GL - LevelLoader = done and done
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@ -9,10 +9,10 @@ using namespace GameLogic::LevelFileLoader;
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std::vector<ObjectTypeHeader> LevelLoader::LoadLevel(std::string fileName)
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{
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return parser->Parse(fileName);
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return parser.Parse(fileName);
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}
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LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName)
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{
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return parser->ParseHeader(fileName);
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return parser.ParseHeader(fileName);
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}
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@ -17,7 +17,7 @@ namespace GameLogic
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{
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public:
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LevelLoader(){this->parser = new GameLogic::LevelFileLoader::LevelParser(); }
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LevelLoader(){this->parser = GameLogic::LevelFileLoader::LevelParser(); }
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~LevelLoader(){}
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/********************************************************
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@ -35,7 +35,7 @@ namespace GameLogic
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LevelMetaData LoadLevelHeader(std::string fileName); //.
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private:
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GameLogic::LevelFileLoader::LevelParser *parser;
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GameLogic::LevelFileLoader::LevelParser parser;
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};
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}
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@ -19,17 +19,17 @@ LevelParser::~LevelParser()
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std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename)
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{
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int bufferSize = 0;
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unsigned int counter = 0;
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int counter = 0;
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std::vector<ObjectTypeHeader> objects;
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//Read entire level file.
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Loader loader;
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unsigned char* buffer = (unsigned char*)loader.LoadFile(filename.c_str(), bufferSize);
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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], formatVersion, sizeof(formatVersion));
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//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
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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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@ -39,22 +39,26 @@ std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename)
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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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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;
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//ParseObject(&buffer[counter], header, sizeof(header));
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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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case ObjectType_Dynamic:
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{
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ObjectHeader header;
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ParseObject(&buffer[counter], &header, sizeof(header));
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objects.push_back(header);
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counter += sizeof(header);
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break;
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}
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case ObjectType_Dynamic:
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ObjectHeader header;
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ParseObject(&buffer[counter], header, sizeof(header));
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objects.push_back(header);
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counter += sizeof(header);
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default:
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//Couldn't find typeID. FAIL!!!!!!
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break;
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@ -68,18 +72,18 @@ std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename)
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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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unsigned int counter = 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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unsigned char* buffer = (unsigned char*)loader.LoadFile(filename.c_str(), bufferSize);
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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], formatVersion, sizeof(formatVersion));
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//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
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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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@ -89,14 +93,13 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
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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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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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//ParseObject(&buffer[counter], levelHeader, sizeof(levelHeader));
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ParseLevelMetaData(&buffer[counter], levelHeader, counter);
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return levelHeader;
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counter += sizeof(LevelMetaData);
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break;
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case ObjectType_Dynamic:
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//Do not call parse this object, since we are only interested in the LevelMetaData
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@ -3,19 +3,31 @@
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//////////////////////////////////
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#include "Loader.h"
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#include <fstream>
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using namespace GameLogic::LevelFileLoader;
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using namespace Oyster::Resource;
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using namespace std;
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unsigned char* Loader::LoadFile(std::string fileName, int &size)
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char* Loader::LoadFile(std::string fileName, int &size)
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{
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//convert from string to wstring
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std::wstring temp(fileName.begin(), fileName.end());
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//convert from wstring to wchar then loads the file
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unsigned char* buffer = (unsigned char*)OysterResource::LoadResource(temp.c_str(), Oyster::Resource::ResourceType::ResourceType_Byte_Raw, -1 , false);
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char* buffer = (char*)OysterResource::LoadResource(temp.c_str(), Oyster::Resource::ResourceType::ResourceType_Byte_Raw, -1 , false);
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//std::ifstream f;
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//f.open(fileName, std::ios::binary);
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//if (!f.is_open())
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// return 0;
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//f.seekg(0, std::ifstream::end);
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//size = f.tellg();
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//f.seekg(0);
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//char* buffer = new char[size];
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//f.read(buffer, size);
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//
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//f.close();
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//gets the size of the char buffer.
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size = OysterResource::GetResourceSize(buffer);
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return buffer;
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@ -17,7 +17,7 @@ namespace GameLogic
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public:
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Loader (){};
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~Loader(){};
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unsigned char* LoadFile(std::string fileName, int &size);
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char* LoadFile(std::string fileName, int &size);
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//TODO:
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//Add functionality to load physicsObjects (hitboxes)
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@ -91,7 +91,7 @@ namespace GameLogic
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std::vector<GameMode> gameModesSupported;
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};
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struct ObjectHeader : public PhysicsObject, public ObjectTypeHeader
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struct ObjectHeader : public ObjectTypeHeader
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{
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//Model,
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int ModelID;
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@ -15,41 +15,66 @@ namespace GameLogic
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{
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namespace LevelFileLoader
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{
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void ParseObject(unsigned char* buffer, void* header, int size)
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void ParseObject(char* buffer, void *header, int size)
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{
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memcpy(header, buffer, size);
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}
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void ParseLevelMetaData(unsigned char* buffer, struct LevelMetaData &header)
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void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
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{
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int start = 0;
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int tempSize;
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char tempName[100];
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memcpy(&header.typeID, &buffer[start], 4);
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start += 4;
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memcpy(&tempSize , &buffer[start], 4);
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start += 4;
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memcpy(&header.levelName, &buffer[start], tempSize);
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memcpy(&tempName, &buffer[start], tempSize);
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header.levelName.assign(&tempName[0], &tempName[tempSize]);
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start += tempSize;
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memcpy(&header.levelVersion, &buffer[start], 8)
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memcpy(&header.levelVersion, &buffer[start], 8);
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start += 8;
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memcpy(&tempSize, &buffer[start], 4);
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start +=4;
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memcpy(&header.description, &buffer[start], tempSize);
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memcpy(&tempName, &buffer[start], tempSize);
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header.levelDescription.assign(&tempName[0], &tempName[tempSize]);
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start += tempSize;
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memcpy(&tempSize, &buffer[start], 4);
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start += 4;
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memcpy(&header.author, &buffer[start], tempSize);
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memcpy(&tempName, &buffer[start], tempSize);
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header.levelAuthor.assign(&tempName[0], &tempName[tempSize]);
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start += tempSize;
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memcpy(&header.nrOfPlayers, &buffer[start], 4);
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memcpy(&header.maxNumberOfPlayer, &buffer[start], 4);
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start += 4;
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memcpy(&header.worldSize, &buffer[start], 4);
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start += 4;
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memcpy(&header.map, &buffer[start], 4);
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memcpy(&header.overviewPictureID, &buffer[start], 4);
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start += 4;
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memcpy(&tempSize, &buffer[start], 4);
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start += 4;
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memcpy(&header.gameModes, &buffer[start], 4 * tempSize);
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start += tempSize;
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int temp;
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for(int i = 0; i < tempSize; i++)
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{
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memcpy(&temp, &buffer[start], 4);
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start += 4;
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header.gameModesSupported.push_back((GameMode)temp);
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}
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size += start;
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}
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}
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}
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@ -10,8 +10,8 @@ namespace GameLogic
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{
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namespace LevelFileLoader
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{
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void ParseObject(unsigned char* buffer, void* header, int size);
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void ParseLevelMetaData(unsigned char* buffer, struct ObjectTypeHeader &header);
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void ParseObject(char* buffer, void *header, int size);
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void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
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}
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}
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