#include "v8mapparser.hpp" #include #include #include using namespace std; const bool V8MapParser::LoadMap(const char* _kpcFileName) { std::ifstream InFile; EParserState eState = PARSERSTATE_UNKNOWN; InFile.open(_kpcFileName, std::ios::in); if(InFile.is_open()) { std::string Line; bool bAdvance = true; bool bGoing = true; while(bGoing) { if(bAdvance) { if(!std::getline(InFile, Line)) { bGoing = false; } } bAdvance = true; if(eState == PARSERSTATE_UNKNOWN) { if(Line.find(KEYWORD_ENTITY) != string::npos) { eState = PARSERSTATE_ENTITY; continue; } else if (Line.find(KEYWORD_PREFAB) != string::npos || Line.find(KEYWORD_GLOBAL) != string::npos) { // prefab and global share an indentation level // both encapsulate similar objects eState = PARSERSTATE_PREFAB; continue; } else { cout << "Warning: PARSERSTATE_UNKNOWN and no cases met." << endl; } } else if (eState == PARSERSTATE_PREFAB) { eState = this->ParsePrefab(Line); } else if(eState == PARSERSTATE_ENTITY) { eState = this->ParseEntity(Line); } else if(eState == PARSERSTATE_WORLDSPAWN) { eState = this->ParseWorldSpawn(Line); } else if(eState == PARSERSTATE_BRUSH) { eState = this->ParseBrush(Line); //bAdvance = false; } else if(eState == PARSERSTATE_VERTEX) { eState = this->ParseVertex(Line); if(eState != PARSERSTATE_VERTEX) { bAdvance = false; } } else if(eState == PARSERSTATE_FACE) { eState = this->ParseFace(Line); if(eState != PARSERSTATE_FACE) { bAdvance = false; } } } InFile.close(); } else { return(false); } return(true); } EParserState V8MapParser::ParsePrefab(const std::string _Line) { // this is going with the idea that its possible to correctly parse the map file // if prefabs are simply broken and de-indented. // typically entities are listed first, then brushes, but just in case. if (_Line.find(KEYWORD_ENTITY) != string::npos) { return PARSERSTATE_ENTITY; } else { return PARSERSTATE_BRUSH; } }