2015-01-25 23:22:42 +00:00
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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2015-01-25 23:22:42 +00:00
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namespace CodeImp.DoomBuilder.ZDoom
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{
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internal sealed class ReverbsParser : ZDTextParser
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{
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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internal override ScriptType ScriptType { get { return ScriptType.REVERBS; } }
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2015-01-25 23:22:42 +00:00
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private readonly List<string> names;
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private readonly List<int> firstargs;
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private readonly List<int> secondargs;
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2015-01-26 08:26:52 +00:00
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private readonly List<int> combinedargs;
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2015-01-25 23:22:42 +00:00
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public ReverbsParser()
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{
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names = new List<string>();
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firstargs = new List<int>();
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secondargs = new List<int>();
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2015-01-26 08:26:52 +00:00
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combinedargs = new List<int>();
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2015-01-25 23:22:42 +00:00
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}
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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public override bool Parse(TextResourceData data, bool clearerrors)
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2015-01-25 23:22:42 +00:00
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{
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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//mxd. Already parsed?
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if(!base.AddTextResource(data))
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{
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if(clearerrors) ClearError();
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return true;
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}
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// Cannot process?
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if(!base.Parse(data, clearerrors)) return false;
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2015-01-25 23:22:42 +00:00
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// Continue until at the end of the stream
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while(SkipWhitespace(true))
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{
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string token = ReadToken();
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if(!string.IsNullOrEmpty(token))
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{
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if(token == "{")
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{
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// Skip inner properties
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do
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{
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SkipWhitespace(true);
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token = ReadToken();
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2015-06-18 19:45:39 +00:00
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} while(!string.IsNullOrEmpty(token) && token != "}");
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2015-01-25 23:22:42 +00:00
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}
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else
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{
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//this should be reverb name and args
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2016-04-06 22:54:04 +00:00
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string name = StripQuotes(token);
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2015-01-25 23:22:42 +00:00
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if(string.IsNullOrEmpty(name))
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{
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2015-12-21 14:17:47 +00:00
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ReportError("Expected sound environment name");
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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return false;
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2015-01-25 23:22:42 +00:00
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}
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// Read first part of the ID
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SkipWhitespace(true);
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2016-04-06 22:54:04 +00:00
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token = ReadToken();
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2015-01-25 23:22:42 +00:00
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int arg1;
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if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out arg1))
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{
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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ReportError("Expected first part of \"" + name + "\" sound environment ID, but got \"" + token + "\"");
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return false;
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2015-01-25 23:22:42 +00:00
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}
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// Read second part of the ID
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SkipWhitespace(true);
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2016-04-06 22:54:04 +00:00
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token = ReadToken();
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2015-01-25 23:22:42 +00:00
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int arg2;
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if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out arg2))
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{
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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ReportError("Expected second part of \"" + name + "\" sound environment ID, but got \"" + token + "\"");
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return false;
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2015-01-25 23:22:42 +00:00
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}
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2015-01-26 08:26:52 +00:00
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int combined = arg1 * 1000000 + arg2 * 1000;
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int combinedindex = combinedargs.IndexOf(combined);
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if(combinedindex != -1)
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2015-01-25 23:22:42 +00:00
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{
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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LogWarning("\"" + names[combinedindex] + "\" and \"" + name + "\" sound environments share the same ID (" + arg1 + " " + arg2 + ")");
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2015-01-25 23:22:42 +00:00
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}
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else
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{
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2015-01-26 08:26:52 +00:00
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combinedargs.Add(combined);
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// Add to collections
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if(names.Contains(name))
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{
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Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value.
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00
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LogWarning("\"" + name + "\" sound environment is double defined");
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2015-01-26 08:26:52 +00:00
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int index = names.IndexOf(name);
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firstargs[index] = arg1;
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secondargs[index] = arg2;
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}
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else
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{
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names.Add(name);
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firstargs.Add(arg1);
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secondargs.Add(arg2);
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}
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2015-01-25 23:22:42 +00:00
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}
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}
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}
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}
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return true;
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}
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internal Dictionary<string, KeyValuePair<int, int>> GetReverbs()
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{
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string[] sortednames = new string[names.Count];
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names.CopyTo(sortednames);
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Array.Sort(sortednames);
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Dictionary<string, KeyValuePair<int, int>> result = new Dictionary<string, KeyValuePair<int, int>>(names.Count);
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foreach(string name in sortednames)
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{
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int index = names.IndexOf(name);
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result.Add(name, new KeyValuePair<int, int>(firstargs[index], secondargs[index]));
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}
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return result;
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}
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}
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}
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