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forked from 0ad/0ad
0ad/source/graphics/MapReader.cpp

304 lines
8.4 KiB
C++
Executable File

#include "precompiled.h"
#include "types.h"
#include "MapReader.h"
#include "UnitManager.h"
#include "Unit.h"
#include "Game.h"
#include "ObjectManager.h"
#include "BaseEntity.h"
#include "BaseEntityCollection.h"
#include "EntityManager.h"
#include "Model.h"
#include "Terrain.h"
#include "TextureManager.h"
// CMapReader constructor: nothing to do at the minute
CMapReader::CMapReader()
{
}
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
void CMapReader::LoadMap(const char* filename, CTerrain *pTerrain, CUnitManager *pUnitMan, CLightEnv *pLightEnv)
{
CFileUnpacker unpacker;
unpacker.Read(filename,"PSMP");
// check version
if (unpacker.GetVersion()<FILE_READ_VERSION) {
throw CFileUnpacker::CFileVersionError();
}
// unpack the data
UnpackMap(unpacker);
// apply data to the world
ApplyData(unpacker, pTerrain, pUnitMan, pLightEnv);
if (unpacker.GetVersion()>=3) {
// read the corresponding XML file
CStr filename_xml (filename);
filename_xml = filename_xml.Left(filename_xml.Length()-4) + ".xml";
ReadXML(filename_xml);
}
}
// UnpackMap: unpack the given data from the raw data stream into local variables
void CMapReader::UnpackMap(CFileUnpacker& unpacker)
{
// now unpack everything into local data
UnpackTerrain(unpacker);
UnpackObjects(unpacker);
if (unpacker.GetVersion()>=2) {
UnpackLightEnv(unpacker);
}
}
// UnpackLightEnv: unpack lighting parameters from input stream
void CMapReader::UnpackLightEnv(CFileUnpacker& unpacker)
{
unpacker.UnpackRaw(&m_LightEnv.m_SunColor,sizeof(m_LightEnv.m_SunColor));
unpacker.UnpackRaw(&m_LightEnv.m_Elevation,sizeof(m_LightEnv.m_Elevation));
unpacker.UnpackRaw(&m_LightEnv.m_Rotation,sizeof(m_LightEnv.m_Rotation));
unpacker.UnpackRaw(&m_LightEnv.m_TerrainAmbientColor,sizeof(m_LightEnv.m_TerrainAmbientColor));
unpacker.UnpackRaw(&m_LightEnv.m_UnitsAmbientColor,sizeof(m_LightEnv.m_UnitsAmbientColor));
m_LightEnv.CalculateSunDirection();
}
// UnpackObjects: unpack world objects from input stream
void CMapReader::UnpackObjects(CFileUnpacker& unpacker)
{
// unpack object types
u32 numObjTypes;
unpacker.UnpackRaw(&numObjTypes,sizeof(numObjTypes));
m_ObjectTypes.resize(numObjTypes);
for (uint i=0;i<numObjTypes;i++) {
CStr objname;
unpacker.UnpackString(objname);
CObjectEntry* object=g_ObjMan.FindObject((const char*) objname);
m_ObjectTypes[i]=object;
}
// unpack object data
u32 numObjects;
unpacker.UnpackRaw(&numObjects,sizeof(numObjects));
m_Objects.resize(numObjects);
unpacker.UnpackRaw(&m_Objects[0],sizeof(SObjectDesc)*numObjects);
}
// UnpackTerrain: unpack the terrain from the end of the input data stream
// - data: map size, heightmap, list of textures used by map, texture tile assignments
void CMapReader::UnpackTerrain(CFileUnpacker& unpacker)
{
// unpack map size
unpacker.UnpackRaw(&m_MapSize,sizeof(m_MapSize));
// unpack heightmap
u32 verticesPerSide=m_MapSize*PATCH_SIZE+1;
m_Heightmap.resize(SQR(verticesPerSide));
unpacker.UnpackRaw(&m_Heightmap[0],SQR(verticesPerSide)*sizeof(u16));
// unpack texture names; find handle for each texture
u32 numTextures;
unpacker.UnpackRaw(&numTextures,sizeof(numTextures));
m_TerrainTextures.reserve(numTextures);
for (uint i=0;i<numTextures;i++) {
CStr texturename;
unpacker.UnpackString(texturename);
Handle handle;
CTextureEntry* texentry=g_TexMan.FindTexture(texturename);
if (!texentry) {
// ack; mismatch between texture datasets?
