128 lines
2.6 KiB
C++
128 lines
2.6 KiB
C++
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// Copyright (C) 2007 Id Software, Inc.
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//
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#include "precompiled.h"
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#pragma hdrstop
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#include "DeclMapInfo.h"
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#include "../../decllib/declTypeHolder.h"
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#include "../../framework/DeclParseHelper.h"
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/*
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===============================================================================
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sdDeclMapInfo
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===============================================================================
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*/
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/*
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================
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sdDeclMapInfo::sdDeclMapInfo
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================
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*/
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sdDeclMapInfo::sdDeclMapInfo( void ) {
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}
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/*
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================
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sdDeclMapInfo::~sdDeclMapInfo
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================
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*/
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sdDeclMapInfo::~sdDeclMapInfo( void ) {
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FreeData();
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}
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/*
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================
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sdDeclMapInfo::DefaultDefinition
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================
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*/
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const char* sdDeclMapInfo::DefaultDefinition( void ) const {
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return \
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"{\n" \
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"}\n";
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}
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/*
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================
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sdDeclMapInfo::Parse
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================
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*/
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bool sdDeclMapInfo::Parse( const char *text, const int textLength ) {
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idToken token;
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idParser src;
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src.SetFlags( DECL_LEXER_FLAGS );
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// src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
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// src.AddIncludes( GetFileLevelIncludeDependencies() );
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sdDeclParseHelper declHelper( this, text, textLength, src );
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src.SkipUntilString( "{", &token );
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idDict temp;
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while( true ) {
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if( !src.ReadToken( &token ) ) {
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return false;
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}
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if ( !token.Icmp( "data" ) ) {
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if ( !temp.Parse( src ) ) {
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return false;
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}
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game->CacheDictionaryMedia( temp );
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data.Copy( temp );
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} else if( !token.Cmp( "}" ) ) {
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break;
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} else {
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src.Error( "sdDeclMapInfo::Parse Invalid Token %s", token.c_str() );
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return false;
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}
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}
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heightMap = data.GetString( "heightmap" );
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location = data.GetVec2( "location", idVec2( SCREEN_WIDTH * 0.5f, SCREEN_HEIGHT * 0.5f ).ToString() );
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serverShot = data.GetString( "mtr_serverShot", "levelshots/generic" );
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const idKeyValue* kv = NULL;
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while ( kv = data.MatchPrefix( "megatexture", kv ) ) {
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if ( kv->GetValue().Length() ) {
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megatextureMaterials.Append( kv->GetValue() );
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}
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}
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return true;
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}
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/*
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================
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sdDeclMapInfo::FreeData
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================
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*/
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void sdDeclMapInfo::FreeData( void ) {
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megatextureMaterials.Clear();
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heightMap.Clear();
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data.Clear();
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location.Set( SCREEN_WIDTH * 0.5f, SCREEN_HEIGHT * 0.5f );
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serverShot = "levelshots/generic";
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}
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/*
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============
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sdDeclMapInfo::GetServerShot
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============
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*/
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const idMaterial* sdDeclMapInfo::GetServerShot( void ) const {
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return gameLocal.declMaterialType.LocalFind( serverShot.c_str() );
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}
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