dot); bool nextstate = (token2 != null && token2.IsValid); stream.Position = cpos2; // rewind to before state label read if (nextstate) { stream.Position = cpos; break; } // it's a frame definition. read it. string spritename = token.Value.ToLowerInvariant(); if (spritename.Length != 4) { parser.ReportError("Sprite name should be exactly 4 characters long (got " + spritename + ")"); return; } tokenizer.SkipWhitespace(); token = TryReadSprite(parser, stream, tokenizer); if (token == null) { parser.ReportError("Expected sprite frame(s)"); return; } string spriteframes = token.Value; //parser.LogWarning(string.Format("sprite {0} {1}", spritename, spriteframes)); // duration int duration; tokenizer.SkipWhitespace(); // this can be a function call, or a constant. token = tokenizer.ExpectToken(ZScriptTokenType.Identifier); if (token != null && token.IsValid) { duration = -1; tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.OpenParen); if (token != null && token.IsValid) { List <ZScriptToken> tokens = parser.ParseExpression(true); tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.CloseParen); if (token == null || !token.IsValid) { parser.ReportError("Expected ), got " + ((Object)token ?? "<null>").ToString()); return; } } } else { if (!parser.ParseInteger(out duration)) { return; } } // now, it can also contain BRIGHT, LIGHT(), OFFSET() string[] allspecials = new string[] { "bright", "light", "offset", "fast", "slow", "nodelay", "canraise" }; HashSet <string> specials = new HashSet <string>(); // maybe something else. I don't know. FrameInfo info = new FrameInfo(); // Make the sprite name string realspritename = (spritename + spriteframes[0]).ToUpperInvariant(); // Ignore some odd ZDoom things if (/*!realspritename.StartsWith("TNT1") && */ !realspritename.StartsWith("----") && !realspritename.Contains("#")) // [ZZ] some actors have only TNT1 state and receive a random image because of this { info.Sprite = realspritename; //mxd info.Duration = duration; sprites.Add(info); } while (true) { tokenizer.SkipWhitespace(); cpos2 = stream.Position; token = tokenizer.ExpectToken(ZScriptTokenType.Identifier, ZScriptTokenType.Semicolon, ZScriptTokenType.OpenCurly); if (token == null || !token.IsValid) { parser.ReportError("Expected identifier, ;, or {, got " + ((Object)token ?? "<null>").ToString()); return; } // if it's opencurly, it means that everything else is an anonymous block. // skip/parse that. // if it's semicolon, it means end of the frame. // if it's BRIGHT, LIGHT() or OFFSET(), it should be processed. // if it's something else (but identifier), then it's an action function call, process it. if (token.Type == ZScriptTokenType.OpenCurly) { stream.Position--; if (!parser.SkipBlock()) { return; } break; // this block is done } else if (token.Type == ZScriptTokenType.Semicolon) { break; // done } else // identifier { string special = token.Value.ToLowerInvariant(); if (allspecials.Contains(special)) { if (specials.Contains(special)) { parser.ReportError("'" + special + "' cannot be used twice"); return; } specials.Add(special); if (special == "bright") { info.Bright = true; } else if (special == "light" || special == "offset") { tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.OpenParen); if (token == null || !token.IsValid) { parser.ReportError("Expected (, got " + ((Object)token ?? "<null>").ToString()); return; } List <ZScriptToken> tokens = parser.ParseExpression(true); tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.CloseParen); if (token == null || !token.IsValid) { parser.ReportError("Expected ), got " + ((Object)token ?? "<null>").ToString()); return; } // parse the light expression. if (special == "light") { if (tokens.Count != 1 || (tokens[0].Type != ZScriptTokenType.String && tokens[0].Type != ZScriptTokenType.Identifier)) { parser.ReportError("Light() special takes one string argument"); return; } info.LightName = tokens[0].Value; } } } else { // stream.Position = cpos2; string actionfunction = parser.ParseDottedIdentifier(); //parser.LogWarning("actionfunction = " + actionfunction); if (actionfunction == null) { return; } // tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.OpenParen); if (token != null && token.IsValid) { List <ZScriptToken> tokens = parser.ParseExpression(true); tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.CloseParen); if (token == null || !token.IsValid) { parser.ReportError("Expected ), got " + ((Object)token ?? "<null>").ToString()); return; } // possibly do something with the arguments? not now though. } // expect semicolon and break. tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.Semicolon); if (token == null || !token.IsValid) { parser.ReportError("Expected ;, got " + ((Object)token ?? "<null>").ToString()); return; } break; } // if not special } // if identifier } // frame parsing loop (inner) } // state parsing loop (outer) TrimLeft(); }
// This parses the given decorate stream // Returns false on errors public override bool Parse(Stream stream, string sourcefilename) { base.Parse(stream, sourcefilename); // Keep local data Stream localstream = datastream; string localsourcename = sourcename; BinaryReader localreader = datareader; // Continue until at the end of the stream while (SkipWhitespace(true)) { // Read a token string objdeclaration = ReadToken(); if (objdeclaration != null) { objdeclaration = objdeclaration.ToLowerInvariant(); if (objdeclaration == "actor") { // Read actor structure ActorStructure actor = new ActorStructure(this); if (this.HasError) { break; } // Add the actor archivedactors[actor.ClassName.ToLowerInvariant()] = actor; if (actor.CheckActorSupported()) { actors[actor.ClassName.ToLowerInvariant()] = actor; } // Replace an actor? if (actor.ReplacesClass != null) { if (GetArchivedActorByName(actor.ReplacesClass) != null) { archivedactors[actor.ReplacesClass.ToLowerInvariant()] = actor; } else { General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + actor.ReplacesClass + "' to replace, while parsing '" + actor.ClassName + "'"); } if (actor.CheckActorSupported()) { if (GetActorByName(actor.ReplacesClass) != null) { actors[actor.ReplacesClass.ToLowerInvariant()] = actor; } } } } else if (objdeclaration == "#include") { // Include a file SkipWhitespace(true); string filename = ReadToken(); if (!string.IsNullOrEmpty(filename)) { // Strip the quotes filename = filename.Replace("\"", ""); // Callback to parse this file now if (OnInclude != null) { OnInclude(this, filename); } // Set our buffers back to continue parsing datastream = localstream; datareader = localreader; sourcename = localsourcename; if (HasError) { break; } } else { ReportError("Expected file name to include"); break; } } else if ((objdeclaration == "const") || (objdeclaration == "native")) { // We don't need this, ignore up to the first next ; while (SkipWhitespace(true)) { string t = ReadToken(); if ((t == ";") || (t == null)) { break; } } } else { // Unknown structure! // Best we can do now is just find the first { and then // follow the scopes until the matching } is found string token2; do { if (!SkipWhitespace(true)) { break; } token2 = ReadToken(); if (token2 == null) { break; } }while(token2 != "{"); int scopelevel = 1; do { if (!SkipWhitespace(true)) { break; } token2 = ReadToken(); if (token2 == null) { break; } if (token2 == "{") { scopelevel++; } if (token2 == "}") { scopelevel--; } }while(scopelevel > 0); } } } // Return true when no errors occurred return(ErrorDescription == null); }
// 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; } }
// 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 $category List <string> values = new List <string>(); if (parser.SkipWhitespace(false)) { values.Add(parser.ReadLine()); } else { values.Add(""); } props[token] = values; } else { // Next tokens up until the next newline are values List <string> values = new List <string>(); while (parser.SkipWhitespace(false)) { string v = parser.ReadToken(); if (v == null) { parser.ReportError("Unexpected end of structure"); return; } if (v == "\n") { break; } if (v != ",") { values.Add(v); } } props[token] = values; } } // Keep token previoustoken = token; } }