handle=0;
} else {
handle=texentry->GetHandle();
}
m_TerrainTextures.push_back(handle);
}
// unpack tile data
u32 tilesPerSide=m_MapSize*PATCH_SIZE;
m_Tiles.resize(SQR(tilesPerSide));
unpacker.UnpackRaw(&m_Tiles[0],(u32)(sizeof(STileDesc)*m_Tiles.size()));
}
// ApplyData: take all the input data, and rebuild the scene from it
void CMapReader::ApplyData(CFileUnpacker& unpacker, CTerrain *pTerrain, CUnitManager *pUnitMan, CLightEnv *pLightEnv)
{
// initialise the terrain
pTerrain->Initialize(m_MapSize,&m_Heightmap[0]);
// setup the textures on the minipatches
STileDesc* tileptr=&m_Tiles[0];
for (u32 j=0;j<m_MapSize;j++) {
for (u32 i=0;i<m_MapSize;i++) {
for (u32 m=0;m<PATCH_SIZE;m++) {
for (u32 k=0;k<PATCH_SIZE;k++) {
CMiniPatch& mp=pTerrain->GetPatch(i,j)->m_MiniPatches[m][k];
mp.Tex1=m_TerrainTextures[tileptr->m_Tex1Index];
mp.Tex1Priority=tileptr->m_Priority;
tileptr++;
}
}
}
}
// remove all existing entities (by recreating the entity manager)
delete &g_EntityManager;
new CEntityManager();
// delete all remaining non-entity units
pUnitMan->DeleteAll();
// add new objects
for (u32 i=0;i<m_Objects.size();i++) {
CObjectEntry* objentry=m_ObjectTypes[m_Objects[i].m_ObjectIndex];
if (objentry && objentry->m_Model) {
if (unpacker.GetVersion() < 3) {
// Hijack the standard actor instantiation for actors that correspond to entities.
// Not an ideal solution; we'll have to figure out a map format that can define entities separately or somesuch.
CBaseEntity* templateObject = g_EntityTemplateCollection.getTemplateByActor(objentry);
if (templateObject)
{
CVector3D orient = ((CMatrix3D*)m_Objects[i].m_Transform)->GetIn();
CVector3D position = ((CMatrix3D*)m_Objects[i].m_Transform)->GetTranslation();
g_EntityManager.create(templateObject, position, atan2(-orient.X, -orient.Z));
continue;
}
}
CUnit* unit=new CUnit(objentry,objentry->m_Model->Clone());
CMatrix3D transform;
memcpy(&transform._11,m_Objects[i].m_Transform,sizeof(float)*16);
unit->GetModel()->SetTransform(transform);
// add this unit to list of units stored in unit manager
pUnitMan->AddUnit(unit);
}
}
if (unpacker.GetVersion()>=2) {
// copy over the lighting parameters
*pLightEnv=m_LightEnv;
}
}
void CMapReader::ReadXML(const char* filename)
{
#ifdef SCED
// HACK: ScEd uses absolute filenames, not VFS paths. I can't be bothered
// to make Xeromyces work with non-VFS, so just cheat:
CStr filename_vfs (filename);
filename_vfs = filename_vfs.substr(filename_vfs.ReverseFind("\\mods\\official\\") + 15);
filename_vfs.Replace("\\", "/");
filename = filename_vfs;
#endif
CXeromyces XeroFile;
if (XeroFile.Load(filename) != PSRETURN_OK)
throw CFileUnpacker::CFileReadError();
// Define all the elements and attributes used in the XML file
#define EL(x) int el_##x = XeroFile.getElementID(#x)
#define AT(x) int at_##x = XeroFile.getAttributeID(#x)
EL(scenario);
EL(entities);
EL(entity);
EL(template);
EL(player);
EL(position);
EL(orientation);
AT(x);
AT(y);
AT(z);
AT(angle);
#undef AT
#undef EL
XMBElement root = XeroFile.getRoot();
assert(root.getNodeName() == el_scenario);
// <scenario>
XMBElementList children = root.getChildNodes();
for (int i = 0; i < children.Count; ++i)
{
XMBElement child = children.item(i);
if (child.getNodeName() == el_entities)
{
// <entities>
XMBElementList children = child.getChildNodes();
for (int i = 0; i < children.Count; ++i)
{
XMBElement child = children.item(i);
assert(child.getNodeName() == el_entity);
// <entity>
CStrW TemplateName;
int PlayerID;
CVector3D Position;
float Orientation;
XMBElementList children = child.getChildNodes();
for (int i = 0; i < children.Count; ++i)
{
XMBElement child = children.item(i);
int element_name = child.getNodeName();
if (element_name == el_template)
{
// <template>
TemplateName = child.getText();
}
else if (element_name == el_player)
{
// <player>
PlayerID = CStr(child.getText()).ToInt();
}
else if (element_name == el_position)
{
// <position>
XMBAttributeList attrs = child.getAttributes();
Position = CVector3D(
CStr(attrs.getNamedItem(at_x)).ToFloat(),
CStr(attrs.getNamedItem(at_y)).ToFloat(),
CStr(attrs.getNamedItem(at_z)).ToFloat()
);
}
else if (element_name == el_orientation)
{
// <orientation>
XMBAttributeList attrs = child.getAttributes();
Orientation = CStr(attrs.getNamedItem(at_angle)).ToFloat();
}
else
debug_warn("Invalid XML data - DTD shouldn't allow this");
}
HEntity ent = g_EntityManager.create(g_EntityTemplateCollection.getTemplate(TemplateName), Position, Orientation);
ent->SetPlayer(g_Game->GetPlayer(PlayerID));
}
}
else
{
debug_warn("Invalid XML data - DTD shouldn't allow this");
}
}
}