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).
62 lines
1.8 KiB
C#
62 lines
1.8 KiB
C#
using System.Collections.Generic;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.ZDoom;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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//mxd. Decorate parser used to create ScriptItems for use in script editor's navigator
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//Should be able to parse actor definitions even from invalid DECORATE and should never fail parsing
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namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
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{
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internal sealed class DecorateParserSE : ZDTextParser
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{
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internal override ScriptType ScriptType { get { return ScriptType.DECORATE; } }
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private readonly List<ScriptItem> actors;
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public List<ScriptItem> Actors { get { return actors; } }
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public DecorateParserSE()
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{
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actors = new List<ScriptItem>();
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}
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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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// 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) || token.ToUpperInvariant() != "ACTOR") continue;
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SkipWhitespace(true);
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int startpos = (int)datastream.Position;
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List<string> definition = new List<string>();
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do
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{
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token = ReadToken(false); // Don't skip newline
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if(string.IsNullOrEmpty(token) || token == "{" || token == "}") break;
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definition.Add(token);
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} while(SkipWhitespace(false)); // Don't skip newline
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string name = string.Join(" ", definition.ToArray());
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if(!string.IsNullOrEmpty(name)) actors.Add(new ScriptItem(name, startpos, false));
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}
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// Sort nodes
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actors.Sort(ScriptItem.SortByName);
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return true;
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}
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}
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}
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