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LevelParser.cpp
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133 lines (103 loc) · 4.02 KB
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#include "LevelParser.h"
Level* LevelParser::parseLevel(const char* levelFile)
{
//create a tinyxml doc. and load map xml
TiXmlDocument levelDocument;
levelDocument.LoadFile(levelFile);
//create level objects
Level* pLevel = new Level();
//get root node.
TiXmlElement* pRoot = levelDocument.RootElement();
pRoot->Attribute("tilewidth", &m_tileSize);
pRoot->Attribute("width", &m_width);
pRoot->Attribute("height", &m_height);
// parse the tilesets
for(TiXmlElement* e = pRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement())
{
if(e->Value() == std::string("tileset"))
{
parseTilesets(e, pLevel->getTilesets());
}
}
// parse any object layers
for(TiXmlElement* e = pRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement())
{
if(e->Value() == std::string("layer"))
{
parseTileLayer(e, pLevel->getLayers(), pLevel->getTilesets());
}
}
return pLevel;
}
void LevelParser::parseTilesets(TiXmlElement* pTilesetRoot, std::vector<Tileset>* pTilesets)
{
std::string srcImage = pTilesetRoot->FirstChildElement()->Attribute("source");
srcImage = "assets/" + srcImage;
std::string tilesetName = pTilesetRoot->Attribute("name");
// std::cout << "LevelParser::parseTilesets(): srcImage: " << srcImage << std::endl;
// std::cout << "LevelParser::parseTilesets(): tilesetName: " << tilesetName << std::endl;
// first add the tileset totexturemanager
TheTextureManager::instance()->load(srcImage, tilesetName, TheGame::instance()->getRenderer());
// Create Tileset Obj
Tileset tileset;
pTilesetRoot->FirstChildElement()->Attribute("width", &tileset.width);
pTilesetRoot->FirstChildElement()->Attribute("height", &tileset.height);
pTilesetRoot->Attribute("firstgid", &tileset.firstGridID);
pTilesetRoot->Attribute("tilewidth", &tileset.tileWidth);
pTilesetRoot->Attribute("tileheight", &tileset.tileHeight);
pTilesetRoot->Attribute("spacing", &tileset.spacing);
pTilesetRoot->Attribute("margin", &tileset.margin);
tileset.name = pTilesetRoot->Attribute("name");
tileset.numColumns = tileset.width / (tileset.tileWidth + tileset.spacing);
// std::cout << "Examining Tileset" << std::endl;
// std::cout << "\tWidth: " << tileset.width << std::endl;
// std::cout << "\tHeight: " << tileset.height << std::endl;
// std::cout << "\tFirstGID: " << tileset.firstGridID << std::endl;
// std::cout << "\tTileWidth: " << tileset.tileWidth << std::endl;
// std::cout << "\tTileHeight: " << tileset.tileHeight << std::endl;
// std::cout << "\tSpacing: " << tileset.spacing << std::endl;
// std::cout << "\tMargin: " << tileset.margin << std::endl;
// std::cout << "\tName: " << tileset.name << std::endl;
// std::cout << "\tnumColumns: " << tileset.numColumns << std::endl;
pTilesets->push_back(tileset);
// std::cout << "LevelParser::parseTilesets(): Pushed tileset onto vector" << std::endl;
}
void LevelParser::parseTileLayer(TiXmlElement* pTileElement, std::vector<Layer*> *pLayers, const std::vector<Tileset>* pTilesets)
{
TileLayer* pTileLayer = new TileLayer(m_tileSize, *pTilesets);
// tile data
std::vector<std::vector<int>> data;
std::string decodedIDs;
TiXmlElement* pDataNode;
for(TiXmlElement* e = pTileElement->FirstChildElement(); e != NULL; e = e->NextSiblingElement())
{
if(e->Value() == std::string("data"))
{
pDataNode = e;
}
}
for(TiXmlNode* e = pDataNode->FirstChild(); e != NULL; e = e->NextSibling())
{
TiXmlText* text = e->ToText();
std::string t = text->Value();
decodedIDs = base64_decode(t);
}
// uncompress zlib compression;
uLongf numGids = m_width * m_height * sizeof(int);
std::vector<unsigned> gids(numGids);
uncompress((Bytef*)&gids[0],&numGids, (const Bytef*)decodedIDs.c_str(),decodedIDs.size());
std::vector<int> layerRow(m_width);
for(int j = 0; j < m_height; j++)
{
data.push_back(layerRow);
}
for(int rows = 0; rows < m_height; rows++)
{
for(int cols = 0; cols < m_width; cols++)
{
data[rows][cols] = gids[rows * m_width + cols];
}
}
pTileLayer->setTileIDs(data);
pLayers->push_back(pTileLayer);
}