181 lines
4.2 KiB
C++
181 lines
4.2 KiB
C++
//////////////////////////////////
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// Created by Sam Svensson 2013 //
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//////////////////////////////////
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#include "ParseFunctions.h"
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#include "Loader.h"
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#include <string>
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using namespace GameLogic::LevelFileLoader;
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using namespace GameLogic;
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using namespace std;
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namespace GameLogic
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{
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namespace LevelFileLoader
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{
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//can parse any struct if the struct doesnt contain strings or char[]
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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 ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
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{
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char tempName[128];
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unsigned int tempSize = 0;
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int start = 0;
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memcpy(&header.typeID, &buffer[start], 4);
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start += 4;
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memcpy(&header.specialTypeID, &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(&tempName, &buffer[start], tempSize);
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header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
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start += tempSize;
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//The reset of the object struct
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//3 float[3], 1 float
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memcpy(&header.position, &buffer[start], 40);
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start += 40;
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//if loadCgf : Read path for bounding volume
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if(loadCgf)
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{
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ParseBoundingVolume(&buffer[start], header.boundingVolume, start);
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}
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//else make sure the counter counts the name so we can jump over the string in the buffer.
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else
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{
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memcpy(&tempSize, &buffer[start], 4);
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start += 4;
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memcpy(&tempName, &buffer[start], tempSize);
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string fileName;
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fileName.assign(&tempName[0], &tempName[tempSize]);
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start += tempSize;
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}
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size += start;
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}
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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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unsigned int tempSize;
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char tempName[128];
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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(&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], 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(&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(&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.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(&tempSize, &buffer[start], 4);
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start += 4;
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memcpy(&tempName, &buffer[start], tempSize);
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header.overviewPicturePath.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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int temp;
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for(int i = 0; i < (int)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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void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size)
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{
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int start = 0;
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int tempSize = 0;
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char tempName[128];
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memcpy(&tempSize, &buffer[start], 4);
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start += 4;
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memcpy(&tempName, &buffer[start], tempSize);
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string fileName;
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fileName.assign(&tempName[0], &tempName[tempSize]);
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start += tempSize;
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size += start;
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//L<>s in filen.
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int fileLength = 0;
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Loader loader;
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char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength);
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start = 0;
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LevelLoaderInternal::FormatVersion version;
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memcpy(&version, &buf[0], sizeof(version));
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start += 8;
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memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType));
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switch(volume.geoType)
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{
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case CollisionGeometryType_Box:
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memcpy(&volume.box, &buf[start], sizeof(volume.box));
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start += sizeof(volume.box);
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break;
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case CollisionGeometryType_Sphere:
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memcpy(&volume.sphere, &buf[start], sizeof(volume.sphere));
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start += sizeof(volume.sphere);
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break;
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case CollisionGeometryType_Cylinder:
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memcpy(&volume.cylinder, &buf[start], sizeof(volume.cylinder));
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start += sizeof(volume.cylinder);
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break;
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default:
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break;
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}
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}
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}
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} |