UltimateZoneBuilder/Source/Core/ZDoom/SndSeqParser.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

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2.3 KiB
C#

#region ================== Namespaces
using System.Collections.Generic;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
internal sealed class SndSeqParser : ZDTextParser
{
#region ================== Variables
private readonly List<string> sequences;
private readonly List<string> sequencegroups;
private readonly HashSet<string> seqencenames;
#endregion
#region ================== Properties
internal override ScriptType ScriptType { get { return ScriptType.SNDSEQ; } }
#endregion
#region ================== Constructor
public SndSeqParser()
{
specialtokens = "";
sequences = new List<string>();
sequencegroups = new List<string>();
seqencenames = new HashSet<string>();
}
#endregion
#region ================== Parsing
public override bool Parse(TextResourceData data, bool clearerrors)
{
//mxd. Already parsed?
if(!base.AddTextResource(data))
{
if(clearerrors) ClearError();
return true;
}
// Cannot process?
if(!base.Parse(data, clearerrors)) return false;
char[] dots = { ':' };
char[] brace = { '[' };
// Continue until at the end of the stream
while(SkipWhitespace(true))
{
string token = ReadToken();
if(!string.IsNullOrEmpty(token))
{
// Sound sequence definition
if(token.StartsWith(":"))
{
string val = token.TrimStart(dots);
if(!string.IsNullOrEmpty(val) && !seqencenames.Contains(val.ToUpper()))
{
sequences.Add(val);
seqencenames.Add(val.ToUpper());
}
}
// Group definition
else if(token.StartsWith("["))
{
string val = token.TrimStart(brace);
if(!string.IsNullOrEmpty(val) && !seqencenames.Contains(val.ToUpper()))
{
sequencegroups.Add(val);
seqencenames.Add(val.ToUpper());
}
}
}
}
return true;
}
internal string[] GetSoundSequences()
{
List<string> result = new List<string>(sequencegroups.Count + sequences.Count);
// Add to the collection
sequencegroups.Sort();
result.AddRange(sequencegroups);
sequences.Sort();
result.AddRange(sequences);
// Return the collection
return result.ToArray();
}
#endregion
}
}