Danbias/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp

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//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#include "ParseFunctions.h"
#include "../../../Misc/Packing/Packing.h"
#include "Loader.h"
#include <string>
using namespace Oyster::Packing;
using namespace GameLogic::LevelFileLoader;
using namespace GameLogic;
using namespace std;
namespace GameLogic
{
namespace LevelFileLoader
{
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void ParseObject(char* buffer, void *header, int size)
{
memcpy(header, buffer, size);
}
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void ParseObject(char* buffer, ObjectHeader& header, int& size)
{
char tempName[128];
unsigned int tempSize = 0;
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int start = 0;
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
memcpy(&header.specialTypeID, &buffer[start], 4);
start += 4;
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memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
//The reset of the object struct
//3 float[3], 1 float
memcpy(&header.position, &buffer[start], 40);
start += 40;
//Physics struct
//2 float[3], 4 float, 1 uint
memcpy(&header.usePhysics, &buffer[start], 44);
start += 44;
//Read path for bounding volume
ParseBoundingVolume(&buffer[start], header.boundingVolume, start);
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size += start;
}
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void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
{
int start = 0;
unsigned int tempSize;
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char tempName[128];
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memcpy(&header.typeID, &buffer[start], 4);
start += 4;
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memcpy(&tempSize , &buffer[start], 4);
start += 4;
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memcpy(&tempName, &buffer[start], tempSize);
header.levelName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
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memcpy(&header.levelVersion, &buffer[start], 4);
start += 4;
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memcpy(&tempSize, &buffer[start], 4);
start +=4;
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memcpy(&tempName, &buffer[start], tempSize);
header.levelDescription.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
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memcpy(&tempSize, &buffer[start], 4);
start += 4;
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memcpy(&tempName, &buffer[start], tempSize);
header.levelAuthor.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
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memcpy(&header.maxNumberOfPlayer, &buffer[start], 4);
start += 4;
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memcpy(&header.worldSize, &buffer[start], 4);
start += 4;
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memcpy(&tempSize, &buffer[start], 4);
start += 4;
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memcpy(&tempName, &buffer[start], tempSize);
header.overviewPicturePath.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
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int temp;
for(int i = 0; i < tempSize; i++)
{
memcpy(&temp, &buffer[start], 4);
start += 4;
header.gameModesSupported.push_back((GameMode)temp);
}
size += start;
}
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size)
{
int start = 0;
int tempSize = 0;
char tempName[128];
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
string fileName;
fileName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
//L<>s in filen.
int fileLength = 0;
Loader loader;
char* buf = loader.LoadFile("E:\\Dropbox\\Programming\\Github\\Danbias\\Bin\\Content\\Worlds\\cgf\\"+ fileName, fileLength);
LevelLoaderInternal::FormatVersion version;
memcpy(&version, &buffer[0], sizeof(version));
memcpy(&volume.geoType, &buf[8], sizeof(volume.geoType));
//start += sizeof(volume.geoType);
switch(volume.geoType)
{
case CollisionGeometryType_Box:
memcpy(&volume.box, &buf[12], sizeof(volume.box));
//start += sizeof(volume.box);
break;
case CollisionGeometryType_Sphere:
memcpy(&volume.sphere, &buf[12], sizeof(volume.sphere));
int a = sizeof(volume.sphere);
a = 5;
//start += sizeof(volume.sphere);
break;
}
size += start;
}
}
}