mirror of
https://github.com/nillerusr/source-engine.git
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887 lines
23 KiB
C++
887 lines
23 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=============================================================================
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#include <windows.h>
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#include <tier0/dbg.h>
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#include <io.h>
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#include <WorldSize.h>
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#include "fgdlib/GameData.h"
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#include "fgdlib/HelperInfo.h"
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#include "KeyValues.h"
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#include "filesystem_tools.h"
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#include "tier1/strtools.h"
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#include "utlmap.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#pragma warning(disable:4244)
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const int MAX_ERRORS = 5;
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static GameDataMessageFunc_t g_pMsgFunc = NULL;
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//-----------------------------------------------------------------------------
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// Sets the function used for emitting error messages while loading gamedata files.
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//-----------------------------------------------------------------------------
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void GDSetMessageFunc(GameDataMessageFunc_t pFunc)
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{
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g_pMsgFunc = pFunc;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fetches the next token from the file.
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// Input : tr -
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// ppszStore - Destination buffer, one of the following:
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// pointer to NULL - token will be placed in an allocated buffer
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// pointer to non-NULL buffer - token will be placed in buffer
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// ttexpecting -
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// pszExpecting -
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// Output :
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//-----------------------------------------------------------------------------
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static bool DoGetToken(TokenReader &tr, char **ppszStore, int nSize, trtoken_t ttexpecting, const char *pszExpecting)
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{
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trtoken_t ttype;
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if (*ppszStore != NULL)
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{
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// Reads the token into the given buffer.
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ttype = tr.NextToken(*ppszStore, nSize);
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}
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else
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{
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// Allocates a buffer to hold the token.
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ttype = tr.NextTokenDynamic(ppszStore);
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}
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if (ttype == TOKENSTRINGTOOLONG)
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{
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GDError(tr, "unterminated string or string too long");
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return false;
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}
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//
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// Check for a bad token type.
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//
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char *pszStore = *ppszStore;
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bool bBadTokenType = false;
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if ((ttype != ttexpecting) && (ttexpecting != TOKENNONE))
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{
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//
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// If we were expecting a string and got an integer, don't worry about it.
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// We can translate from integer to string.
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//
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if (!((ttexpecting == STRING) && (ttype == INTEGER)))
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{
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bBadTokenType = true;
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}
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}
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if (bBadTokenType && (pszExpecting == NULL))
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{
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//
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// We didn't get the expected token type but no expected
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// string was specified.
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//
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char *pszTokenName;
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switch (ttexpecting)
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{
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case IDENT:
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{
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pszTokenName = "identifier";
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break;
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}
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case INTEGER:
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{
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pszTokenName = "integer";
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break;
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}
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case STRING:
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{
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pszTokenName = "string";
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break;
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}
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case OPERATOR:
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default:
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{
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pszTokenName = "symbol";
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break;
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}
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}
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GDError(tr, "expecting %s", pszTokenName);
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return false;
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}
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else if (bBadTokenType || ((pszExpecting != NULL) && !IsToken(pszStore, pszExpecting)))
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{
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//
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// An expected string was specified, and we got either the wrong type or
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// the right type but the wrong string,
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//
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GDError(tr, "expecting '%s', but found '%s'", pszExpecting, pszStore);
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : tr -
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// error -
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// Output :
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//-----------------------------------------------------------------------------
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bool GDError(TokenReader &tr, const char *error, ...)
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{
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char szBuf[128];
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va_list vl;
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va_start(vl, error);
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vsprintf(szBuf, error, vl);
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va_end(vl);
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if (g_pMsgFunc)
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{
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// HACK: should use an enumeration for error level
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g_pMsgFunc(1, tr.Error(szBuf));
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}
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if (tr.GetErrorCount() >= MAX_ERRORS)
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{
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if (g_pMsgFunc)
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{
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// HACK: should use an enumeration for error level
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g_pMsgFunc(1, " - too many errors; aborting.");
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}
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fetches the next token from the file.
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// Input : tr - The token reader object with which to fetch the token.
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// pszStore - Buffer in which to place the token, NULL to discard the token.
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// ttexpecting - The token type that we are expecting. If this is not TOKENNONE
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// and token type read is different, the operation will fail.
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// pszExpecting - The token string that we are expecting. If this string
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// is not NULL and the token string read is different, the operation will fail.
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// Output : Returns TRUE if the operation succeeded, FALSE if there was an error.
