/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "../idlib/precompiled.h" #pragma hdrstop /* ================= idDeclEntityDef::Size ================= */ size_t idDeclEntityDef::Size() const { return sizeof( idDeclEntityDef ) + dict.Allocated(); } /* ================ idDeclEntityDef::FreeData ================ */ void idDeclEntityDef::FreeData() { dict.Clear(); } /* ================ idDeclEntityDef::Parse ================ */ bool idDeclEntityDef::Parse( const char *text, const int textLength, bool allowBinaryVersion ) { idLexer src; idToken token, token2; src.LoadMemory( text, textLength, GetFileName(), GetLineNum() ); src.SetFlags( DECL_LEXER_FLAGS ); src.SkipUntilString( "{" ); while (1) { if ( !src.ReadToken( &token ) ) { break; } if ( !token.Icmp( "}" ) ) { break; } if ( token.type != TT_STRING ) { src.Warning( "Expected quoted string, but found '%s'", token.c_str() ); MakeDefault(); return false; } if ( !src.ReadToken( &token2 ) ) { src.Warning( "Unexpected end of file" ); MakeDefault(); return false; } if ( dict.FindKey( token ) ) { src.Warning( "'%s' already defined", token.c_str() ); } dict.Set( token, token2 ); } // we always automatically set a "classname" key to our name dict.Set( "classname", GetName() ); // "inherit" keys will cause all values from another entityDef to be copied into this one // if they don't conflict. We can't have circular recursions, because each entityDef will // never be parsed mroe than once // find all of the dicts first, because copying inherited values will modify the dict idList defList; while ( 1 ) { const idKeyValue *kv; kv = dict.MatchPrefix( "inherit", NULL ); if ( !kv ) { break; } const idDeclEntityDef *copy = static_cast( declManager->FindType( DECL_ENTITYDEF, kv->GetValue(), false ) ); if ( !copy ) { src.Warning( "Unknown entityDef '%s' inherited by '%s'", kv->GetValue().c_str(), GetName() ); } else { defList.Append( copy ); } // delete this key/value pair dict.Delete( kv->GetKey() ); } // now copy over the inherited key / value pairs for ( int i = 0 ; i < defList.Num() ; i++ ) { dict.SetDefaults( &defList[ i ]->dict ); } game->CacheDictionaryMedia( &dict ); return true; } /* ================ idDeclEntityDef::DefaultDefinition ================ */ const char *idDeclEntityDef::DefaultDefinition() const { return "{\n" "\t" "\"DEFAULTED\"\t\"1\"\n" "}"; } /* ================ idDeclEntityDef::Print Dumps all key/value pairs, including inherited ones ================ */ void idDeclEntityDef::Print() { dict.Print(); }