0ad/source/graphics/MapReader.cpp
phosit f5b416c63b Don't execute the task when no Future awaits it anymore
Summary:
Most of the times the callback stores a reference to a variable in scope
where the `Future` is in. When the scope is left the reference get's
dangling. `CancelOrWait` is called in multiple places (mostly
destructors) to ensure the callback isn't executed anymore.
This patch deduplicates thous calls to `CancelOrWait`.

Refs: #5874

Comments by: @Stan, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5208
This was SVN commit r28128.
2024-06-25 19:03:01 +00:00

1672 lines
46 KiB
C++

/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MapReader.h"
#include "graphics/Camera.h"
#include "graphics/CinemaManager.h"
#include "graphics/Entity.h"
#include "graphics/GameView.h"
#include "graphics/MapGenerator.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Loader.h"
#include "ps/Profiler2.h"
#include "ps/TaskManager.h"
#include "ps/World.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/PostprocManager.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRequest.h"
#include "scriptinterface/JSON.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpCinemaManager.h"
#include "simulation2/components/ICmpGarrisonHolder.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpTurretHolder.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpWaterManager.h"
#include <boost/algorithm/string/predicate.hpp>
#if defined(_MSC_VER) && _MSC_VER > 1900
#pragma warning(disable: 4456) // Declaration hides previous local declaration.
#pragma warning(disable: 4458) // Declaration hides class member.
#endif
// TODO: Maybe this should be optimized depending on the map size.
constexpr int MAP_GENERATION_CONTEXT_SIZE{96 * MiB};
CMapReader::CMapReader() = default;
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
void CMapReader::LoadMap(const VfsPath& pathname, const ScriptContext& cx, JS::HandleValue settings, CTerrain *pTerrain_,
WaterManager* pWaterMan_, SkyManager* pSkyMan_,
CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_,
CSimulation2 *pSimulation2_, const CSimContext* pSimContext_, int playerID_, bool skipEntities)
{
pTerrain = pTerrain_;
pLightEnv = pLightEnv_;
pGameView = pGameView_;
pWaterMan = pWaterMan_;
pSkyMan = pSkyMan_;
pCinema = pCinema_;
pTrigMan = pTrigMan_;
pPostproc = pPostproc_;
pSimulation2 = pSimulation2_;
pSimContext = pSimContext_;
m_PlayerID = playerID_;
m_SkipEntities = skipEntities;
m_StartingCameraTarget = INVALID_ENTITY;
m_ScriptSettings.init(cx.GetGeneralJSContext(), settings);
filename_xml = pathname.ChangeExtension(L".xml");
// In some cases (particularly tests) we don't want to bother storing a large
// mostly-empty .pmp file, so we let the XML file specify basic terrain instead.
// If there's an .xml file and no .pmp, then we're probably in this XML-only mode
only_xml = false;
if (!VfsFileExists(pathname) && VfsFileExists(filename_xml))
{
only_xml = true;
}
file_format_version = CMapIO::FILE_VERSION; // default if there's no .pmp
if (!only_xml)
{
// [25ms]
unpacker.Read(pathname, "PSMP");
file_format_version = unpacker.GetVersion();
}
// check oldest supported version
if (file_format_version < FILE_READ_VERSION)
throw PSERROR_Game_World_MapLoadFailed("Could not load terrain file - too old version!");
// delete all existing entities
if (pSimulation2)
pSimulation2->ResetState();
// reset post effects
if (pPostproc)
pPostproc->SetPostEffect(L"default");
// load map or script settings script
if (settings.isUndefined())
LDR_Register([this](const double)
{
return LoadScriptSettings();
}, L"CMapReader::LoadScriptSettings", 50);
else
LDR_Register([this](const double)
{
return LoadRMSettings();
}, L"CMapReader::LoadRMSettings", 50);
// load player settings script (must be done before reading map)
LDR_Register([this](const double)
{
return LoadPlayerSettings();
}, L"CMapReader::LoadPlayerSettings", 50);
// unpack the data
if (!only_xml)
LDR_Register([this](const double)
{