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// If there was an error, the error will be reported in the message window.
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//-----------------------------------------------------------------------------
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bool GDGetToken(TokenReader &tr, char *pszStore, int nSize, trtoken_t ttexpecting, const char *pszExpecting)
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{
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Assert(pszStore != NULL);
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if (pszStore != NULL)
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{
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return DoGetToken(tr, &pszStore, nSize, ttexpecting, pszExpecting);
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fetches the next token from the file.
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// Input : tr - The token reader object with which to fetch the token.
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// pszStore - Buffer in which to place the token, NULL to discard the token.
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// ttexpecting - The token type that we are expecting. If this is not TOKENNONE
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// and token type read is different, the operation will fail.
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// pszExpecting - The token string that we are expecting. If this string
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// is not NULL and the token string read is different, the operation will fail.
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// Output : Returns TRUE if the operation succeeded, FALSE if there was an error.
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// If there was an error, the error will be reported in the message window.
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//-----------------------------------------------------------------------------
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bool GDSkipToken(TokenReader &tr, trtoken_t ttexpecting, const char *pszExpecting)
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{
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//
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// Read the next token into a buffer and discard it.
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//
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char szDiscardBuf[MAX_TOKEN];
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char *pszDiscardBuf = szDiscardBuf;
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return DoGetToken(tr, &pszDiscardBuf, sizeof(szDiscardBuf), ttexpecting, pszExpecting);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fetches the next token from the file, allocating a buffer exactly
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// large enough to hold the token.
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// Input : tr -
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// ppszStore -
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// ttexpecting -
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// pszExpecting -
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// Output :
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//-----------------------------------------------------------------------------
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bool GDGetTokenDynamic(TokenReader &tr, char **ppszStore, trtoken_t ttexpecting, const char *pszExpecting)
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{
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if (ppszStore == NULL)
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{
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return false;
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}
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*ppszStore = NULL;
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return DoGetToken(tr, ppszStore, -1, ttexpecting, pszExpecting);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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GameData::GameData(void)
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{
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m_nMaxMapCoord = 8192;
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m_nMinMapCoord = -8192;
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m_InstanceClass = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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GameData::~GameData(void)
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{
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ClearData();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void GameData::ClearData(void)
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{
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// delete classes.
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int nCount = m_Classes.Count();
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for (int i = 0; i < nCount; i++)
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{
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GDclass *pm = m_Classes.Element(i);
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delete pm;
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}
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m_Classes.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads a gamedata (FGD) file into this object.
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// Input : pszFilename -
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// Output : Returns TRUE on success, FALSE on failure.
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//-----------------------------------------------------------------------------
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BOOL GameData::Load(const char *pszFilename)
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{
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TokenReader tr;
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if(GetFileAttributes(pszFilename) == 0xffffffff)
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return FALSE;
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if(!tr.Open(pszFilename))
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return FALSE;
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trtoken_t ttype;
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char szToken[128];
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while (1)
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{
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if (tr.GetErrorCount() >= MAX_ERRORS)
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{
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break;
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}
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ttype = tr.NextToken(szToken, sizeof(szToken));
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if(ttype == TOKENEOF)
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break;
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if(ttype != OPERATOR || !IsToken(szToken, "@"))
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{
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if(!GDError(tr, "expected @"))
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return FALSE;
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}
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// check what kind it is, and parse a new object
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if (tr.NextToken(szToken, sizeof(szToken)) != IDENT)
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{
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if(!GDError(tr, "expected identifier after @"))
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return FALSE;
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}
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if (IsToken(szToken, "baseclass") || IsToken(szToken, "pointclass") || IsToken(szToken, "solidclass") || IsToken(szToken, "keyframeclass") ||
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IsToken(szToken, "moveclass") || IsToken(szToken, "npcclass") || IsToken(szToken, "filterclass"))
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{
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//
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// New class.
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//
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GDclass *pNewClass = new GDclass;
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if (!pNewClass->InitFromTokens(tr, this))
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{
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tr.IgnoreTill(OPERATOR, "@"); // go to next section
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delete pNewClass;
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}
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else
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{
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if (IsToken(szToken, "baseclass")) // Not directly available to user.
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{
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pNewClass->SetBaseClass(true);
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}
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else if (IsToken(szToken, "pointclass")) // Generic point class.
