Files
funnygame/engine/level.cpp
2025-07-13 15:47:42 +03:00

80 lines
2.2 KiB
C++

#include "level.h"
#include "baseentity.h"
#include "brush.h"
#include "engine.h"
#include "filesystem.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlstring.h"
struct MapHeader_t
{
char id[8];
uint32_t nEntities;
};
struct EntityHeader_t
{
uint32_t nTriangles;
uint32_t nProperties;
};
//-----------------------------------------------------------------------------
// Loads level from file, deserializes it and creates entities.
//-----------------------------------------------------------------------------
void ILevel::LoadLevel( const char *szLevelName )
{
FileHandle_t handle = IFileSystem::Open(CUtlString("%s.fmap",szLevelName), IFILE_READ);
CUtlBuffer<char> mapdata(IFileSystem::Size(handle));
IFileSystem::Read(handle, mapdata.GetMemory(), mapdata.GetSize());
IFileSystem::Close(handle);
MapHeader_t* pHeader = (MapHeader_t*)mapdata.GetMemory();
char *pData = (char*)mapdata.GetMemory()+sizeof(MapHeader_t);
for ( uint32_t i = 0; i < pHeader->nEntities; i++ )
{
CUtlBuffer<char> szEntityType(V_strlen(pData)+1);
V_strcpy(szEntityType, pData);
pData+=szEntityType.GetSize();
EntityHeader_t* pEntityHeader = (EntityHeader_t*)pData;
pData+=sizeof(EntityHeader_t);
CBaseEntity *pEntity = IIEngine::SpawnEntity(szEntityType);
if (!pEntity)
continue;
for ( uint32_t j = 0; j<pEntityHeader->nProperties; j++ )
{
CUtlBuffer<char> szParamName(V_strlen(pData)+1);
V_strcpy(szParamName, pData);
pData+=szParamName.GetSize();
CUtlBuffer<char> szParamValue(V_strlen(pData)+1);
V_strcpy(szParamValue, pData);
pData+=szParamValue.GetSize();
pEntity->ReadParameter(szParamName, szParamValue);
};
CBrushEntity *pBrush = dynamic_cast<CBrushEntity*>(pEntity);
if (!pBrush)
{
IIEngine::InitEntity(pEntity);
continue;
}
pBrush->m_mesh = CUtlVector<Triangle_t>(0);
for ( uint32_t j = 0; j<pEntityHeader->nTriangles; j++ )
{
Triangle_t triangle = {};
V_memcpy(triangle.location, pData, 4*9);
pData+=4*9;
V_memcpy(triangle.uv, pData, 4*6);
pData+=4*6;
CUtlBuffer<char> szTextureName(V_strlen(pData)+1);
V_strcpy(szTextureName, pData);
pData+=szTextureName.GetSize();
pBrush->m_mesh.AppendTail(triangle);
};
IIEngine::InitEntity(pBrush);
};
};