return UnpackTerrain();
}, L"CMapReader::UnpackMap", 1200);
// read the corresponding XML file
LDR_Register([this](const double)
{
return ReadXML();
}, L"CMapReader::ReadXML", 50);
// apply terrain data to the world
LDR_Register([this](const double)
{
return ApplyTerrainData();
}, L"CMapReader::ApplyTerrainData", 5);
// read entities
LDR_Register([this](const double)
{
return ReadXMLEntities();
}, L"CMapReader::ReadXMLEntities", 5800);
// apply misc data to the world
LDR_Register([this](const double)
{
return ApplyData();
}, L"CMapReader::ApplyData", 5);
// load map settings script (must be done after reading map)
LDR_Register([this](const double)
{
return LoadMapSettings();
}, L"CMapReader::LoadMapSettings", 5);
}
// LoadRandomMap: try to load the map data; reinitialise the scene to new data if successful
void CMapReader::LoadRandomMap(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, CTerrain *pTerrain_,
WaterManager* pWaterMan_, SkyManager* pSkyMan_,
CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_,
CSimulation2 *pSimulation2_, int playerID_)
{
pSimulation2 = pSimulation2_;
pSimContext = pSimulation2 ? &pSimulation2->GetSimContext() : NULL;
m_ScriptSettings.init(cx.GetGeneralJSContext(), settings);
pTerrain = pTerrain_;
pLightEnv = pLightEnv_;
pGameView = pGameView_;
pWaterMan = pWaterMan_;
pSkyMan = pSkyMan_;
pCinema = pCinema_;
pTrigMan = pTrigMan_;
pPostproc = pPostproc_;
m_PlayerID = playerID_;
m_SkipEntities = false;
m_StartingCameraTarget = INVALID_ENTITY;
// delete all existing entities
if (pSimulation2)
pSimulation2->ResetState();
only_xml = false;
// copy random map settings (before entity creation)
LDR_Register([this](const double)
{
return LoadRMSettings();
}, L"CMapReader::LoadRMSettings", 50);
// load player settings script (must be done before reading map)
LDR_Register([this](const double)
{
return LoadPlayerSettings();
}, L"CMapReader::LoadPlayerSettings", 50);
// load map generator with random map script
LDR_Register([this, scriptFile](const double)
{
return StartMapGeneration(scriptFile);
}, L"CMapReader::StartMapGeneration", 1);
LDR_Register([this](const double)
{
return PollMapGeneration();
}, L"CMapReader::PollMapGeneration", 19999);
// parse RMS results into terrain structure
LDR_Register([this](const double)
{
return ParseTerrain();
}, L"CMapReader::ParseTerrain", 500);
// parse RMS results into environment settings
LDR_Register([this](const double)
{
return ParseEnvironment();
}, L"CMapReader::ParseEnvironment", 5);
// parse RMS results into camera settings
LDR_Register([this](const double)
{
return ParseCamera();
}, L"CMapReader::ParseCamera", 5);
// apply terrain data to the world
LDR_Register([this](const double)
{
return ApplyTerrainData();
}, L"CMapReader::ApplyTerrainData", 5);
// parse RMS results into entities
LDR_Register([this](const double)
{
return ParseEntities();
}, L"CMapReader::ParseEntities", 1000);
// apply misc data to the world
LDR_Register([this](const double)
{
return ApplyData();
}, L"CMapReader::ApplyData", 5);
// load map settings script (must be done after reading map)
LDR_Register([this](const double)
{
return LoadMapSettings();
}, L"CMapReader::LoadMapSettings", 5);
}
// 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
int CMapReader::UnpackTerrain()
{
// yield after this time is reached. balances increased progress bar
// smoothness vs. slowing down loading.
const double end_time = timer_Time() + 200e-3;
// first call to generator (this is skipped after first call,
// i.e. when the loop below was interrupted)
if (cur_terrain_tex == 0)
{
m_PatchesPerSide = (ssize_t)unpacker.UnpackSize();
// unpack heightmap [600us]
size_t verticesPerSide = m_PatchesPerSide*PATCH_SIZE+1;
m_Heightmap.resize(SQR(verticesPerSide));
unpacker.UnpackRaw(&m_Heightmap[0], SQR(verticesPerSide)*sizeof(u16));
// unpack # textures
num_terrain_tex = unpacker.UnpackSize();
m_TerrainTextures.reserve(num_terrain_tex);
}
// unpack texture names; find handle for each texture.