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{
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pNewClass->SetPointClass(true);
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}
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else if (IsToken(szToken, "solidclass")) // Tied to solids.
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{
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pNewClass->SetSolidClass(true);
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}
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else if (IsToken(szToken, "npcclass")) // NPC class - can be spawned by npc_maker.
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{
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pNewClass->SetPointClass(true);
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pNewClass->SetNPCClass(true);
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}
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else if (IsToken(szToken, "filterclass")) // Filter class - can be used as a filter
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{
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pNewClass->SetPointClass(true);
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pNewClass->SetFilterClass(true);
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}
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else if (IsToken(szToken, "moveclass")) // Animating
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{
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pNewClass->SetMoveClass(true);
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pNewClass->SetPointClass(true);
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}
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else if (IsToken(szToken, "keyframeclass")) // Animation keyframes
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{
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pNewClass->SetKeyFrameClass(true);
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pNewClass->SetPointClass(true);
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}
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// Check and see if this new class matches an existing one. If so we will override the previous definition.
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int nExistingClassIndex = 0;
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GDclass *pExistingClass = ClassForName(pNewClass->GetName(), &nExistingClassIndex);
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if (NULL != pExistingClass)
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{
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m_Classes.InsertAfter(nExistingClassIndex, pNewClass);
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m_Classes.Remove(nExistingClassIndex);
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}
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else
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{
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m_Classes.AddToTail(pNewClass);
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}
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}
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}
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else if (IsToken(szToken, "include"))
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{
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if (GDGetToken(tr, szToken, sizeof(szToken), STRING))
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{
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// Let's assume it's in the same directory.
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char justPath[MAX_PATH], loadFilename[MAX_PATH];
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if ( Q_ExtractFilePath( pszFilename, justPath, sizeof( justPath ) ) )
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{
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Q_snprintf( loadFilename, sizeof( loadFilename ), "%s%s", justPath, szToken );
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}
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else
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{
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Q_strncpy( loadFilename, szToken, sizeof( loadFilename ) );
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}
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// First try our fully specified directory
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if (!Load(loadFilename))
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{
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// Failing that, try our start directory
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if (!Load(szToken))
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{
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GDError(tr, "error including file: %s", szToken);
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}
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}
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}
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}
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else if (IsToken(szToken, "mapsize"))
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{
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if (!ParseMapSize(tr))
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{
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// Error in map size specifier, skip to next @ sign.
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tr.IgnoreTill(OPERATOR, "@");
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}
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}
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else if ( IsToken( szToken, "materialexclusion" ) )
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{
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if ( !LoadFGDMaterialExclusions( tr ) )
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{
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// FGD exclusions not defined; skip to next @ sign.
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tr.IgnoreTill(OPERATOR, "@");
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}
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}
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else if ( IsToken( szToken, "autovisgroup" ) )
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{
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if ( !LoadFGDAutoVisGroups( tr ) )
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{
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// FGD AutoVisGroups not defined; skip to next @ sign.
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tr.IgnoreTill(OPERATOR, "@");
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}
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}
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else
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{
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GDError(tr, "unrecognized section name %s", szToken);
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tr.IgnoreTill(OPERATOR, "@");
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}
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}
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if (tr.GetErrorCount() > 0)
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{
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return FALSE;
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}
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tr.Close();
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parses the "mapsize" specifier, which should be of the form:
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//
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// mapsize(min, max)
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//
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// ex: mapsize(-8192, 8192)
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//
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// Input : tr -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool GameData::ParseMapSize(TokenReader &tr)
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{
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if (!GDSkipToken(tr, OPERATOR, "("))
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{
