mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
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).
360 lines
11 KiB
C#
360 lines
11 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.Generic;
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using System.Globalization;
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using System.IO;
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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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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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//mxd. Script type
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internal override ScriptType ScriptType { get { return ScriptType.DECORATE; } }
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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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//mxd. Includes tracking
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private readonly HashSet<string> parsedlumps;
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//mxd. Custom damagetypes
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private readonly HashSet<string> damagetypes;
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//mxd. Disposing. Is that really needed?..
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private bool isdisposed;
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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 IEnumerable<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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/// <summary>
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/// mxd. All actors that are supported by the current game.
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/// </summary>
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internal Dictionary<string, ActorStructure> ActorsByClass { get { return actors; } }
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/// <summary>
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/// mxd. 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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internal Dictionary<string, ActorStructure> AllActorsByClass { get { return archivedactors; } }
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/// <summary>
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/// mxd. Custom DamageTypes (http://zdoom.org/wiki/Damage_types).
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/// </summary>
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public IEnumerable<string> DamageTypes { get { return damagetypes; } }
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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>(StringComparer.OrdinalIgnoreCase);
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archivedactors = new Dictionary<string, ActorStructure>(StringComparer.OrdinalIgnoreCase);
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parsedlumps = new HashSet<string>(StringComparer.OrdinalIgnoreCase); //mxd
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damagetypes = new HashSet<string>(StringComparer.OrdinalIgnoreCase); //mxd
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}
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// Disposer
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public void Dispose()
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{
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//mxd. Not already disposed?
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if(!isdisposed)
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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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isdisposed = true;
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}
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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(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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// 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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DataLocation locallocation = datalocation; //mxd
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string localtextresourcepath = textresourcepath; //mxd
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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(!string.IsNullOrEmpty(objdeclaration))
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{
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objdeclaration = objdeclaration.ToLowerInvariant();
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if(objdeclaration == "$gzdb_skip") break;
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switch(objdeclaration)
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{
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case "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) return false;
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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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LogWarning("Unable to find \"" + actor.ReplacesClass + "\" class to replace, while parsing \"" + actor.ClassName + "\"");
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if(actor.CheckActorSupported() && GetActorByName(actor.ReplacesClass) != null)
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actors[actor.ReplacesClass.ToLowerInvariant()] = actor;
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}
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//mxd. Add to current text resource
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if(!textresources[textresourcepath].Entries.Contains(actor.ClassName)) textresources[textresourcepath].Entries.Add(actor.ClassName);
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}
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break;
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case "#include":
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{
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//INFO: ZDoom DECORATE include paths can't be relative ("../actor.txt")
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//or absolute ("d:/project/actor.txt")
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//or have backward slashes ("info\actor.txt")
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//include paths are relative to the first parsed entry, not the current one
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//also include paths may or may not be quoted
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SkipWhitespace(true);
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string filename = StripTokenQuotes(ReadToken(false)); //mxd. Don't skip newline
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//mxd. Sanity checks
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if(string.IsNullOrEmpty(filename))
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{
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ReportError("Expected file name to include");
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return false;
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}
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//mxd. Check invalid path chars
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if(!CheckInvalidPathChars(filename)) return false;
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//mxd. Absolute paths are not supported...
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if(Path.IsPathRooted(filename))
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{
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ReportError("Absolute include paths are not supported by ZDoom");
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return false;
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}
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//mxd. Relative paths are not supported
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if(filename.StartsWith(RELATIVE_PATH_MARKER) || filename.StartsWith(CURRENT_FOLDER_PATH_MARKER) ||
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filename.StartsWith(ALT_RELATIVE_PATH_MARKER) || filename.StartsWith(ALT_CURRENT_FOLDER_PATH_MARKER))
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{
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ReportError("Relative include paths are not supported by ZDoom");
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return false;
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}
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//mxd. Backward slashes are not supported
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if(filename.Contains(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture)))
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{
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ReportError("Only forward slashes are supported by ZDoom");
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return false;
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}
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//mxd. Already parsed?
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if(parsedlumps.Contains(filename))
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{
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ReportError("Already parsed \"" + filename + "\". Check your include directives");
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return false;
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}
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//mxd. Add to collection
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parsedlumps.Add(filename);
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// Callback to parse this file now
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if(OnInclude != null) OnInclude(this, filename);
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//mxd. Bail out on error
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if(this.HasError) return false;
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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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datalocation = locallocation; //mxd
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textresourcepath = localtextresourcepath; //mxd
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}
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break;
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case "damagetype": //mxd
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// Get DamageType name
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SkipWhitespace(true);
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string damagetype = StripTokenQuotes(ReadToken(false));
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if(string.IsNullOrEmpty(damagetype))
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{
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ReportError("Expected DamageType name");
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return false;
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}
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// Next should be "{"
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SkipWhitespace(true);
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if(!NextTokenIs("{")) return false;
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// Skip the structure
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while(SkipWhitespace(true))
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{
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string t = ReadToken();
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if(string.IsNullOrEmpty(t) || t == "}") break;
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}
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// Add to collection
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if(!damagetypes.Contains(damagetype)) damagetypes.Add(damagetype);
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break;
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case "enum":
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case "native":
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case "const":
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while(SkipWhitespace(true))
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{
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string t = ReadToken();
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if(string.IsNullOrEmpty(t) || t == ";") break;
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}
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break;
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default:
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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(string.IsNullOrEmpty(token2)) 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(string.IsNullOrEmpty(token2)) 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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break;
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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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return actors.ContainsKey(name) ? actors[name] : 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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foreach(ActorStructure a in actors.Values)
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if(a.DoomEdNum == doomednum) return a;
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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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return (archivedactors.ContainsKey(name) ? archivedactors[name] : null);
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}
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#endregion
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}
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}
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