mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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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).
106 lines
No EOL
2.3 KiB
C#
106 lines
No EOL
2.3 KiB
C#
#region ================== Namespaces
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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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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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internal sealed class SndSeqParser : ZDTextParser
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{
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#region ================== Variables
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private readonly List<string> sequences;
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private readonly List<string> sequencegroups;
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private readonly HashSet<string> seqencenames;
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#endregion
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#region ================== Properties
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internal override ScriptType ScriptType { get { return ScriptType.SNDSEQ; } }
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#endregion
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#region ================== Constructor
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public SndSeqParser()
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{
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specialtokens = "";
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sequences = new List<string>();
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sequencegroups = new List<string>();
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seqencenames = new HashSet<string>();
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}
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#endregion
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#region ================== Parsing
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public override bool Parse(TextResourceData data, bool clearerrors)
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{
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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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char[] dots = { ':' };
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char[] brace = { '[' };
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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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// Sound sequence definition
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if(token.StartsWith(":"))
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{
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string val = token.TrimStart(dots);
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if(!string.IsNullOrEmpty(val) && !seqencenames.Contains(val.ToUpper()))
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{
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sequences.Add(val);
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seqencenames.Add(val.ToUpper());
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}
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}
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// Group definition
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else if(token.StartsWith("["))
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{
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string val = token.TrimStart(brace);
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if(!string.IsNullOrEmpty(val) && !seqencenames.Contains(val.ToUpper()))
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{
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sequencegroups.Add(val);
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seqencenames.Add(val.ToUpper());
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}
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}
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}
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}
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return true;
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}
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internal string[] GetSoundSequences()
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{
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List<string> result = new List<string>(sequencegroups.Count + sequences.Count);
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// Add to the collection
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sequencegroups.Sort();
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result.AddRange(sequencegroups);
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sequences.Sort();
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result.AddRange(sequences);
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// Return the collection
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return result.ToArray();
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}
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#endregion
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}
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} |