495 lines
15 KiB
C++
495 lines
15 KiB
C++
/*
|
|
* Parsers.cpp
|
|
*
|
|
* Created on: Dec 2, 2016
|
|
* Author: tibi
|
|
*/
|
|
|
|
#include <storage/Parsers.h>
|
|
#include <resources/Resources.h>
|
|
|
|
using namespace farmlands::resources;
|
|
|
|
namespace farmlands {
|
|
namespace storage {
|
|
|
|
/****** Components ******/
|
|
|
|
void parseBackgroundCells(resources::ResourceId cellsResource, components::Background* back, size_t layer)
|
|
{
|
|
Assert(RInfo[cellsResource].type == ResourceType::BackgroundLayer, "Resource must be a level layer.");
|
|
|
|
char buffer[1024 * 10];
|
|
|
|
// Open file
|
|
std::string pathIn = ResourceManager::instance().getPath(cellsResource);
|
|
std::ifstream in(pathIn);
|
|
if (!in)
|
|
THROW(utils::ResourceLoadException, "Could not load level layer " + pathIn);
|
|
|
|
// Read CSV file line by line
|
|
for (size_t row = 0; row < back->rowCount(); row++)
|
|
{
|
|
in.getline(buffer, sizeof(buffer));
|
|
|
|
if (in.eof())
|
|
THROW(utils::ResourceLoadException, "Unexpected end of file " + pathIn);
|
|
|
|
// Separated by comma (or maybe semicolon)
|
|
char* nextNum = strtok(buffer, ",;");
|
|
for (size_t col = 0; col < back->columnCount() && nextNum != NULL; col++)
|
|
{
|
|
components::Cell cell = (components::Cell) strtol(nextNum, NULL, 10);
|
|
back->setCell(layer, row, col, cell);
|
|
|
|
nextNum = strtok(NULL, ",;");
|
|
}
|
|
}
|
|
|
|
in.close();
|
|
}
|
|
|
|
template <>
|
|
components::Background* parse<components::Background> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Background")
|
|
root = root.front().second;
|
|
|
|
// This object can be declared in another file
|
|
std::string src = root.get<std::string>("<xmlattr>.src", "");
|
|
if (!src.empty())
|
|
{
|
|
ResourceId id = ResourceManager::instance().getId(src);
|
|
return parse<components::Background>(id);
|
|
}
|
|
|
|
// Read sizes
|
|
uint32_t layers = root.count("Layer");
|
|
uint32_t rows = root.get<uint32_t>("<xmlattr>.rows");
|
|
uint32_t cols = root.get<uint32_t>("<xmlattr>.columns");
|
|
|
|
// Create components::Background object
|
|
components::Background* back = new components::Background(layers, rows, cols);
|
|
|
|
// Read layers
|
|
size_t layerNum = 0;
|
|
for (auto layer : root)
|
|
{
|
|
if (layer.first == "Layer")
|
|
{
|
|
// Read cells
|
|
std::string cellsPath = layer.second.get<std::string>("<xmlattr>.cells");
|
|
resources::ResourceId cellsId = resources::ResourceManager::instance().getId(cellsPath);
|
|
parseBackgroundCells(cellsId, back, layerNum);
|
|
|
|
// Read texture name
|
|
std::string texPath = layer.second.get<std::string>("<xmlattr>.texture");
|
|
resources::ResourceId tex = resources::ResourceManager::instance().getId(texPath);
|
|
back->setTexture(layerNum, tex);
|
|
|
|
++layerNum;
|
|
}
|
|
|
|
}
|
|
|
|
return back;
|
|
}
|
|
|
|
template <>
|
|
components::basic::Camera* parse<components::basic::Camera> (boost::property_tree::ptree& root)
|
|
{
|
|
if (root.front().first == "Camera")
|
|
root = root.front().second;
|
|
|
|
components::basic::Camera* camera = new components::basic::Camera();
|
|
camera->scale = root.get<float>("<xmlattr>.scale", 1.0f);
|
|
camera->mainCamera = root.get<bool>("<xmlattr>.mainCamera", false);
|
|
return camera;
|
|
}
|
|
|
|
template <>
|
|
components::basic::Frame* parse<components::basic::Frame> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Frame")
|
|
root = root.front().second;
|
|
|
|
components::basic::Frame* frame = new components::basic::Frame();
|
|
|
|
// Obtine tile set id
|
|
std::string tileSetPath = root.get<std::string>("<xmlattr>.tileSet");
|
|
frame->tileSetId = resources::ResourceManager::instance().getId(tileSetPath);
