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using System ;
using System.Collections.Generic ;
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using System.IO ;
using CodeImp.DoomBuilder.ZDoom ;
using CodeImp.DoomBuilder.GZBuilder.Data ;
namespace CodeImp.DoomBuilder.GZBuilder.GZDoom {
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internal class ModeldefParser : ZDTextParser {
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private Dictionary < string , ModelData > entries ; //classname, entry
internal Dictionary < string , ModelData > Entries { get { return entries ; } }
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internal string Source { get { return sourcename ; } }
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internal ModeldefParser ( ) {
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entries = new Dictionary < string , ModelData > ( StringComparer . Ordinal ) ;
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}
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//should be called after all decorate actors are parsed
public override bool Parse ( Stream stream , string sourcefilename ) {
base . Parse ( stream , sourcefilename ) ;
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entries = new Dictionary < string , ModelData > ( StringComparer . Ordinal ) ;
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// Continue until at the end of the stream
while ( SkipWhitespace ( true ) ) {
string token = ReadToken ( ) ;
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if ( token ! = null ) {
token = StripTokenQuotes ( token ) . ToLowerInvariant ( ) ;
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if ( token = = "model" ) { //model structure start
//find classname
SkipWhitespace ( true ) ;
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string className = StripTokenQuotes ( ReadToken ( ActorStructure . ACTOR_CLASS_SPECIAL_TOKENS ) ) . ToLowerInvariant ( ) ;
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if ( ! string . IsNullOrEmpty ( className ) & & ! entries . ContainsKey ( className ) ) {
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//now find opening brace
SkipWhitespace ( true ) ;
token = ReadToken ( ) ;
if ( token ! = "{" ) {
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General . ErrorLogger . Add ( ErrorType . Error , "Unexpected token found in '" + sourcefilename + "' at line " + GetCurrentLineNumber ( ) + ": expected '{', but got '" + token + "'" ) ;
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continue ; //something wrong with modeldef declaration, continue to next one
}
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ModeldefStructure mds = new ModeldefStructure ( ) ;
ModelData mde = mds . Parse ( this ) ;
if ( mde ! = null ) {
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entries . Add ( className , mde ) ;
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}
}
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} else {
// Unknown structure!
string 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).
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if ( token ! = "{" ) {
do
{
if ( ! SkipWhitespace ( true ) ) break ;
token2 = ReadToken ( ) ;
if ( token2 = = null ) break ;
}
while ( token2 ! = "{" ) ;
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}
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).
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int scopelevel = 1 ;
do {
if ( ! SkipWhitespace ( true ) ) break ;
token2 = ReadToken ( ) ;
if ( token2 = = null ) break ;
if ( token2 = = "{" ) scopelevel + + ;
if ( token2 = = "}" ) scopelevel - - ;
}
while ( scopelevel > 0 ) ;
}
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}
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}
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return entries . Count > 0 ;
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}
}
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}