UltimateZoneBuilder/Source/Core/GZBuilder/GZDoom/ModeldefParser.cs

90 lines
2.5 KiB
C#
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using System;
using System.Collections.Generic;
using System.IO;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.GZBuilder.Data;
namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
{
internal class ModeldefParser : ZDTextParser
{
private Dictionary<string, ModelData> entries; //classname, entry
internal Dictionary<string, ModelData> Entries { get { return entries; } }
internal string Source { get { return sourcename; } }
internal ModeldefParser()
{
entries = new Dictionary<string, ModelData>(StringComparer.Ordinal);
}
//should be called after all decorate actors are parsed
public override bool Parse(Stream stream, string sourcefilename)
{
base.Parse(stream, sourcefilename);
entries = new Dictionary<string, ModelData>(StringComparer.Ordinal);
// Continue until at the end of the stream
while (SkipWhitespace(true))
{
string token = ReadToken();
if (token != null)
{
token = StripTokenQuotes(token).ToLowerInvariant();
if (token == "model") //model structure start
{
//find classname
SkipWhitespace(true);
string className = StripTokenQuotes(ReadToken(ActorStructure.ACTOR_CLASS_SPECIAL_TOKENS)).ToLowerInvariant();
if(!string.IsNullOrEmpty(className) && !entries.ContainsKey(className))
{
//now find opening brace
SkipWhitespace(true);
token = ReadToken();
if (token != "{")
{
General.ErrorLogger.Add(ErrorType.Error, "Unexpected token found in '"+sourcefilename+"' at line "+GetCurrentLineNumber()+": expected '{', but got '" + token + "'");
continue; //something wrong with modeldef declaration, continue to next one
}
ModeldefStructure mds = new ModeldefStructure();
ModelData mde = mds.Parse(this);
if (mde != null) entries.Add(className, mde);
}
}
else
{
// Unknown structure!
string token2;
if (token != "{")
{
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
do
{
if (!SkipWhitespace(true)) break;
token2 = ReadToken();
if (token2 == null) break;
}
while (token2 != "{");
}
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
int scopelevel = 1;
do
{
if (!SkipWhitespace(true)) break;
token2 = ReadToken();
if (token2 == null) break;
if (token2 == "{") scopelevel++;
if (token2 == "}") scopelevel--;
}
while (scopelevel > 0);
}
}
}
return entries.Count > 0;
}
}
}