// interruptible.
while (cur_terrain_tex < num_terrain_tex)
{
CStr texturename;
unpacker.UnpackString(texturename);
if (CTerrainTextureManager::IsInitialised())
{
CTerrainTextureEntry* texentry = g_TexMan.FindTexture(texturename);
m_TerrainTextures.push_back(texentry);
}
cur_terrain_tex++;
LDR_CHECK_TIMEOUT(cur_terrain_tex, num_terrain_tex);
}
// unpack tile data [3ms]
ssize_t tilesPerSide = m_PatchesPerSide*PATCH_SIZE;
m_Tiles.resize(size_t(SQR(tilesPerSide)));
unpacker.UnpackRaw(&m_Tiles[0], sizeof(STileDesc)*m_Tiles.size());
// reset generator state.
cur_terrain_tex = 0;
return 0;
}
int CMapReader::ApplyTerrainData()
{
if (m_PatchesPerSide == 0)
{
// we'll probably crash when trying to use this map later
throw PSERROR_Game_World_MapLoadFailed("Error loading map: no terrain data.\nCheck application log for details.");
}
if (!only_xml)
{
// initialise the terrain
pTerrain->Initialize(m_PatchesPerSide, &m_Heightmap[0]);
if (CTerrainTextureManager::IsInitialised())
{
// setup the textures on the minipatches
STileDesc* tileptr = &m_Tiles[0];
for (ssize_t j=0; j<m_PatchesPerSide; j++) {
for (ssize_t i=0; i<m_PatchesPerSide; i++) {
for (ssize_t m=0; m<PATCH_SIZE; m++) {
for (ssize_t k=0; k<PATCH_SIZE; k++) {
CMiniPatch& mp = pTerrain->GetPatch(i,j)->m_MiniPatches[m][k]; // can't fail
mp.Tex = m_TerrainTextures[tileptr->m_Tex1Index];
mp.Priority = tileptr->m_Priority;
tileptr++;
}
}
}
}
}
}
CmpPtr<ICmpTerrain> cmpTerrain(*pSimContext, SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->ReloadTerrain();
return 0;
}
// ApplyData: take all the input data, and rebuild the scene from it
int CMapReader::ApplyData()
{
// copy over the lighting parameters
if (pLightEnv)
*pLightEnv = m_LightEnv;
CmpPtr<ICmpPlayerManager> cmpPlayerManager(*pSimContext, SYSTEM_ENTITY);
if (pGameView && cmpPlayerManager)
{
// Default to global camera (with constraints)
pGameView->ResetCameraTarget(pGameView->GetCamera()->GetFocus());
// TODO: Starting rotation?
