83 lines
2.9 KiB
Plaintext
83 lines
2.9 KiB
Plaintext
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oopless-parser.hpp / oopless-parser.cpp
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Parses Reflex's .map file, both version 6 and version 8.
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Reflex Map Format
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Reflex maps are plain text files featuring keywords and indentation levels.
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Reflex map keywords:
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Ordered by indentation level (outer to inner).
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"global"
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"prefab"
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"entity"
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"brush"
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"vertices"
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"faces"
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"vertices" and "faces", sharing the level, are contained in brushes.
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"brush" and "entity", sharing the level are contained in prefabs.
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"global" largely behaves the same as prefabs.
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There are two distinct map formats from Reflex- V6 and V8.
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V6 was the map format before the addition of prefabs (V8 feature).
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As far as the conversion process is concerned:
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'global' and 'prefab' are containers for map objects.
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'entity' and 'brush' are map objects (but entity may contain a brush).
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'vertices' and 'faces' are details of brushes.
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Brush Data
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Brushes contain faces and vertices.
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A brush's faces and vertices are listed in its "faces" and "vertices".
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Vertex Data
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A vertex contains 3 floats representing a coordinate.
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Reflex uses a right-handed coordinate system while idTech engine uses left.
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Face Data
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Faces contain the texture definition, indices, & the texture to be applied.
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Each field in the line, being the entire face, is separated by space.
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The first 5 fields are always data for the texture definition.
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In order,
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* texture x offset
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* texture y offset
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* texture x scale
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* texture y scale
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* texture rotation
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The next fields are integers being indices for the list of vertices for
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the brush.
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Followed by an hex digit for the color code in sRGB to apply to the face.
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Then followed by the path to the texture asset.
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Parsing States
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GLOBAL or PREFAB -> {BRUSH, ENTITY}
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BRUSH -> {FACES, VERTICES}
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VERTICES -> {FACES, BRUSH, ENTITY}
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FACES -> {VERTICES, BRUSH, ENTITY, PREFAB}
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ENTITY -> {ENTITY, BRUSH, PREFAB}
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In all observations, VERTICES are defined before FACES.
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Entities may contain brushes as a part of its data; however it is not
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reflected in indentation levels in Reflex. Thus for the conversion,
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brushes must be contained in the entity string, and converted in a
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different phase (because the worldspawn entity in idTech excludes
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entity-brushes). The parser transitions out of handling the entity when
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it hits the brush keyword and the entity's type does not match is not of
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a specific set of types.
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Implementation Overview
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Each parsing function:
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- assumes by the time it is called, the respective keyword has already
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been advanced past.
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- retrieves the next line from the input stream
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- detects next possible parsing states
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- will output its respective data structure
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