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return false;
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}
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char szToken[128];
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if (!GDGetToken(tr, szToken, sizeof(szToken), INTEGER))
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{
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return false;
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}
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int nMin = atoi(szToken);
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if (!GDSkipToken(tr, OPERATOR, ","))
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{
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return false;
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}
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if (!GDGetToken(tr, szToken, sizeof(szToken), INTEGER))
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{
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return false;
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}
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int nMax = atoi(szToken);
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if (nMin != nMax)
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{
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m_nMinMapCoord = min(nMin, nMax);
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m_nMaxMapCoord = max(nMin, nMax);
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}
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if (!GDSkipToken(tr, OPERATOR, ")"))
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{
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pszName -
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// piIndex -
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// Output :
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//-----------------------------------------------------------------------------
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GDclass *GameData::ClassForName(const char *pszName, int *piIndex)
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{
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int nCount = m_Classes.Count();
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for (int i = 0; i < nCount; i++)
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{
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GDclass *mp = m_Classes.Element(i);
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if(!strcmp(mp->GetName(), pszName))
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{
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if(piIndex)
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piIndex[0] = i;
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return mp;
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}
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}
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return NULL;
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}
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// These are 'standard' keys that every entity uses, but they aren't specified that way in the .fgd
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static const char *RequiredKeys[] =
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{
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"Origin",
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"Angles",
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NULL
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};
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//-----------------------------------------------------------------------------
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// Purpose: this function will set up the initial class about to be instanced
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// Input : pszClassName - the class name of the entity to be instanced
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// pszInstancePrefix - the prefix to be used for all name fields
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// Origin - the origin offset of the instance
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// Angles - the angle rotation of the instance
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// Output : if successful, will return the game data class of the class name
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//-----------------------------------------------------------------------------
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GDclass *GameData::BeginInstanceRemap( const char *pszClassName, const char *pszInstancePrefix, Vector &Origin, QAngle &Angle )
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{
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m_InstanceOrigin = Origin;
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m_InstanceAngle = Angle;
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AngleMatrix( m_InstanceAngle, m_InstanceOrigin, m_InstanceMat );
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strcpy( m_InstancePrefix, pszInstancePrefix );
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if ( m_InstanceClass )
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{
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delete m_InstanceClass;
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m_InstanceClass = NULL;
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}
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if ( strcmpi( pszClassName, "info_overlay_accessor" ) == 0 )
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{ // yucky hack for a made up entity in the bsp process
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pszClassName = "info_overlay";
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}
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GDclass *BaseClass = ClassForName( pszClassName );
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if ( BaseClass )
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{
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m_InstanceClass = new GDclass();
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m_InstanceClass->Parent = this;
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m_InstanceClass->AddBase( BaseClass );
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for( int i = 0; RequiredKeys[ i ]; i++ )
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{
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if ( m_InstanceClass->VarForName( RequiredKeys[ i ] ) == NULL )
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{
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BaseClass = ClassForName( RequiredKeys[ i ] );
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if ( BaseClass )
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{
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m_InstanceClass->AddBase( BaseClass );
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}
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}
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}
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}
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else
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{
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m_InstanceClass = NULL;
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|
}
|
|
|
|
return m_InstanceClass;
|
|
}
|
|
|
|
|
|
enum tRemapOperation
|
|
{
|
|
REMAP_NAME = 0,
|
|
REMAP_POSITION,
|
|
REMAP_ANGLE,
|
|
REMAP_ANGLE_NEGATIVE_PITCH,
|
|
};
|
|
|
|
|
|
static CUtlMap< GDIV_TYPE, tRemapOperation > RemapOperation;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: function to sort the class type for the RemapOperations map
|
|
// Input : type1 - the first type to compare against
|
|
// type2 - the second type to compare against
|
|
// Output : returns true if the first type is less than the second one
|
|
//-----------------------------------------------------------------------------
|
|
static bool CUtlType_LessThan( const GDIV_TYPE &type1, const GDIV_TYPE &type2 )
|
|
{
|
|
return ( type1 < type2 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: this function will attempt to remap a key's value
|
|
// Input : pszKey - the name of the key
|
|
// pszInvalue - the original value
|
|
// AllowNameRemapping - only do name remapping if this parameter is true.
|
|
// this is generally only false on the instance level.
