mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
0f7aa9f827
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).
113 lines
3 KiB
C#
113 lines
3 KiB
C#
using System;
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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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using CodeImp.DoomBuilder.ZDoom;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
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{
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internal class ModeldefParser : ZDTextParser
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{
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internal override ScriptType ScriptType { get { return ScriptType.MODELDEF; } }
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private readonly Dictionary<string, int> actorsbyclass;
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internal Dictionary<string, int> ActorsByClass { get { return actorsbyclass; } }
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private Dictionary<string, ModelData> entries; //classname, entry
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internal Dictionary<string, ModelData> Entries { get { return entries; } }
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internal ModeldefParser(Dictionary<string, int> actorsbyclass)
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{
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this.actorsbyclass = actorsbyclass;
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this.entries = new Dictionary<string, ModelData>(StringComparer.Ordinal);
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}
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//should be called after all decorate actors are parsed
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public override bool Parse(TextResourceData data, bool clearerrors)
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{
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entries = new Dictionary<string, ModelData>(StringComparer.Ordinal);
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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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// 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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token = StripTokenQuotes(token).ToLowerInvariant();
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if(token == "model") //model structure start
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{
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// Find classname
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SkipWhitespace(true);
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string displayclassname = StripTokenQuotes(ReadToken(ActorStructure.ACTOR_CLASS_SPECIAL_TOKENS));
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string classname = displayclassname.ToLowerInvariant();
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if(!string.IsNullOrEmpty(classname) && !entries.ContainsKey(classname))
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{
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// Now find opening brace
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if(!NextTokenIs("{")) return false;
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ModeldefStructure mds = new ModeldefStructure();
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if(mds.Parse(this, displayclassname) && mds.ModelData != null)
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{
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entries.Add(classname, mds.ModelData);
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}
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if(HasError)
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{
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LogError();
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ClearError();
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}
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// Skip untill current structure end
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if(!mds.ParsingFinished) SkipStructure(1);
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}
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}
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else
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{
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// Unknown structure!
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if(token != "{")
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{
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string token2;
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do
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{
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if(!SkipWhitespace(true)) break;
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token2 = ReadToken();
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if(string.IsNullOrEmpty(token2)) break;
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}
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while(token2 != "{");
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}
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SkipStructure(1);
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}
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}
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}
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return entries.Count > 0;
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}
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// Skips untill current structure end
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private void SkipStructure(int scopelevel)
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{
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do
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{
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if(!SkipWhitespace(true)) break;
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string token = ReadToken();
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if(string.IsNullOrEmpty(token)) break;
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if(token == "{") scopelevel++;
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if(token == "}") scopelevel--;
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}
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while(scopelevel > 0);
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}
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}
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}
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