CmpPtr<ICmpPlayer> cmpPlayer(*pSimContext, cmpPlayerManager->GetPlayerByID(m_PlayerID));
if (cmpPlayer && cmpPlayer->HasStartingCamera())
{
// Use player starting camera
CFixedVector3D pos = cmpPlayer->GetStartingCameraPos();
pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
}
else if (m_StartingCameraTarget != INVALID_ENTITY)
{
// Point camera at entity
CmpPtr<ICmpPosition> cmpPosition(*pSimContext, m_StartingCameraTarget);
if (cmpPosition)
{
CFixedVector3D pos = cmpPosition->GetPosition();
pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
}
}
}
return 0;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
PSRETURN CMapSummaryReader::LoadMap(const VfsPath& pathname)
{
VfsPath filename_xml = pathname.ChangeExtension(L".xml");
CXeromyces xmb_file;
if (xmb_file.Load(g_VFS, filename_xml, "scenario") != PSRETURN_OK)
return PSRETURN_File_ReadFailed;
// Define all the relevant elements used in the XML file
#define EL(x) int el_##x = xmb_file.GetElementID(#x)
#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
EL(scenario);
EL(scriptsettings);
#undef AT
#undef EL
XMBElement root = xmb_file.GetRoot();
ENSURE(root.GetNodeName() == el_scenario);
XERO_ITER_EL(root, child)
{
int child_name = child.GetNodeName();
if (child_name == el_scriptsettings)
{
m_ScriptSettings = child.GetText();
}
}
return PSRETURN_OK;
}
void CMapSummaryReader::GetMapSettings(const ScriptInterface& scriptInterface, JS::MutableHandleValue ret)
{
ScriptRequest rq(scriptInterface);
Script::CreateObject(rq, ret);
if (m_ScriptSettings.empty())
return;
JS::RootedValue scriptSettingsVal(rq.cx);
Script::ParseJSON(rq, m_ScriptSettings, &scriptSettingsVal);
Script::SetProperty(rq, ret, "settings", scriptSettingsVal, false);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Holds various state data while reading maps, so that loading can be
// interrupted (e.g. to update the progress display) then later resumed.
class CXMLReader
{
NONCOPYABLE(CXMLReader);
public:
CXMLReader(const VfsPath& xml_filename, CMapReader& mapReader)
: m_MapReader(mapReader), nodes(NULL, 0, NULL)
{
Init(xml_filename);
}
CStr ReadScriptSettings();
// read everything except for entities
void ReadXML();
// return semantics: see Loader.cpp!LoadFunc.
int ProgressiveReadEntities();
private:
CXeromyces xmb_file;
CMapReader& m_MapReader;
int el_entity;
int el_tracks;
int el_template, el_player;
int el_position, el_orientation, el_obstruction;
int el_garrison;
int el_turrets;
int el_actor;
int at_x;
int at_y;
int at_z;
int at_group, at_group2;
int at_angle;
int at_uid;
int at_seed;
int at_turret;
XMBElementList nodes; // children of root
// loop counters
size_t node_idx;
size_t entity_idx;
// # entities+nonentities processed and total (for progress calc)
int completed_jobs, total_jobs;
// maximum used entity ID, so we can safely allocate new ones
entity_id_t max_uid;
void Init(const VfsPath& xml_filename);
void ReadTerrain(XMBElement parent);
void ReadEnvironment(XMBElement parent);
void ReadCamera(XMBElement parent);
void ReadPaths(XMBElement parent);
void ReadTriggers(XMBElement parent);
int ReadEntities(XMBElement parent, double end_time);
};
void CXMLReader::Init(const VfsPath& xml_filename)
{
// must only assign once, so do it here
node_idx = entity_idx = 0;
if (xmb_file.Load(g_VFS, xml_filename, "scenario") != PSRETURN_OK)
throw PSERROR_Game_World_MapLoadFailed("Could not read map XML file!");
// define the elements and attributes that are frequently used in the XML file,
// so we don't need to do lots of string construction and comparison when
// reading the data.
