UltimateZoneBuilder/Source/Core/GZBuilder/GZDoom/ModeldefParser.cs
MaxED 0f7aa9f827 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

113 lines
3 KiB
C#

using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.GZBuilder.Data;
namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
{
internal class ModeldefParser : ZDTextParser
{
internal override ScriptType ScriptType { get { return ScriptType.MODELDEF; } }
private readonly Dictionary<string, int> actorsbyclass;
internal Dictionary<string, int> ActorsByClass { get { return actorsbyclass; } }
private Dictionary<string, ModelData> entries; //classname, entry
internal Dictionary<string, ModelData> Entries { get { return entries; } }
internal ModeldefParser(Dictionary<string, int> actorsbyclass)
{
this.actorsbyclass = actorsbyclass;
this.entries = new Dictionary<string, ModelData>(StringComparer.Ordinal);
}
//should be called after all decorate actors are parsed
public override bool Parse(TextResourceData data, bool clearerrors)
{
entries = new Dictionary<string, ModelData>(StringComparer.Ordinal);
//mxd. Already parsed?
if(!base.AddTextResource(data))
{
if(clearerrors) ClearError();
return true;
}
// Cannot process?
if(!base.Parse(data, clearerrors)) return false;
// Continue until at the end of the stream
while(SkipWhitespace(true))
{
string token = ReadToken();
if(!string.IsNullOrEmpty(token))
{
token = StripTokenQuotes(token).ToLowerInvariant();
if(token == "model") //model structure start
{
// Find classname
SkipWhitespace(true);
string displayclassname = StripTokenQuotes(ReadToken(ActorStructure.ACTOR_CLASS_SPECIAL_TOKENS));
string classname = displayclassname.ToLowerInvariant();
if(!string.IsNullOrEmpty(classname) && !entries.ContainsKey(classname))
{
// Now find opening brace
if(!NextTokenIs("{")) return false;
ModeldefStructure mds = new ModeldefStructure();
if(mds.Parse(this, displayclassname) && mds.ModelData != null)
{
entries.Add(classname, mds.ModelData);
}
if(HasError)
{
LogError();
ClearError();
}
// Skip untill current structure end
if(!mds.ParsingFinished) SkipStructure(1);
}
}
else
{
// Unknown structure!
if(token != "{")
{
string token2;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
}
while(token2 != "{");
}
SkipStructure(1);
}
}
}
return entries.Count > 0;
}
// Skips untill current structure end
private void SkipStructure(int scopelevel)
{
do
{
if(!SkipWhitespace(true)) break;
string token = ReadToken();
if(string.IsNullOrEmpty(token)) break;
if(token == "{") scopelevel++;
if(token == "}") scopelevel--;
}
while(scopelevel > 0);
}
}
}