mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
3a0426cd7f
MODELDEFs and models can now be loaded from PK3 resources (does anybody know if models or MODELDEFs can be stored in WADs?). Negative scale and zOffset are now correctly parsed from MODELDEFs (model surfaces may be inverted though). Fixed a crash while reading MODELDEFs when Operation System's decimal separator was set to comma. Fixed a crash when user changed Thing type in Visual mode to a new one with model override, which wasn't previously used in a map. Fixed a bug introduced in 1.06 when models weren't rendered in Visual mode when Fullbright mode was on. Non-breaking space is now correctly handled by all Doom Builder's data parsers. ColorPicker plugin: Fixed a crash when user attempted to open ColorPicker window to edit sector properties in Visual mode, using hilighted surface as selection source, without selecting anything before doing so.
253 lines
6.9 KiB
C#
253 lines
6.9 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using System.IO;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Compilers;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public sealed class DecorateParser : ZDTextParser
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{
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#region ================== Delegates
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public delegate void IncludeDelegate(DecorateParser parser, string includefile);
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public IncludeDelegate OnInclude;
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#endregion
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#region ================== Constants
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#endregion
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#region ================== Variables
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// These are actors we want to keep
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private Dictionary<string, ActorStructure> actors;
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// These are all parsed actors, also those from other games
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private Dictionary<string, ActorStructure> archivedactors;
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#endregion
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#region ================== Properties
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/// <summary>
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/// All actors that are supported by the current game.
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/// </summary>
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public ICollection<ActorStructure> Actors { get { return actors.Values; } }
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/// <summary>
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/// All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game.
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/// </summary>
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public ICollection<ActorStructure> AllActors { get { return archivedactors.Values; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public DecorateParser()
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{
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// Syntax
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whitespace = "\n \t\r\u00A0"; //mxd. non-breaking space is also space :)
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specialtokens = ":{}+-\n;,";
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// Initialize
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actors = new Dictionary<string, ActorStructure>();
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archivedactors = new Dictionary<string, ActorStructure>();
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}
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// Disposer
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public void Dispose()
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{
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foreach(KeyValuePair<string, ActorStructure> a in archivedactors)
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a.Value.Dispose();
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actors = null;
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archivedactors = null;
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}
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#endregion
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#region ================== Parsing
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// This parses the given decorate stream
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// Returns false on errors
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public override bool Parse(Stream stream, string sourcefilename)
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{
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base.Parse(stream, sourcefilename);
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// Keep local data
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Stream localstream = datastream;
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string localsourcename = sourcename;
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BinaryReader localreader = datareader;
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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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// Read a token
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string objdeclaration = ReadToken();
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if(objdeclaration != null)
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{
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objdeclaration = objdeclaration.ToLowerInvariant();
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if(objdeclaration == "actor")
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{
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// Read actor structure
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ActorStructure actor = new ActorStructure(this);
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if(this.HasError) break;
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// Add the actor
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archivedactors[actor.ClassName.ToLowerInvariant()] = actor;
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if(actor.CheckActorSupported())
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actors[actor.ClassName.ToLowerInvariant()] = actor;
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// Replace an actor?
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if(actor.ReplacesClass != null)
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{
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if(GetArchivedActorByName(actor.ReplacesClass) != null)
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archivedactors[actor.ReplacesClass.ToLowerInvariant()] = actor;
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else
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General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + actor.ReplacesClass + "' to replace, while parsing '" + actor.ClassName + "'");
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if(actor.CheckActorSupported())
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{
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if(GetActorByName(actor.ReplacesClass) != null)
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actors[actor.ReplacesClass.ToLowerInvariant()] = actor;
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}
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}
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}
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else if(objdeclaration == "#include")
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{
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// Include a file
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SkipWhitespace(true);
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string filename = ReadToken();
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if(!string.IsNullOrEmpty(filename))
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{
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// Strip the quotes
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filename = filename.Replace("\"", "");
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// Callback to parse this file now
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if(OnInclude != null) OnInclude(this, filename);
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// Set our buffers back to continue parsing
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datastream = localstream;
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datareader = localreader;
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sourcename = localsourcename;
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if(HasError) break;
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}
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else
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{
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ReportError("Expected file name to include");
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break;
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}
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}
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else if((objdeclaration == "const") || (objdeclaration == "native"))
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{
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// We don't need this, ignore up to the first next ;
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while(SkipWhitespace(true))
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{
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string t = ReadToken();
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if((t == ";") || (t == null)) break;
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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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// Best we can do now is just find the first { and then
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// follow the scopes until the matching } is found
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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(token2 == null) break;
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}
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while(token2 != "{");
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int scopelevel = 1;
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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(token2 == null) break;
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if(token2 == "{") scopelevel++;
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if(token2 == "}") 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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// Return true when no errors occurred
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return (ErrorDescription == null);
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// This returns a supported actor by name. Returns null when no supported actor with the specified name can be found. This operation is of O(1) complexity.
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/// </summary>
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public ActorStructure GetActorByName(string name)
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{
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name = name.ToLowerInvariant();
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if(actors.ContainsKey(name))
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return actors[name];
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else
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return null;
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}
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/// <summary>
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/// This returns a supported actor by DoomEdNum. Returns null when no supported actor with the specified name can be found. Please note that this operation is of O(n) complexity!
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/// </summary>
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public ActorStructure GetActorByDoomEdNum(int doomednum)
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{
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ICollection<ActorStructure> collection = actors.Values;
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foreach(ActorStructure a in collection)
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{
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if(a.DoomEdNum == doomednum)
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return a;
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}
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return null;
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}
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// This returns an actor by name
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// Returns null when actor cannot be found
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internal ActorStructure GetArchivedActorByName(string name)
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{
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name = name.ToLowerInvariant();
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if(archivedactors.ContainsKey(name))
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return archivedactors[name];
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else
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return null;
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}
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#endregion
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}
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}
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