// (Needs to be synchronised with the list in CXMLReader - ugh)
#define EL(x) el_##x = xmb_file.GetElementID(#x)
#define AT(x) at_##x = xmb_file.GetAttributeID(#x)
EL(entity);
EL(tracks);
EL(template);
EL(player);
EL(position);
EL(garrison);
EL(turrets);
EL(orientation);
EL(obstruction);
EL(actor);
AT(x); AT(y); AT(z);
AT(group); AT(group2);
AT(angle);
AT(uid);
AT(seed);
AT(turret);
#undef AT
#undef EL
XMBElement root = xmb_file.GetRoot();
ENSURE(xmb_file.GetElementStringView(root.GetNodeName()) == "Scenario");
nodes = root.GetChildNodes();
// find out total number of entities+nonentities
// (used when calculating progress)
completed_jobs = 0;
total_jobs = 0;
for (XMBElement node : nodes)
total_jobs += node.GetChildNodes().size();
// Find the maximum entity ID, so we can safely allocate new IDs without conflicts
max_uid = SYSTEM_ENTITY;
XMBElement ents = nodes.GetFirstNamedItem(xmb_file.GetElementID("Entities"));
XERO_ITER_EL(ents, ent)
{
CStr uid = ent.GetAttributes().GetNamedItem(at_uid);
max_uid = std::max(max_uid, (entity_id_t)uid.ToUInt());
}
}
CStr CXMLReader::ReadScriptSettings()
{
XMBElement root = xmb_file.GetRoot();
ENSURE(xmb_file.GetElementStringView(root.GetNodeName()) == "Scenario");
nodes = root.GetChildNodes();
XMBElement settings = nodes.GetFirstNamedItem(xmb_file.GetElementID("ScriptSettings"));
return settings.GetText();
}
void CXMLReader::ReadTerrain(XMBElement parent)
{
#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
AT(patches);
AT(texture);
AT(priority);
AT(height);
#undef AT
ssize_t patches = 9;
CStr texture = "grass1_spring";
int priority = 0;
u16 height = 16384;
XERO_ITER_ATTR(parent, attr)
{
if (attr.Name == at_patches)
patches = attr.Value.ToInt();
else if (attr.Name == at_texture)
texture = attr.Value;
else if (attr.Name == at_priority)
priority = attr.Value.ToInt();
else if (attr.Name == at_height)
height = (u16)attr.Value.ToInt();
}
m_MapReader.m_PatchesPerSide = patches;
// Load the texture
CTerrainTextureEntry* texentry = nullptr;
if (CTerrainTextureManager::IsInitialised())
texentry = g_TexMan.FindTexture(texture);
m_MapReader.pTerrain->Initialize(patches, NULL);
// Fill the heightmap
u16* heightmap = m_MapReader.pTerrain->GetHeightMap();
ssize_t verticesPerSide = m_MapReader.pTerrain->GetVerticesPerSide();
for (ssize_t i = 0; i < SQR(verticesPerSide); ++i)
heightmap[i] = height;
// Fill the texture map
for (ssize_t pz = 0; pz < patches; ++pz)
{
for (ssize_t px = 0; px < patches; ++px)
{
CPatch* patch = m_MapReader.pTerrain->GetPatch(px, pz); // can't fail
for (ssize_t z = 0; z < PATCH_SIZE; ++z)
{
for (ssize_t x = 0; x < PATCH_SIZE; ++x)
{
patch->m_MiniPatches[z][x].Tex = texentry;
patch->m_MiniPatches[z][x].Priority = priority;
}
}
}
}
}
void CXMLReader::ReadEnvironment(XMBElement parent)
{
#define EL(x) int el_##x = xmb_file.GetElementID(#x)
#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
EL(posteffect);
EL(skyset);
EL(suncolor);
EL(sunelevation);
EL(sunrotation);
EL(ambientcolor);
EL(water);
EL(waterbody);
EL(type);
EL(color);
EL(tint);
EL(height);
EL(waviness);
EL(murkiness);
EL(windangle);
EL(fog);
EL(fogcolor);
EL(fogfactor);
EL(fogthickness);
EL(postproc);
EL(brightness);
EL(contrast);
EL(saturation);