|
|
|
|
// Set properties
|
|
frame->tileSetCell = root.get<int>("<xmlattr>.cell");
|
|
frame->width = root.get<uint32_t>("<xmlattr>.w", 1u);
|
|
frame->height = root.get<uint32_t>("<xmlattr>.h", 1u);
|
|
frame->duration = root.get<float>("<xmlattr>.duration");
|
|
|
|
return frame;
|
|
}
|
|
|
|
template <>
|
|
components::basic::Sprite* parse<components::basic::Sprite> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Sprite")
|
|
root = root.front().second;
|
|
|
|
// This object can be declared in another file
|
|
std::string src = root.get<std::string>("<xmlattr>.src", "");
|
|
if (!src.empty())
|
|
{
|
|
ResourceId id = ResourceManager::instance().getId(src);
|
|
return parse<components::basic::Sprite>(id);
|
|
}
|
|
|
|
// Parse components::basic::Sprite
|
|
components::basic::Sprite* sprite = new components::basic::Sprite();
|
|
sprite->anchorX = root.get<float>("<xmlattr>.anchorX");
|
|
sprite->anchorY = root.get<float>("<xmlattr>.anchorY");
|
|
sprite->animationVelocity = root.get<float>("<xmlattr>.animationVelocity", 1.0f);
|
|
|
|
for (auto child : root)
|
|
{
|
|
if (child.first == "State")
|
|
{
|
|
components::basic::SpriteState* state = parse<components::basic::SpriteState>(child.second);
|
|
sprite->addState(*state);
|
|
delete state;
|
|
}
|
|
}
|
|
|
|
return sprite;
|
|
}
|
|
|
|
template <>
|
|
components::basic::SpriteState* parse<components::basic::SpriteState> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "SpriteState")
|
|
root = root.front().second;
|
|
|
|
components::basic::SpriteState* spriteState = new components::basic::SpriteState();
|
|
spriteState->name = root.get<std::string>("<xmlattr>.name");
|
|
|
|
for (auto child : root)
|
|
{
|
|
if (child.first == "Frame")
|
|
{
|
|
components::basic::Frame* frame = parse<components::basic::Frame>(child.second);
|
|
spriteState->frames.push_back(*frame);
|
|
delete frame;
|
|
}
|
|
}
|
|
|
|
return spriteState;
|
|
}
|
|
|
|
template <>
|
|
components::basic::Transform* parse<components::basic::Transform> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Transform")
|
|
root = root.front().second;
|
|
|
|
components::basic::Transform* transform = new components::basic::Transform();
|
|
transform->x = root.get<float>("<xmlattr>.x", 0.0f);
|
|
transform->y = root.get<float>("<xmlattr>.y", 0.0f);
|
|
transform->w = root.get<float>("<xmlattr>.w", 0.0f);
|
|
transform->h = root.get<float>("<xmlattr>.h", 0.0f);
|
|
|
|
return transform;
|
|
}
|
|
|
|
template <>
|
|
components::DebugController* parse<components::DebugController> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "DebugController")
|
|
root = root.front().second;
|
|
|
|
components::DebugController* controller = new components::DebugController();
|
|
return controller;
|
|
}
|
|
|
|
template <>
|
|
components::items::Axe* parse<components::items::Axe> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Axe")
|
|
root = root.front().second;
|
|
|
|
// Parse
|
|
return new components::items::Axe();
|
|
}
|
|
|
|
template <>
|
|
components::items::Giftable* parse<components::items::Giftable> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Giftable")
|
|
root = root.front().second;
|
|
|
|
// Parse
|
|
return new components::items::Giftable();
|
|
}
|
|
|
|
template <>
|
|
components::items::Hoe* parse<components::items::Hoe> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Hoe")
|
|
root = root.front().second;
|
|
|
|
// Parse
|
|
return new components::items::Hoe();
|
|
}
|
|
|
|
template <>
|
|
components::items::Item* parse<components::items::Item> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Item")
|
