UltimateZoneBuilder/Source/Core/GZBuilder/GZDoom/DecorateParserSE.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

62 lines
1.8 KiB
C#

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