|
|
// Output : returns true if the value changed
|
|
// pszOutValue - the new value if changed
|
|
//-----------------------------------------------------------------------------
|
|
bool GameData::RemapKeyValue( const char *pszKey, const char *pszInValue, char *pszOutValue, TNameFixup NameFixup )
|
|
{
|
|
if ( RemapOperation.Count() == 0 )
|
|
{
|
|
RemapOperation.SetLessFunc( &CUtlType_LessThan );
|
|
RemapOperation.Insert( ivAngle, REMAP_ANGLE );
|
|
RemapOperation.Insert( ivTargetDest, REMAP_NAME );
|
|
RemapOperation.Insert( ivTargetSrc, REMAP_NAME );
|
|
RemapOperation.Insert( ivOrigin, REMAP_POSITION );
|
|
RemapOperation.Insert( ivAxis, REMAP_ANGLE );
|
|
RemapOperation.Insert( ivAngleNegativePitch, REMAP_ANGLE_NEGATIVE_PITCH );
|
|
}
|
|
|
|
if ( !m_InstanceClass )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
GDinputvariable *KVVar = m_InstanceClass->VarForName( pszKey );
|
|
if ( !KVVar )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
GDIV_TYPE KVType = KVVar->GetType();
|
|
int KVRemapIndex = RemapOperation.Find( KVType );
|
|
if ( KVRemapIndex == RemapOperation.InvalidIndex() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
strcpy( pszOutValue, pszInValue );
|
|
|
|
switch( RemapOperation[ KVRemapIndex ] )
|
|
{
|
|
case REMAP_NAME:
|
|
if ( KVType != ivInstanceVariable )
|
|
{
|
|
RemapNameField( pszInValue, pszOutValue, NameFixup );
|
|
}
|
|
break;
|
|
|
|
case REMAP_POSITION:
|
|
{
|
|
Vector inPoint( 0.0f, 0.0f, 0.0f ), outPoint;
|
|
|
|
sscanf ( pszInValue, "%f %f %f", &inPoint.x, &inPoint.y, &inPoint.z );
|
|
VectorTransform( inPoint, m_InstanceMat, outPoint );
|
|
sprintf( pszOutValue, "%g %g %g", outPoint.x, outPoint.y, outPoint.z );
|
|
}
|
|
break;
|
|
|
|
case REMAP_ANGLE:
|
|
if ( m_InstanceAngle.x != 0.0f || m_InstanceAngle.y != 0.0f || m_InstanceAngle.z != 0.0f )
|
|
{
|
|
QAngle inAngles( 0.0f, 0.0f, 0.0f ), outAngles;
|
|
matrix3x4_t angToWorld, localMatrix;
|
|
|
|
sscanf ( pszInValue, "%f %f %f", &inAngles.x, &inAngles.y, &inAngles.z );
|
|
|
|
AngleMatrix( inAngles, angToWorld );
|
|
MatrixMultiply( m_InstanceMat, angToWorld, localMatrix );
|
|
MatrixAngles( localMatrix, outAngles );
|
|
|
|
sprintf( pszOutValue, "%g %g %g", outAngles.x, outAngles.y, outAngles.z );
|
|
}
|
|
break;
|
|
|
|
case REMAP_ANGLE_NEGATIVE_PITCH:
|
|
if ( m_InstanceAngle.x != 0.0f || m_InstanceAngle.y != 0.0f || m_InstanceAngle.z != 0.0f )
|
|
{
|
|
QAngle inAngles( 0.0f, 0.0f, 0.0f ), outAngles;
|
|
matrix3x4_t angToWorld, localMatrix;
|
|
|
|
sscanf ( pszInValue, "%f", &inAngles.x ); // just the pitch
|
|
inAngles.x = -inAngles.x;
|
|
|
|
AngleMatrix( inAngles, angToWorld );
|
|
MatrixMultiply( m_InstanceMat, angToWorld, localMatrix );
|
|
MatrixAngles( localMatrix, outAngles );
|
|
|
|
sprintf( pszOutValue, "%g", -outAngles.x ); // just the pitch
|
|
}
|
|
break;
|
|
}
|
|
|
|
return ( strcmpi( pszInValue, pszOutValue ) != 0 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: this function will attempt to remap a name field.
|
|
// Input : pszInvalue - the original value
|
|
// AllowNameRemapping - only do name remapping if this parameter is true.
|
|
// this is generally only false on the instance level.
