mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 04:12:12 +00:00
DECORATE parser: added special handling for ZDoom's special sprite names (namely TNT1, "####" and "----").
Internal: changed the way apppath is acquired. It should no longer fail when launching the editor from a shared network folder. Main Form: changed some labels of dynamic light and model rendering selectors to be less confusing. Updated ZDoom_DECORATE.cfg.
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be14f852ec
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9c11d7e682
7 changed files with 45 additions and 18 deletions
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@ -235,8 +235,8 @@ keywords
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A_SetCrosshair = "A_SetCrosshair(int number)";
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//Weapon attack functions
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A_Punch = "A_Punch";
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A_Saw = "A_Saw[(string fullsound = \"weapons/sawfull\"[, string hitsound = \"weapons/sawhit\"[, int damage = 0[, string pufftype = \"BulletPuff\"[, int flags = 0[, float range = 65.0[, float spread_xy = 2.8125[, float spread_z = 0[, float lifesteal = 0]]]]]]]])]";
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A_CustomPunch = "A_CustomPunch(int damage[, bool norandom = false[, int flags = 0[, string pufftype = \"BulletPuff\"[, float range = 64.0[, float lifesteal = 0]]]]])";
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A_Saw = "A_Saw[(string fullsound = \"weapons/sawfull\"[, string hitsound = \"weapons/sawhit\"[, int damage = 0[, string pufftype = \"BulletPuff\"[, int flags = 0[, float range = 65.0[, float spread_xy = 2.8125[, float spread_z = 0[, float lifesteal = 0[, int lifestealmax = 0[, string armorbonustype = \"ArmorBonus\"]]]]]]]]]])]";
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A_CustomPunch = "A_CustomPunch(int damage[, bool norandom = false[, int flags = 0[, string pufftype = \"BulletPuff\"[, float range = 64.0[, float lifesteal = 0[, int lifestealmax = 0[, string armorbonustype = \"ArmorBonus\"]]]]]]])";
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A_FireBullets = "A_FireBullets(int spread_horz, int spread_vert, int numbullets, int damage[, string pufftype = \"\"[, int flags = FBF_USEAMMO[, float range = 0]]])";
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A_FireCustomMissile = "A_FireCustomMissile(string missiletype[, int angle = 0[, bool useammo = false[, int spawnofs_horz = 0[, int spawnheight = 0[, bool aim = false OR int flags = 0[, angle pitch = 0]]]]]])";
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A_RailAttack = "A_RailAttack(int damage[, int spawnofs_horz[, bool useammo[, color ringcolor[, color corecolor[, int flags[, int maxdiff[, string pufftype[, float spread_xy = 0[, float spread_z = 0[, fixed range = 8192[, int duration = 35[, float sparsity = 1.0[, float driftspeed = 1.0[, string spawnclass[, float spawnofs_z = 0]]]]]]]]]]]]]]])";
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@ -304,6 +304,7 @@ keywords
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A_Blast = "A_Blast[(int flags = 0[, int strength = 255[, int radius = 255[, float speed = 20[, string blasteffect = \"BlastEffect\"[, sound blastsound = \"BlastRadius\"]]]]])]";
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A_DropWeaponPieces = "A_DropWeaponPieces(string actorclass1, string actorclass2, string actorclass3)";
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A_Feathers = "A_Feathers";
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A_GauntletAttack = "A_GauntletAttack(int power)";
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A_GiveQuestItem = "A_GiveQuestItem(int itemnum)";
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A_PigPain = "A_PigPain";
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A_RemoveForcefield = "A_RemoveForcefield";
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@ -320,7 +321,7 @@ keywords
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random = "random[identifier](min, max)\nReturns a random integer value between min and max.";
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random2 = "random2[identifier](mask)\nReturns a random integer value between -mask and +mask.";
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frandom = "frandom[identifier](min, max)\nReturns a random floating point value between min and max.";
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pick = "pick[identifier](int, ...)\nPicks a number from the numbers placed in it.\nThis can take an unlimited amount of parameters.";
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randompick = "randompick[identifier](int, ...)\nPicks a number from the numbers placed in it.\nThis can take an unlimited amount of parameters.";
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//State keywords
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Bright = "Bright";
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CanRaise = "CanRaise";
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@ -459,6 +460,8 @@ constants
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CPF_DAGGER;
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CPF_PULLIN;
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CPF_NORANDOMPUFFZ;
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CPF_NOTURN;
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CPF_STEALARMOR;
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FBF_USEAMMO;
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FBF_NOFLASH;
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FBF_NORANDOM;
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@ -861,6 +864,7 @@ constants
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SF_RANDOMLIGHTBOTH;
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SF_RANDOMLIGHTHIT;
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SF_RANDOMLIGHTMISS;
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SF_STEALARMOR;
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SMF_CURSPEED;
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SMF_LOOK;
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SMF_PRECISE;
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@ -75,7 +75,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.Windows
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"I'm sorry... :(",
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"This is a horrbble day for you, and of course, the world",
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"Abort, Retry, Fail?",
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"You are making progress. I'm afraid that's something I cannot allow to happen",
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"You are making progress. I'm afraid that's something I can't allow to happen",
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"You are making progress. That's not OK",
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"No errors found, restarting computer",
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"Does Not Compute!",
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@ -112,6 +112,8 @@ namespace CodeImp.DoomBuilder.GZBuilder.Windows
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"Good. It's boring here anyway.",
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"Shameful display!",
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"It's CRASHENING!",
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"W-W-W-WIPEOUT!",
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"EVERYTHING IS LOST!",
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};
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this.Text = titles[new Random().Next(0, titles.Length - 1)];
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}
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@ -569,8 +569,9 @@ namespace CodeImp.DoomBuilder
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thisasm = Assembly.GetExecutingAssembly();
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// Find application path
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Uri localpath = new Uri(Path.GetDirectoryName(thisasm.GetName().CodeBase) + Path.DirectorySeparatorChar);
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apppath = Uri.UnescapeDataString(localpath.AbsolutePath);
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//Uri localpath = new Uri(Path.GetDirectoryName(thisasm.GetName().CodeBase));
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//apppath = Uri.UnescapeDataString(localpath.AbsolutePath);
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apppath = Path.GetDirectoryName(Application.ExecutablePath); //mxd. What was the point of using Uri here (other than to prevent lauching from a shared folder)?
