////////////////////////////////// // Created by Sam Svensson 2013 // ////////////////////////////////// #include "ParseFunctions.h" #include "Loader.h" #include using namespace GameLogic::LevelFileLoader; using namespace GameLogic; using namespace std; namespace GameLogic { namespace LevelFileLoader { //can parse any struct if the struct doesnt contain strings or char[] void ParseObject(char* buffer, void *header, int size) { memcpy(header, buffer, size); } void ParseLight(char* buffer, BasicLight& header, int& size) { int start = 0; memcpy(&header.typeID, &buffer[start], 40); start += 40; /* memcpy(&header.lightType, &buffer[start], 4); start += 4; memcpy(&header.color, &buffer[start], 12); start += 12; memcpy(&header.position, &buffer[start], 12); start += 12; memcpy(&header.radius, &buffer[start], 4); start += 4; memcpy(&header.intensity, &buffer[start], 4); start += 4;*/ size += start; //memcpy(&header, buffer, size); } void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf) { char tempName[128]; unsigned int tempSize = 0; int start = 0; memcpy(&header.typeID, &buffer[start], 4); start += 4; memcpy(&header.specialTypeID, &buffer[start], 4); start += 4; 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; //if loadCgf : Read path for bounding volume if(loadCgf) { ParseBoundingVolume(&buffer[start], header.boundingVolume, start); } //else make sure the counter counts the name so we can jump over the string in the buffer. else { memcpy(&tempSize, &buffer[start], 4); start += 4; memcpy(&tempName, &buffer[start], tempSize); string fileName; fileName.assign(&tempName[0], &tempName[tempSize]); start += tempSize; } size += start; } void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size) { int start = 0; unsigned int tempSize; char tempName[128]; memcpy(&header.typeID, &buffer[start], 4); start += 4; memcpy(&tempSize , &buffer[start], 4); start += 4; memcpy(&tempName, &buffer[start], tempSize); header.levelName.assign(&tempName[0], &tempName[tempSize]); start += tempSize; memcpy(&header.levelVersion, &buffer[start], 4); start += 4; memcpy(&tempSize, &buffer[start], 4); start +=4; memcpy(&tempName, &buffer[start], tempSize); header.levelDescription.assign(&tempName[0], &tempName[tempSize]); start += tempSize; memcpy(&tempSize, &buffer[start], 4); start += 4; memcpy(&tempName, &buffer[start], tempSize); header.levelAuthor.assign(&tempName[0], &tempName[tempSize]); start += tempSize; memcpy(&header.maxNumberOfPlayer, &buffer[start], 4); start += 4; memcpy(&header.worldSize, &buffer[start], 4); start += 4; memcpy(&tempSize, &buffer[start], 4); start += 4; memcpy(&tempName, &buffer[start], tempSize); header.overviewPicturePath.assign(&tempName[0], &tempName[tempSize]); start += tempSize; memcpy(&tempSize, &buffer[start], 4); start += 4; int temp; for(int i = 0; i < (int)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; size += start; //Läs in filen. int fileLength = 0; Loader loader; char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength); start = 0; LevelLoaderInternal::FormatVersion version; memcpy(&version, &buf[0], sizeof(version)); start += 8; memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType)); switch(volume.geoType) { case CollisionGeometryType_Box: memcpy(&volume.box, &buf[start], sizeof(volume.box)); start += sizeof(volume.box); break; case CollisionGeometryType_Sphere: memcpy(&volume.sphere, &buf[start], sizeof(volume.sphere)); start += sizeof(volume.sphere); break; case CollisionGeometryType_Cylinder: memcpy(&volume.cylinder, &buf[start], sizeof(volume.cylinder)); start += sizeof(volume.cylinder); break; case CollisionGeometryType_CG_MESH: { memcpy(&volume.cgMesh, &buf[start], sizeof(float)*12); start += sizeof(float)*12; memcpy(&tempSize, &buf[start], sizeof(tempSize)); start += 4; memcpy(&tempName, &buf[start], tempSize); tempName[tempSize] = '\0'; //convert from char[] to wchar_t[] mbstowcs_s(NULL, volume.cgMesh.filename, tempSize+1, tempName, _TRUNCATE); start += tempSize; } break; default: break; } } } }