|
root = root.front().second;
|
|
|
|
// Parse
|
|
components::items::Item* item = new components::items::Item();
|
|
item->name = root.get<std::string>("<xmlattr>.name");
|
|
item->description = root.get<std::string>("<xmlattr>.description");
|
|
item->level = root.get<uint8_t>("<xmlattr>.level");
|
|
return item;
|
|
}
|
|
|
|
|
|
template <>
|
|
components::items::Pickaxe* parse<components::items::Pickaxe> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Pickaxe")
|
|
root = root.front().second;
|
|
|
|
// Parse
|
|
return new components::items::Pickaxe();
|
|
}
|
|
|
|
template <>
|
|
components::items::Scythe* parse<components::items::Scythe> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Pickaxe")
|
|
root = root.front().second;
|
|
|
|
// Parse
|
|
return new components::items::Scythe();
|
|
}
|
|
|
|
template <>
|
|
components::items::WateringCan* parse<components::items::WateringCan> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "WateringCan")
|
|
root = root.front().second;
|
|
|
|
// Parse
|
|
components::items::WateringCan* can = new components::items::WateringCan();
|
|
can->capacity = root.get<float>("<xmlattr>.capacity");
|
|
can->amountLeft = root.get<float>("<xmlattr>.amountLeft");
|
|
return can;
|
|
}
|
|
|
|
|
|
template <>
|
|
components::items::Weapon* parse<components::items::Weapon> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Weapon")
|
|
root = root.front().second;
|
|
|
|
// Parse
|
|
components::items::Weapon* weapon = new components::items::Weapon();
|
|
weapon->damage = root.get<float>("<xmlattr>.damage");
|
|
weapon->critProbability = root.get<float>("<xmlattr>.critProbability");
|
|
weapon->critDamage = root.get<float>("<xmlattr>.critDamage");
|
|
weapon->attackDuration = root.get<float>("<xmlattr>.attackDuration");
|
|
return weapon;
|
|
}
|
|
|
|
template <>
|
|
components::player::PlayerInventory* parse<components::player::PlayerInventory> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "PlayerInventory")
|
|
root = root.front().second;
|
|
|
|
components::player::PlayerInventory* controller = new components::player::PlayerInventory();
|
|
controller->capacity = root.get<uint32_t>("<xmlattr>.capacity");
|
|
controller->currentItemIndex = root.get<int>("<xmlattr>.currentItemIndex", -1);
|
|
|
|
return controller;
|
|
}
|
|
|
|
template <>
|
|
components::player::PlayerMovement* parse<components::player::PlayerMovement> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "PlayerMovement")
|
|
root = root.front().second;
|
|
|
|
components::player::PlayerMovement* controller = new components::player::PlayerMovement();
|
|
controller->facingDirection = (model::Direction)root.get<int>("<xmlattr>.facingDirection", model::Direction::South);
|
|
|
|
return controller;
|
|
}
|
|
|
|
|
|
/****** Graphics ******/
|
|
|
|
template <>
|
|
graphics::BackgroundRenderer* parse<graphics::BackgroundRenderer> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "BackgroundRenderer")
|
|
root = root.front().second;
|
|
|
|
graphics::BackgroundRenderer* renderer = new graphics::BackgroundRenderer();
|
|
return renderer;
|
|
}
|
|
|
|
template <>
|
|
graphics::SpriteRenderer* parse<graphics::SpriteRenderer> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "SpriteRenderer")
|
|
root = root.front().second;
|
|
|
|
graphics::SpriteRenderer* renderer = new graphics::SpriteRenderer();
|
|
return renderer;
|
|
}
|
|
|
|
|
|
/****** Model ******/
|
|
|
|
template <>
|
|
model::GameObject* parse<model::GameObject> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "GameObject")
|
|
root = root.front().second;
|
|
|
|
model::GameObject* gameObj = new model::GameObject();
