190 lines
4.2 KiB
C++
190 lines
4.2 KiB
C++
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#include "LevelParser.h"
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#include "Loader.h"
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#include "ParseFunctions.h"
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using namespace GameLogic;
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using namespace ::LevelFileLoader;
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using namespace Utility::DynamicMemory;
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LevelParser::LevelParser()
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{
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formatVersion.formatVersionMajor = 1;
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formatVersion.formatVersionMinor = 0;
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}
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LevelParser::~LevelParser()
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{
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}
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std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filename)
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{
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int bufferSize = 0;
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int counter = 0;
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std::vector<SmartPointer<ObjectTypeHeader>> objects;
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//Read entire level file.
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Loader loader;
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char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
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//Read format version
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FormatVersion levelFormatVersion;
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ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
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counter += sizeof(levelFormatVersion);
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if(this->formatVersion != levelFormatVersion)
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{
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//Do something if it's not the same version
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}
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while(counter < bufferSize)
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{
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//Get typeID
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ObjectTypeHeader typeID;
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ParseObject(&buffer[counter], &typeID, sizeof(typeID));
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switch((int)typeID.typeID)
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{
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case ObjectType_LevelMetaData:
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{
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LevelMetaData* header = new LevelMetaData;
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ParseLevelMetaData(&buffer[counter], *header, counter);
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objects.push_back(header);
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break;
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}
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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case ObjectType_Static: case ObjectType_Dynamic:
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{
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter);
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objects.push_back(header);
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break;
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}
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case ObjectType_Light:
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{
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LightType lightType;
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//Get Light type
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ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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switch(lightType)
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{
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case LightType_PointLight:
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{
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PointLight* header = new PointLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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}
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case LightType_DirectionalLight:
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{
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DirectionalLight* header = new DirectionalLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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}
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case LightType_SpotLight:
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{
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SpotLight* header = new SpotLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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}
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default:
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//Undefined LightType.
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break;
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}
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break;
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}
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default:
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//Couldn't find typeID. FAIL!!!!!!
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break;
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}
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}
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return objects;
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}
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//f<>r meta information om leveln.
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LevelMetaData LevelParser::ParseHeader(std::string filename)
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{
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int bufferSize = 0;
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int counter = 0;
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LevelMetaData levelHeader;
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levelHeader.typeID = ObjectType::ObjectType_Unknown;
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//Read entire level file.
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Loader loader;
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char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
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//Read format version
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FormatVersion levelFormatVersion;
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ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
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counter += sizeof(levelFormatVersion);
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if(this->formatVersion != levelFormatVersion)
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{
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//Do something if it's not the same version
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}
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//Find the header in the returned string.
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while(counter < bufferSize)
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{
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ObjectTypeHeader typeID;
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ParseObject(&buffer[counter], &typeID, sizeof(typeID));
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switch(typeID.typeID)
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{
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case ObjectType_LevelMetaData:
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ParseLevelMetaData(&buffer[counter], levelHeader, counter);
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return levelHeader;
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break;
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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case ObjectType_Static: case ObjectType_Dynamic:
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{
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ObjectHeader header;
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ParseObject(&buffer[counter], header, counter);
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break;
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}
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case ObjectType_Light:
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{
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LightType lightType;
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ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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switch(lightType)
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{
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case LightType_PointLight:
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{
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counter += sizeof(PointLight);
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break;
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}
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case LightType_DirectionalLight:
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{
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counter += sizeof(DirectionalLight);
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break;
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}
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case LightType_SpotLight:
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{
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counter += sizeof(SpotLight);
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break;
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}
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default:
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//Undefined LightType.
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break;
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}
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}
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default:
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//Couldn't find typeID. FAIL!!!!!!
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break;
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}
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}
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return levelHeader;
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}
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