UltimateZoneBuilder/Source/Core/ZDoom/TerrainParser.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

97 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Data;
namespace CodeImp.DoomBuilder.ZDoom
{
internal sealed class TerrainParser : ZDTextParser
{
internal override ScriptType ScriptType { get { return ScriptType.TERRAIN; } }
private readonly HashSet<string> terrainnames;
public HashSet<string> TerrainNames { get { return terrainnames; } }
public TerrainParser()
{
terrainnames = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
}
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;
// Continue until at the end of the stream
bool skipdefinitions = false;
while(SkipWhitespace(true))
{
string token = ReadToken().ToLowerInvariant();
if(string.IsNullOrEmpty(token)) continue;
if(skipdefinitions)
{
do
{
SkipWhitespace(true);
token = ReadToken();
} while(!string.IsNullOrEmpty(token) && token != "endif");
skipdefinitions = false;
continue;
}
switch(token)
{
case "ifheretic":
skipdefinitions = (General.Map.Config.GameType != GameType.HERETIC);
break;
case "ifhexen":
skipdefinitions = (General.Map.Config.GameType != GameType.HEXEN);
break;
case "ifstrife":
skipdefinitions = (General.Map.Config.GameType != GameType.STRIFE);
break;
case "ifdoom": // TODO: is it even a thing?..
skipdefinitions = (General.Map.Config.GameType != GameType.DOOM);
break;
case "terrain":
SkipWhitespace(true);
token = ReadToken();
if(string.IsNullOrEmpty(token))
{
ReportError("Expected terrain name");
return false;
}
// Add to collection
if(!terrainnames.Contains(token)) terrainnames.Add(token);
break;
case "{":
// Skip inner properties
do
{
SkipWhitespace(true);
token = ReadToken();
} while(!string.IsNullOrEmpty(token) && token != "}");
break;
}
}
return true;
}
}
}