// This parses the given decorate stream // Returns false on errors public override bool Parse(TextResourceData data, bool clearerrors) { //mxd. Already parsed? if (!base.AddTextResource(data)) { if (clearerrors) { ClearError(); } return(true); } // Cannot process? if (!base.Parse(data, clearerrors)) { return(false); } //mxd. Region-as-category stuff... List <DecorateCategoryInfo> regions = new List <DecorateCategoryInfo>(); //mxd // Keep local data Stream localstream = datastream; string localsourcename = sourcename; BinaryReader localreader = datareader; DataLocation locallocation = datalocation; //mxd string localtextresourcepath = textresourcepath; //mxd // Continue until at the end of the stream while (SkipWhitespace(true)) { // Read a token string objdeclaration = ReadToken(); if (!string.IsNullOrEmpty(objdeclaration)) { objdeclaration = objdeclaration.ToLowerInvariant(); if (objdeclaration == "$gzdb_skip") { break; } switch (objdeclaration) { case "actor": { // Read actor structure ActorStructure actor = new ActorStructure(this, (regions.Count > 0 ? regions[regions.Count - 1] : null)); if (this.HasError) { return(false); } // Add the actor archivedactors[actor.ClassName.ToLowerInvariant()] = actor; if (actor.CheckActorSupported()) { actors[actor.ClassName.ToLowerInvariant()] = actor; } // Replace an actor? if (actor.ReplacesClass != null) { if (GetArchivedActorByName(actor.ReplacesClass) != null) { archivedactors[actor.ReplacesClass.ToLowerInvariant()] = actor; } else { LogWarning("Unable to find \"" + actor.ReplacesClass + "\" class to replace, while parsing \"" + actor.ClassName + "\""); } if (actor.CheckActorSupported() && GetActorByName(actor.ReplacesClass) != null) { actors[actor.ReplacesClass.ToLowerInvariant()] = actor; } } //mxd. Add to current text resource if (!textresources[textresourcepath].Entries.Contains(actor.ClassName)) { textresources[textresourcepath].Entries.Add(actor.ClassName); } } break; case "#include": { //INFO: ZDoom DECORATE include paths can't be relative ("../actor.txt") //or absolute ("d:/project/actor.txt") //or have backward slashes ("info\actor.txt") //include paths are relative to the first parsed entry, not the current one //also include paths may or may not be quoted SkipWhitespace(true); string filename = StripQuotes(ReadToken(false)); //mxd. Don't skip newline //mxd. Sanity checks if (string.IsNullOrEmpty(filename)) { ReportError("Expected file name to include"); return(false); } //mxd. Check invalid path chars if (!CheckInvalidPathChars(filename)) { return(false); } //mxd. Absolute paths are not supported... if (Path.IsPathRooted(filename)) { ReportError("Absolute include paths are not supported by ZDoom"); return(false); } //mxd. Relative paths are not supported if (filename.StartsWith(RELATIVE_PATH_MARKER) || filename.StartsWith(CURRENT_FOLDER_PATH_MARKER) || filename.StartsWith(ALT_RELATIVE_PATH_MARKER) || filename.StartsWith(ALT_CURRENT_FOLDER_PATH_MARKER)) { ReportError("Relative include paths are not supported by ZDoom"); return(false); } //mxd. Backward slashes are not supported if (filename.Contains(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture))) { ReportError("Only forward slashes are supported by ZDoom"); return(false); } //mxd. Already parsed? if (parsedlumps.Contains(filename)) { ReportError("Already parsed \"" + filename + "\". Check your include directives"); return(false); } //mxd. Add to collection parsedlumps.Add(filename); // Callback to parse this file now if (OnInclude != null) { OnInclude(this, filename); } //mxd. Bail out on error if (this.HasError) { return(false); } // Set our buffers back to continue parsing datastream = localstream; datareader = localreader; sourcename = localsourcename; datalocation = locallocation; //mxd textresourcepath = localtextresourcepath; //mxd } break; case "damagetype": //mxd // Get DamageType name SkipWhitespace(true); string damagetype = StripQuotes(ReadToken(false)); if (string.IsNullOrEmpty(damagetype)) { ReportError("Expected DamageType name"); return(false); } // Next should be "{" SkipWhitespace(true); if (!NextTokenIs("{")) { return(false); } // Skip the structure while (SkipWhitespace(true)) { string t = ReadToken(); if (string.IsNullOrEmpty(t) || t == "}") { break; } } // Add to collection if (!damagetypes.Contains(damagetype)) { damagetypes.Add(damagetype); } break; case "enum": case "native": case "const": while (SkipWhitespace(true)) { string t = ReadToken(); if (string.IsNullOrEmpty(t) || t == ";") { break; } } break; //mxd. Region-as-category handling case "#region": SkipWhitespace(false); string cattitle = ReadLine(); if (!string.IsNullOrEmpty(cattitle)) { // Make new category info string[] parts = cattitle.Split(DataManager.CATEGORY_SPLITTER, StringSplitOptions.RemoveEmptyEntries); DecorateCategoryInfo info = new DecorateCategoryInfo(); if (regions.Count > 0) { // Preserve nesting info.Category.AddRange(regions[regions.Count - 1].Category); info.Properties = new Dictionary <string, List <string> >(regions[regions.Count - 1].Properties); } info.Category.AddRange(parts); // Add to collection regions.Add(info); } break; //mxd. Region-as-category handling case "#endregion": if (regions.Count > 0) { regions.RemoveAt(regions.Count - 1); } else { LogWarning("Unexpected #endregion token"); } break; default: { //mxd. In some special cases (like the whole actor commented using "//") our special comments will be detected here... if (objdeclaration.StartsWith("$")) { if (regions.Count > 0) { // Store region property regions[regions.Count - 1].Properties[objdeclaration] = new List <string> { (SkipWhitespace(false) ? ReadLine() : "") }; } else { // Skip the whole line, then carry on ReadLine(); } break; } // Unknown structure! // Best we can do now is just find the first { and then // follow the scopes until the matching } is found string token2; do { if (!SkipWhitespace(true)) { break; } token2 = ReadToken(); if (string.IsNullOrEmpty(token2)) { break; } }while(token2 != "{"); int scopelevel = 1; do { if (!SkipWhitespace(true)) { break; } token2 = ReadToken(); if (string.IsNullOrEmpty(token2)) { break; } if (token2 == "{") { scopelevel++; } if (token2 == "}") { scopelevel--; } }while(scopelevel > 0); } break; } } } // Return true when no errors occurred return(ErrorDescription == null); }
// 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; } }
internal ZScriptStateGoto(ActorStructure actor, ZDTextParser zdparser) { // goto syntax that is accepted by GZDB is [classname::]statename[+offset] ZScriptParser parser = (ZScriptParser)zdparser; Stream stream = parser.DataStream; ZScriptTokenizer tokenizer = new ZScriptTokenizer(parser.DataReader); parser.tokenizer = tokenizer; tokenizer.SkipWhitespace(); string firsttarget = parser.ParseDottedIdentifier(); if (firsttarget == null) { return; } ZScriptToken token; string secondtarget = null; int offset = 0; tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.DoubleColon); if (token != null && token.IsValid) { secondtarget = parser.ParseDottedIdentifier(); if (secondtarget == null) { return; } } tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.OpAdd); if (token != null && token.IsValid) { tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.Integer); if (token == null || !token.IsValid) { parser.ReportError("Expected state offset, got " + ((Object)token ?? "<null>").ToString()); return; } offset = token.ValueInt; } // 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(); } spriteoffset = offset; if ((classname == "super") && (actor.BaseClass != null)) { classname = actor.BaseClass.ClassName; } }
// Constructor internal StateStructure(ActorStructure actor, DecorateParser parser, string statename) { 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? 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 (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(); } } lasttoken = token; } }
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(); }