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// Setup directories
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temppath = Path.GetTempPath();
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6
Source/Core/Windows/MainForm.Designer.cs
generated
6
Source/Core/Windows/MainForm.Designer.cs
generated
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@ -1573,7 +1573,7 @@ namespace CodeImp.DoomBuilder.Windows
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this.sightsdontshow.Name = "sightsdontshow";
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this.sightsdontshow.Size = new System.Drawing.Size(237, 22);
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this.sightsdontshow.Tag = 0;
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this.sightsdontshow.Text = "No dynamic lights";
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this.sightsdontshow.Text = "Don't show dynamic lights";
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this.sightsdontshow.Click += new System.EventHandler(this.ChangeLightRenderingMode);
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//
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// lightsshow
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@ -1629,7 +1629,7 @@ namespace CodeImp.DoomBuilder.Windows
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this.modelsshowselection.Name = "modelsshowselection";
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this.modelsshowselection.Size = new System.Drawing.Size(245, 22);
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this.modelsshowselection.Tag = 1;
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this.modelsshowselection.Text = "Show models for selected things";
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this.modelsshowselection.Text = "Show models for selected things only";
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this.modelsshowselection.Click += new System.EventHandler(this.ChangeModelRenderingMode);
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//
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// modelsshowall
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@ -1639,7 +1639,7 @@ namespace CodeImp.DoomBuilder.Windows
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this.modelsshowall.Name = "modelsshowall";
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this.modelsshowall.Size = new System.Drawing.Size(245, 22);
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this.modelsshowall.Tag = 2;
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this.modelsshowall.Text = "Show all models";
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this.modelsshowall.Text = "Always show models";
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this.modelsshowall.Click += new System.EventHandler(this.ChangeModelRenderingMode);
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//
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// buttontogglefog
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@ -374,7 +374,11 @@ namespace CodeImp.DoomBuilder.Windows
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else
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{
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// Show normal caption
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#if DEBUG
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this.Text = Application.ProductName + " - DEVBUILD";
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#else
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this.Text = Application.ProductName + " v" + Application.ProductVersion;
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#endif
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}
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// Update the status bar
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@ -27,9 +27,6 @@ namespace CodeImp.DoomBuilder.ZDoom
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{
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#region ================== Constants
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// Some odd thing in ZDoom
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internal const string IGNORE_SPRITE = "TNT1A0";
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#endregion
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#region ================== Variables
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@ -97,7 +94,15 @@ namespace CodeImp.DoomBuilder.ZDoom
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else
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{
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// First part of the sprite name
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if(token == null)
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if(string.IsNullOrEmpty(token))
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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//mxd. First part of the sprite name can be quoted
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token = parser.StripTokenQuotes(token);
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if(string.IsNullOrEmpty(token))
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{
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parser.ReportError("Unexpected end of structure");
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return;
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@ -111,6 +116,14 @@ namespace CodeImp.DoomBuilder.ZDoom
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parser.ReportError("Unexpected end of structure");
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return;
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}
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//mxd. Frames can be quoted
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spriteframes = parser.StripTokenQuotes(spriteframes);
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if(spriteframes == null)
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{
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parser.ReportError("Unexpected end of structure");
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return;
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}
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// Label?
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if(spriteframes == ":")
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@ -129,8 +142,8 @@ namespace CodeImp.DoomBuilder.ZDoom
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string spritename = token + spriteframes[0];
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spritename = spritename.ToUpperInvariant();
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// Ignore some odd ZDoom thing
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if(!IGNORE_SPRITE.StartsWith(spritename))
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// Ignore some odd ZDoom things
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if (!spritename.StartsWith("TNT1") && !spritename.StartsWith("----") && !spritename.Contains("#"))
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sprites.Add(spritename);
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}
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@ -158,10 +171,10 @@ namespace CodeImp.DoomBuilder.ZDoom
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}
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//mxd
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internal StateStructure(string spriteName)
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internal StateStructure(string spritename)
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{
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this.gotostate = null;
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this.sprites = new List<string>() { spriteName };
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this.sprites = new List<string> { spritename };
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}
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#endregion
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@ -28,6 +28,9 @@ namespace CodeImp.DoomBuilder.ZDoom
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{
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#region ================== Constants
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// Some odd thing in ZDoom
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private const string IGNORE_SPRITE = "TNT1A0";
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#endregion
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#region ================== Variables
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@ -177,7 +180,7 @@ namespace CodeImp.DoomBuilder.ZDoom
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if (parser.HasError) break;
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//mxd. Let's ignore TNT1A0
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if(pt.Name == StateStructure.IGNORE_SPRITE) break;
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if(pt.Name == IGNORE_SPRITE) break;
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// Add the patch
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patches.Add(pt);
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