|
|
// Output : returns true if the value changed
|
|
// pszOutValue - the new value if changed
|
|
//-----------------------------------------------------------------------------
|
|
bool GameData::RemapNameField( const char *pszInValue, char *pszOutValue, TNameFixup NameFixup )
|
|
{
|
|
strcpy( pszOutValue, pszInValue );
|
|
|
|
if ( pszInValue[ 0 ] && pszInValue[ 0 ] != '@' )
|
|
{ // ! at the start of a value means it is global and should not be remaped
|
|
switch( NameFixup )
|
|
{
|
|
case NAME_FIXUP_PREFIX:
|
|
sprintf( pszOutValue, "%s-%s", m_InstancePrefix, pszInValue );
|
|
break;
|
|
|
|
case NAME_FIXUP_POSTFIX:
|
|
sprintf( pszOutValue, "%s-%s", pszInValue, m_InstancePrefix );
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ( strcmpi( pszInValue, pszOutValue ) != 0 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gathers any FGD-defined material directory exclusions
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool GameData::LoadFGDMaterialExclusions( TokenReader &tr )
|
|
{
|
|
if ( !GDSkipToken( tr, OPERATOR, "[" ) )
|
|
{
|
|
return false;
|
|
}
|
|
while ( 1 )
|
|
{
|
|
char szToken[128];
|
|
bool bMatchFound = false;
|
|
|
|
if ( tr.PeekTokenType( szToken, sizeof( szToken ) ) == OPERATOR )
|
|
{
|
|
break;
|
|
}
|
|
else if ( GDGetToken( tr, szToken, sizeof( szToken ), STRING ) )
|
|
{
|
|
// Make sure we haven't loaded this from another FGD
|
|
for ( int i = 0; i < m_FGDMaterialExclusions.Count(); i++ )
|
|
{
|
|
if ( !stricmp( szToken, m_FGDMaterialExclusions[i].szDirectory ) )
|
|
{
|
|
bMatchFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Parse the string
|
|
if ( bMatchFound == false )
|
|
{
|
|
int index = m_FGDMaterialExclusions.AddToTail();
|
|
Q_strncpy( m_FGDMaterialExclusions[index].szDirectory, szToken, sizeof( m_FGDMaterialExclusions[index].szDirectory ) );
|
|
m_FGDMaterialExclusions[index].bUserGenerated = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Closing square brace.
|
|
//
|
|
if ( !GDSkipToken( tr, OPERATOR, "]" ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gathers any FGD-defined Auto VisGroups
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool GameData::LoadFGDAutoVisGroups( TokenReader &tr )
|
|
{
|
|
int gindex = 0; // Index of AutoVisGroups
|
|
int cindex = 0; // Index of Classes
|
|
|
|
char szToken[128];
|
|
|
|
// Handle the Parent -- World Geometry, Entities, World Detail
|
|
if ( GDSkipToken( tr, OPERATOR, "=" ) )
|
|
{
|
|
// We expect a name
|
|
if ( !GDGetToken( tr, szToken, sizeof( szToken ), STRING ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
gindex = m_FGDAutoVisGroups.AddToTail();
|
|
Q_strncpy( m_FGDAutoVisGroups[gindex].szParent, szToken, sizeof( m_FGDAutoVisGroups[gindex].szParent ) );
|
|
|
|
// We expect a Class
|
|
if ( !GDSkipToken( tr, OPERATOR, "[" ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
}
|
|
|
|
// Handle the Class(es) -- Brush Entities, Occluders, Lights
|
|
while ( 1 )
|
|
{
|
|
if ( GDGetToken( tr, szToken, sizeof( szToken ), STRING ) )
|
|
{
|
|
cindex = m_FGDAutoVisGroups[gindex].m_Classes.AddToTail();
|
|
Q_strncpy( m_FGDAutoVisGroups[gindex].m_Classes[cindex].szClass, szToken, sizeof( m_FGDAutoVisGroups[gindex].m_Classes[cindex].szClass ) );
|
|
|
|
if ( !GDSkipToken( tr, OPERATOR, "[" ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// Parse objects/entities -- func_detail, point_template, light_spot
|
|
while ( 1 )
|
|
{
|
|
if ( tr.PeekTokenType( szToken, sizeof( szToken ) ) == OPERATOR )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( !GDGetToken( tr, szToken, sizeof( szToken ), STRING ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
m_FGDAutoVisGroups[gindex].m_Classes[cindex].szEntities.CopyAndAddToTail( szToken );
|
|
|
|
}
|
|
|
|
if ( !GDSkipToken( tr, OPERATOR, "]" ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// See if we have another Class coming up
|
|
if ( tr.PeekTokenType( szToken, sizeof( szToken ) ) == STRING )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If no more Classes, we now expect a terminating ']'
|
|
if ( !GDSkipToken( tr, OPERATOR, "]" ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// We're done
|
|
return true;
|
|
}
|
|
// We don't have another Class; look for a terminating brace
|
|
else
|
|
{
|
|
if ( !GDSkipToken( tr, OPERATOR, "]" ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Safety net
|
|
GDError( tr, "Malformed AutoVisGroup -- Last processed: %s", szToken );
|
|
return( FALSE );
|
|
}
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgoff.h"
|