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 System.Collections.Generic;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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2012-07-12 22:34:12 +00:00
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using CodeImp.DoomBuilder.GZBuilder.Data;
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//mxd. Decorate parser used to create ScriptItems for use in script editor's navigator
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2015-12-17 10:07:28 +00:00
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//Should be able to parse actor definitions even from invalid DECORATE and should never fail parsing
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2016-04-27 09:13:07 +00:00
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namespace CodeImp.DoomBuilder.ZDoom.Scripting
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2012-07-12 22:34:12 +00:00
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{
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2013-09-11 09:47:53 +00:00
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internal sealed class DecorateParserSE : 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.DECORATE; } }
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2015-03-21 19:41:54 +00:00
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private readonly List<ScriptItem> actors;
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2013-09-11 09:47:53 +00:00
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public List<ScriptItem> Actors { get { return actors; } }
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2014-12-03 23:15:26 +00:00
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public DecorateParserSE()
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{
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2013-09-11 09:47:53 +00:00
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actors = new List<ScriptItem>();
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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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2014-12-03 23:15:26 +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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2013-09-11 09:47:53 +00:00
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// Continue until at the end of the stream
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2015-12-17 10:07:28 +00:00
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while(SkipWhitespace(true))
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2014-12-03 23:15:26 +00:00
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{
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2017-02-09 00:26:25 +00:00
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int startpos = (int)datastream.Position;
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string token = ReadToken();
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2015-12-17 10:07:28 +00:00
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if(string.IsNullOrEmpty(token) || token.ToUpperInvariant() != "ACTOR") continue;
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2013-09-11 09:47:53 +00:00
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2015-12-17 10:07:28 +00:00
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SkipWhitespace(true);
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List<string> definition = new List<string>();
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2017-02-09 00:26:25 +00:00
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definition.Add(token); // actor ... ..., not just class name
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2015-12-17 10:07:28 +00:00
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do
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2014-12-03 23:15:26 +00:00
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{
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2015-12-17 10:07:28 +00:00
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token = ReadToken(false); // Don't skip newline
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if(string.IsNullOrEmpty(token) || token == "{" || token == "}") break;
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definition.Add(token);
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} while(SkipWhitespace(false)); // Don't skip newline
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string name = string.Join(" ", definition.ToArray());
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if(!string.IsNullOrEmpty(name)) actors.Add(new ScriptItem(name, startpos, false));
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2013-09-11 09:47:53 +00:00
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}
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2015-12-17 10:07:28 +00:00
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// Sort nodes
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2013-09-11 09:47:53 +00:00
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actors.Sort(ScriptItem.SortByName);
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return true;
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}
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}
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2012-07-12 22:34:12 +00:00
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}
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