Whee, I'd almost forgotten how hard it was for me to code something from scratch, even a little proggie such as this.
That with my lack of concentration and all..
Nevertheless, there is progress.
The program's functionality is at zero-zero level, which means it can output the same stuff it takes in. I've successfully made it eat DF raws and then put them back, almost the way they were. Almost, because I didn't want to concern with the aesthetic aspect of the raws, so all NOPAIN, NOFEAR and the like are written in column. All comments are gone, too. I successfully got an adventurer killed by elves with a set of raws produced by the program. One small misstep for man.... one giant feast for the elfkind.
Next up on the agenda.
-Get the program to merge several raw sets into one.
-Polish the stuff so that removing an [ATTACK] tag will also remove any trailing flags, same with bodyparts.
-Think of at least SOMETHING to prevent the program from crashing in the presence of the smallest typo. (it can close forgotten closing brackets though.. I think)
Also, the program is now running very very fast. I made some design alterations, particularly altering my over-ambitious "single-file-mod" concept. Mods will now be loaded from folders in the \raws directory, with description files in the same directory providing pointers to load them. Current startup time in release is still around two seconds. The entire DF raws are written in less than a second. Fast enough, methinks.
If this is ever completed (was any of my projects ever?.. lemme think... hm, I guess not..), it will become my second greatest coding achievement, replacing that rotating buildings extension for TASpring. The first was a zombie attack simulator, with an open space where zombies were catching the people, the people were running away, and marines were shooting the zombies, giving weapons to civilians and injecting infected ones with the cure... was slow as hell and with more bugs than Daggerfall at release...