Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "../game/shared/choreoscene.h"
#include "../game/shared/choreoactor.h"
#include "../game/shared/choreochannel.h"
#include "../game/shared/choreoevent.h"
#include "../game/shared/iscenetokenprocessor.h"
#include "characterset.h"
//-----------------------------------------------------------------------------
// Purpose: Helper for parsing scene data file
//-----------------------------------------------------------------------------
class CSceneTokenProcessor : public ISceneTokenProcessor
{
public:
CSceneTokenProcessor();
const char *CurrentToken( void );
bool GetToken( bool crossline );
bool TokenAvailable( void );
void Error( const char *fmt, ... );
void SetBuffer( char *buffer );
private:
const char *ParseNextToken (const char *data);
const char *m_pBuffer;
char m_szToken[ 1024 ];
characterset_t m_BreakSetIncludingColons;
};
CSceneTokenProcessor::CSceneTokenProcessor()
{
CharacterSetBuild( &m_BreakSetIncludingColons, "{}()':" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CSceneTokenProcessor::CurrentToken( void )
{
return m_szToken;
}
const char *CSceneTokenProcessor::ParseNextToken (const char *data)
{
unsigned char c;
int len;
characterset_t *breaks;
breaks = &m_BreakSetIncludingColons;
len = 0;
m_szToken[0] = 0;
if (!data)
return NULL;
// skip whitespace
skipwhite:
while ( (c = *data) <= ' ')
{
if (c == 0)
return NULL; // end of file;
data++;
}
// skip // comments
if (c=='/' && data[1] == '/')
{
while (*data && *data != '\n')
data++;
goto skipwhite;
}
// handle quoted strings specially
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
m_szToken[len] = 0;
return data;
}
m_szToken[len] = c;
len++;
}
}
// parse single characters
if ( IN_CHARACTERSET( *breaks, c ) )
{
m_szToken[len] = c;
len++;
m_szToken[len] = 0;
return data+1;
}
// parse a regular word
do
{
m_szToken[len] = c;
data++;
len++;
c = *data;
if ( IN_CHARACTERSET( *breaks, c ) )
break;
} while (c>32);
m_szToken[len] = 0;
return data;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : crossline -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::GetToken( bool crossline )
{
// NOTE: crossline is ignored here, may need to implement if needed
m_pBuffer = ParseNextToken( m_pBuffer );
if ( m_szToken[0] )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::TokenAvailable( void )
{
const char *search_p = m_pBuffer;
while ( *search_p <= 32)
{
if (*search_p == '\n')
return false;
search_p++;
if ( !*search_p )
return false;
}
if (*search_p == ';' || *search_p == '#' || // semicolon and # is comment field
(*search_p == '/' && *((search_p)+1) == '/')) // also make // a comment field
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::Error( const char *fmt, ... )
{
char string[ 2048 ];
va_list argptr;
va_start( argptr, fmt );
Q_vsnprintf( string, sizeof(string), fmt, argptr );
va_end( argptr );
Warning( "%s", string );
Assert(0);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *buffer -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::SetBuffer( char *buffer )
{
m_pBuffer = buffer;
}
CSceneTokenProcessor g_TokenProcessor;
ISceneTokenProcessor *GetTokenProcessor()
{
return &g_TokenProcessor;
}
void SetTokenProcessorBuffer( const char *buf )
{
g_TokenProcessor.SetBuffer( (char *)buf );
}