/
Quake3MapFormat.cpp
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/
Quake3MapFormat.cpp
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#include "Quake3MapFormat.h"
#include "itextstream.h"
#include "ifiletypes.h"
#include "ieclass.h"
#include "ibrush.h"
#include "ipatch.h"
#include "igame.h"
#include "iregistry.h"
#include "igroupnode.h"
#include "parser/DefTokeniser.h"
#include "i18n.h"
#include "string/string.h"
#include <boost/lexical_cast.hpp>
#include "Quake3MapReader.h"
#include "Quake3MapWriter.h"
#include "Doom3MapFormat.h"
namespace map
{
// RegisterableModule implementation
const std::string& Quake3MapFormat::getName() const
{
static std::string _name("Quake3MapLoader");
return _name;
}
const StringSet& Quake3MapFormat::getDependencies() const
{
static StringSet _dependencies;
if (_dependencies.empty())
{
_dependencies.insert(MODULE_FILETYPES);
_dependencies.insert(MODULE_ECLASSMANAGER);
_dependencies.insert(MODULE_LAYERSYSTEM);
_dependencies.insert(MODULE_BRUSHCREATOR);
_dependencies.insert(MODULE_PATCHDEF2);
_dependencies.insert(MODULE_PATCHDEF3);
_dependencies.insert(MODULE_XMLREGISTRY);
_dependencies.insert(MODULE_GAMEMANAGER);
_dependencies.insert(MODULE_MAPFORMATMANAGER);
}
return _dependencies;
}
void Quake3MapFormat::initialiseModule(const ApplicationContext& ctx)
{
rMessage() << getName() << ": initialiseModule called." << std::endl;
// Register ourselves as map format for maps and regions
GlobalMapFormatManager().registerMapFormat("map", shared_from_this());
GlobalMapFormatManager().registerMapFormat("reg", shared_from_this());
GlobalMapFormatManager().registerMapFormat("pfb", shared_from_this());
}
void Quake3MapFormat::shutdownModule()
{
// Unregister now that we're shutting down
GlobalMapFormatManager().unregisterMapFormat(shared_from_this());
}
const std::string& Quake3MapFormat::getMapFormatName() const
{
static std::string _name = "Quake 3";
return _name;
}
const std::string& Quake3MapFormat::getGameType() const
{
static std::string _gameType = "quake3";
return _gameType;
}
IMapReaderPtr Quake3MapFormat::getMapReader(IMapImportFilter& filter) const
{
return IMapReaderPtr(new Quake3MapReader(filter));
}
IMapWriterPtr Quake3MapFormat::getMapWriter() const
{
return IMapWriterPtr(new Quake3MapWriter);
}
bool Quake3MapFormat::allowInfoFileCreation() const
{
// allow .darkradiant files to be saved
return true;
}
bool Quake3MapFormat::canLoad(std::istream& stream) const
{
// Instantiate a tokeniser to read the first few tokens
parser::BasicDefTokeniser<std::istream> tok(stream);
try
{
// Require the opening brace of the first entity as first token
tok.assertNextToken("{");
// That's it for the moment being
return true;
}
catch (parser::ParseException&)
{}
catch (boost::bad_lexical_cast&)
{}
return false;
}
} // namespace map