EL(bloom);
AT(r); AT(g); AT(b);
#undef AT
#undef EL
XERO_ITER_EL(parent, element)
{
int element_name = element.GetNodeName();
XMBAttributeList attrs = element.GetAttributes();
if (element_name == el_skyset)
{
if (m_MapReader.pSkyMan)
m_MapReader.pSkyMan->SetSkySet(element.GetText().FromUTF8());
}
else if (element_name == el_suncolor)
{
m_MapReader.m_LightEnv.m_SunColor = RGBColor(
attrs.GetNamedItem(at_r).ToFloat(),
attrs.GetNamedItem(at_g).ToFloat(),
attrs.GetNamedItem(at_b).ToFloat());
}
else if (element_name == el_sunelevation)
{
m_MapReader.m_LightEnv.m_Elevation = attrs.GetNamedItem(at_angle).ToFloat();
}
else if (element_name == el_sunrotation)
{
m_MapReader.m_LightEnv.m_Rotation = attrs.GetNamedItem(at_angle).ToFloat();
}
else if (element_name == el_ambientcolor)
{
m_MapReader.m_LightEnv.m_AmbientColor = RGBColor(
attrs.GetNamedItem(at_r).ToFloat(),
attrs.GetNamedItem(at_g).ToFloat(),
attrs.GetNamedItem(at_b).ToFloat());
}
else if (element_name == el_fog)
{
XERO_ITER_EL(element, fog)
{
int fog_element_name = fog.GetNodeName();
if (fog_element_name == el_fogcolor)
{
XMBAttributeList fogAttributes = fog.GetAttributes();
m_MapReader.m_LightEnv.m_FogColor = RGBColor(
fogAttributes.GetNamedItem(at_r).ToFloat(),
fogAttributes.GetNamedItem(at_g).ToFloat(),
fogAttributes.GetNamedItem(at_b).ToFloat());
}
else if (fog_element_name == el_fogfactor)
{
m_MapReader.m_LightEnv.m_FogFactor = fog.GetText().ToFloat();
}
else if (fog_element_name == el_fogthickness)
{
m_MapReader.m_LightEnv.m_FogMax = fog.GetText().ToFloat();
}
}
}
else if (element_name == el_postproc)
{
XERO_ITER_EL(element, postproc)
{
int post_element_name = postproc.GetNodeName();
if (post_element_name == el_brightness)
{
m_MapReader.m_LightEnv.m_Brightness = postproc.GetText().ToFloat();
}
else if (post_element_name == el_contrast)
{
m_MapReader.m_LightEnv.m_Contrast = postproc.GetText().ToFloat();
}
else if (post_element_name == el_saturation)
{
m_MapReader.m_LightEnv.m_Saturation = postproc.GetText().ToFloat();
}
else if (post_element_name == el_bloom)
{
m_MapReader.m_LightEnv.m_Bloom = postproc.GetText().ToFloat();
}
else if (post_element_name == el_posteffect)
{
if (m_MapReader.pPostproc)
m_MapReader.pPostproc->SetPostEffect(postproc.GetText().FromUTF8());
}
}
}
else if (element_name == el_water)
{
XERO_ITER_EL(element, waterbody)
{
ENSURE(waterbody.GetNodeName() == el_waterbody);
XERO_ITER_EL(waterbody, waterelement)
{
int water_element_name = waterelement.GetNodeName();
if (water_element_name == el_height)
{
CmpPtr<ICmpWaterManager> cmpWaterManager(*m_MapReader.pSimContext, SYSTEM_ENTITY);
ENSURE(cmpWaterManager);
cmpWaterManager->SetWaterLevel(entity_pos_t::FromString(waterelement.GetText()));
continue;
}
// The rest are purely graphical effects, and should be ignored if
// graphics are disabled
if (!m_MapReader.pWaterMan)
continue;
if (water_element_name == el_type)
{
if (waterelement.GetText() == "default")
m_MapReader.pWaterMan->m_WaterType = L"ocean";
else
m_MapReader.pWaterMan->m_WaterType = waterelement.GetText().FromUTF8();
}
#define READ_COLOR(el, out) \
else if (water_element_name == el) \
{ \
XMBAttributeList colorAttrs = waterelement.GetAttributes(); \
out = CColor( \