|
|
gameObj->name = root.get<std::string>("<xmlattr>.name");
|
|
gameObj->visible = root.get<bool>("<xmlattr>.visible", true);
|
|
gameObj->setEnabled(root.get<bool>("<xmlattr>.enabled", true));
|
|
|
|
for (auto child : root)
|
|
{
|
|
// Game object
|
|
if (child.first == "GameObject")
|
|
gameObj->addChild(parse<model::GameObject>(child.second));
|
|
|
|
// Components::basic
|
|
else if (child.first == "Camera")
|
|
gameObj->addComponent(parse<components::basic::Camera>(child.second));
|
|
|
|
else if (child.first == "Sprite")
|
|
gameObj->addComponent(parse<components::basic::Sprite>(child.second));
|
|
|
|
else if (child.first == "Transform")
|
|
gameObj->addComponent(parse<components::basic::Transform>(child.second));
|
|
|
|
// Components::items
|
|
else if (child.first == "Axe")
|
|
gameObj->addComponent(parse<components::items::Axe>(child.second));
|
|
|
|
else if (child.first == "Giftable")
|
|
gameObj->addComponent(parse<components::items::Giftable>(child.second));
|
|
|
|
else if (child.first == "Hoe")
|
|
gameObj->addComponent(parse<components::items::Hoe>(child.second));
|
|
|
|
else if (child.first == "Item")
|
|
gameObj->addComponent(parse<components::items::Item>(child.second));
|
|
|
|
else if (child.first == "Pickaxe")
|
|
gameObj->addComponent(parse<components::items::Pickaxe>(child.second));
|
|
|
|
else if (child.first == "Scythe")
|
|
gameObj->addComponent(parse<components::items::Scythe>(child.second));
|
|
|
|
else if (child.first == "WateringCan")
|
|
gameObj->addComponent(parse<components::items::WateringCan>(child.second));
|
|
|
|
else if (child.first == "Weapon")
|
|
gameObj->addComponent(parse<components::items::Weapon>(child.second));
|
|
|
|
// Components::player
|
|
else if (child.first == "PlayerInventory")
|
|
gameObj->addComponent(parse<components::player::PlayerInventory>(child.second));
|
|
|
|
else if (child.first == "PlayerMovement")
|
|
gameObj->addComponent(parse<components::player::PlayerMovement>(child.second));
|
|
|
|
// Components
|
|
else if (child.first == "Background")
|
|
gameObj->addComponent(parse<components::Background>(child.second));
|
|
|
|
else if (child.first == "DebugController")
|
|
gameObj->addComponent(parse<components::DebugController>(child.second));
|
|
|
|
// Graphics
|
|
else if (child.first == "BackgroundRenderer")
|
|
gameObj->addComponent(parse<graphics::BackgroundRenderer>(child.second));
|
|
|
|
else if (child.first == "SpriteRenderer")
|
|
gameObj->addComponent(parse<graphics::SpriteRenderer>(child.second));
|
|
|
|
// !!! Add additional types here !!!
|
|
}
|
|
|
|
return gameObj;
|
|
}
|
|
|
|
template <>
|
|
model::Configuration* parse<model::Configuration> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Configuration")
|
|
root = root.front().second;
|
|
|
|
model::Configuration* config = new model::Configuration();
|
|
config->animationFps = root.get<float>("animationFps");
|
|
|
|
return config;
|
|
}
|
|
|
|
template <>
|
|
model::Scene* parse<model::Scene> (boost::property_tree::ptree& root)
|
|
{
|
|
// Ensure we are on the model::Scene node (property tree seems to add root of its own)
|
|
if (root.front().first == "Scene")
|
|
root = root.front().second;
|
|
|
|
model::Scene* scene = new model::Scene();
|
|
scene->cellWidth = root.get<uint32_t>("<xmlattr>.cellWidth");
|
|
scene->cellHeight = root.get<uint32_t>("<xmlattr>.cellHeight");
|
|
|
|
for (auto child : root)
|
|
{
|
|
if (child.first == "GameObject")
|
|
{
|
|
model::GameObject* obj = parse<model::GameObject>(child.second);
|
|
scene->root.addChild(obj);
|
|
}
|
|
}
|
|
|
|
return scene;
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|