///////////////////////////////////// // Created by Pontus Fransson 2013 // ///////////////////////////////////// #include "LevelParser.h" #include "Loader.h" #include "ParseFunctions.h" using namespace GameLogic; using namespace ::LevelFileLoader; using namespace Utility::DynamicMemory; LevelParser::LevelParser() { formatVersion.formatVersionMajor = 3; formatVersion.formatVersionMinor = 0; } LevelParser::~LevelParser() { } std::vector> LevelParser::Parse(std::string filename) { int bufferSize = 0; int counter = 0; bool loadCgf; std::vector> objects; //Read entire level file. Loader loader; char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); if(buffer) { //Read format version LevelLoaderInternal::FormatVersion levelFormatVersion; ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion)); counter += sizeof(levelFormatVersion); if(this->formatVersion != levelFormatVersion) { //Returns an empty vector, because it will most likely fail to read the level format. return objects; } while(counter < bufferSize) { loadCgf = true; //Get typeID ObjectType typeID; ParseObject(&buffer[counter], &typeID, sizeof(typeID)); switch((int)typeID) { case ObjectType_LevelMetaData: { SmartPointer header = new LevelMetaData; ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter); objects.push_back(header); break; } case ObjectType_SpawnPoint: { loadCgf = false; ObjectHeader* header = new ObjectHeader; ParseObject(&buffer[counter], *header, counter, loadCgf); SpawnPointAttributes* spawn = new SpawnPointAttributes; spawn->typeID = header->typeID; for(int i = 0; i < 3; i++) { spawn->position[i] = header->position[i]; } delete header; //objects.push_back(header); objects.push_back(spawn); break; } //This is by design, static and dynamic is using the same converter. Do not add anything inbetween them. //Unless they are changed to not be the same. case ObjectType_Static: case ObjectType_Dynamic: { //Get specialType. ObjectSpecialType specialType; ParseObject(&buffer[counter+4], &specialType, sizeof(typeID)); switch(specialType) { //there is no difference when parsing these specialTypes. case ObjectSpecialType_CrystalShard: case ObjectSpecialType_CrystalFormation: case ObjectSpecialType_Spike: case ObjectSpecialType_SpikeBox: case ObjectSpecialType_RedExplosiveBox: case ObjectSpecialType_StandarsBox: case ObjectSpecialType_Stone: case ObjectSpecialType_Building: { ObjectHeader* header = new ObjectHeader; ParseObject(&buffer[counter], *header, counter, loadCgf); objects.push_back(header); break; } case ObjectSpecialType_JumpPad: { JumpPadAttributes* header = new JumpPadAttributes; ParseObject(&buffer[counter], *header, counter, loadCgf); //Read the spec ParseObject(&buffer[counter], header->direction, 16); counter += 16; objects.push_back(header); break; } case ObjectSpecialType_Portal: { PortalAttributes* header = new PortalAttributes; ParseObject(&buffer[counter], *header, counter, loadCgf); ParseObject(&buffer[counter], header->destination, 12); counter += 12; objects.push_back(header); break; } case ObjectSpecialType_World: { WorldAttributes* header = new WorldAttributes; ParseObject(&buffer[counter], *header, counter, loadCgf); ParseObject(&buffer[counter], &header->worldSize, 8); counter += 8; objects.push_back(header); break; } case ObjectSpecialType_Sky: { loadCgf = false; SkyAttributes* header = new SkyAttributes; ParseObject(&buffer[counter], *header, counter, loadCgf); ParseObject(&buffer[counter], &header->skySize, 4); counter += 4; objects.push_back(header); break; } //this is a hotfix, fix so you only load the relevant data when the file is updated default: //Couldn't find specialType break; } break; } case ObjectType_Light: { LightType lightType; //Get Light type ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); //We only support PointLight for now. BasicLight* header = new BasicLight; ParseObject(&buffer[counter], header, sizeof(*header)); counter += sizeof(*header); objects.push_back(header); /*switch(lightType) { case LightType_PointLight: { PointLight* header = new PointLight; ParseObject(&buffer[counter], header, sizeof(*header)); counter += sizeof(*header); objects.push_back(header); break; } case LightType_DirectionalLight: { DirectionalLight* header = new DirectionalLight; ParseObject(&buffer[counter], header, sizeof(*header)); counter += sizeof(*header); objects.push_back(header); break; } case LightType_SpotLight: { SpotLight* header = new SpotLight; ParseObject(&buffer[counter], header, sizeof(*header)); counter += sizeof(*header); objects.push_back(header); break; } default: //Undefined LightType. break; } break;*/ } default: //Couldn't find typeID. FAIL!!!!!! break; } } } return objects; } //för meta information om leveln. LevelMetaData LevelParser::ParseHeader(std::string filename) { int bufferSize = 0; int counter = 0; LevelMetaData levelHeader; levelHeader.typeID = ObjectType::ObjectType_Unknown; //Read entire level file. Loader loader; char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); //Read format version LevelLoaderInternal::FormatVersion levelFormatVersion; ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion)); counter += sizeof(levelFormatVersion); if(this->formatVersion != levelFormatVersion) { //Do something if it's not the same version //Returns an empty levelHeader with ObjectType_Unknown. //Because it will not be able to read another version of the level format. return levelHeader; } //Find the header in the returned string. while(counter < bufferSize) { ObjectType typeID; ParseObject(&buffer[counter], &typeID, sizeof(typeID)); switch(typeID) { case ObjectType_LevelMetaData: ParseLevelMetaData(&buffer[counter], levelHeader, counter); return levelHeader; break; //This is by design, static and dynamic is using the same converter. Do not add anything inbetween them. case ObjectType_Static: case ObjectType_Dynamic: { ObjectHeader header; ParseObject(&buffer[counter], &header, counter); switch(header.specialTypeID) { case ObjectSpecialType_JumpPad: counter += sizeof(16); break; case ObjectSpecialType_Portal: counter += sizeof(12); break; default: break; } break; } case ObjectType_Light: { LightType lightType; ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); //We only support pointlight for now. counter += sizeof(BasicLight); /* switch(lightType) { case LightType_PointLight: { counter += sizeof(PointLight); break; } case LightType_DirectionalLight: { counter += sizeof(DirectionalLight); break; } case LightType_SpotLight: { counter += sizeof(SpotLight); break; } default: //Undefined LightType. break; }*/ } default: //Couldn't find typeID. FAIL!!!!!! break; } } return levelHeader; }