colorAttrs.GetNamedItem(at_r).ToFloat(), \
colorAttrs.GetNamedItem(at_g).ToFloat(), \
colorAttrs.GetNamedItem(at_b).ToFloat(), \
1.f); \
}
#define READ_FLOAT(el, out) \
else if (water_element_name == el) \
{ \
out = waterelement.GetText().ToFloat(); \
} \
READ_COLOR(el_color, m_MapReader.pWaterMan->m_WaterColor)
READ_COLOR(el_tint, m_MapReader.pWaterMan->m_WaterTint)
READ_FLOAT(el_waviness, m_MapReader.pWaterMan->m_Waviness)
READ_FLOAT(el_murkiness, m_MapReader.pWaterMan->m_Murkiness)
READ_FLOAT(el_windangle, m_MapReader.pWaterMan->m_WindAngle)
#undef READ_FLOAT
#undef READ_COLOR
else
debug_warn(L"Invalid map XML data");
}
}
}
else
debug_warn(L"Invalid map XML data");
}
m_MapReader.m_LightEnv.CalculateSunDirection();
}
void CXMLReader::ReadCamera(XMBElement parent)
{
// defaults if we don't find player starting camera
#define EL(x) int el_##x = xmb_file.GetElementID(#x)
#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
EL(declination);
EL(rotation);
EL(position);
AT(angle);
AT(x); AT(y); AT(z);
#undef AT
#undef EL
float declination = DEGTORAD(30.f), rotation = DEGTORAD(-45.f);
CVector3D translation = CVector3D(100, 150, -100);
XERO_ITER_EL(parent, element)
{
int element_name = element.GetNodeName();
XMBAttributeList attrs = element.GetAttributes();
if (element_name == el_declination)
{
declination = attrs.GetNamedItem(at_angle).ToFloat();
}
else if (element_name == el_rotation)
{
rotation = attrs.GetNamedItem(at_angle).ToFloat();
}
else if (element_name == el_position)
{
translation = CVector3D(
attrs.GetNamedItem(at_x).ToFloat(),
attrs.GetNamedItem(at_y).ToFloat(),
attrs.GetNamedItem(at_z).ToFloat());
}
else
debug_warn(L"Invalid map XML data");
}
if (m_MapReader.pGameView)
{
m_MapReader.pGameView->GetCamera()->m_Orientation.SetXRotation(declination);
m_MapReader.pGameView->GetCamera()->m_Orientation.RotateY(rotation);
m_MapReader.pGameView->GetCamera()->m_Orientation.Translate(translation);
m_MapReader.pGameView->GetCamera()->UpdateFrustum();
}
}
void CXMLReader::ReadPaths(XMBElement parent)
{
#define EL(x) int el_##x = xmb_file.GetElementID(#x)
#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
EL(path);
EL(rotation);
EL(node);
EL(position);
EL(target);
AT(name);
AT(timescale);
AT(orientation);
AT(mode);
AT(style);
AT(x);
AT(y);
AT(z);
AT(deltatime);
#undef EL
#undef AT
CmpPtr<ICmpCinemaManager> cmpCinemaManager(*m_MapReader.pSimContext, SYSTEM_ENTITY);
XERO_ITER_EL(parent, element)
{
int elementName = element.GetNodeName();
if (elementName == el_path)
{
CCinemaData pathData;
XMBAttributeList attrs = element.GetAttributes();
CStrW pathName(attrs.GetNamedItem(at_name).FromUTF8());
pathData.m_Name = pathName;
pathData.m_Timescale = fixed::FromString(attrs.GetNamedItem(at_timescale));
pathData.m_Orientation = attrs.GetNamedItem(at_orientation).FromUTF8();
pathData.m_Mode = attrs.GetNamedItem(at_mode).FromUTF8();
pathData.m_Style = attrs.GetNamedItem(at_style).FromUTF8();
TNSpline positionSpline, targetSpline;
fixed lastPositionTime = fixed::Zero();
fixed lastTargetTime = fixed::Zero();
XERO_ITER_EL(element, pathChild)
{
elementName = pathChild.GetNodeName();
attrs = pathChild.GetAttributes();
// Load node data used for spline
if (elementName == el_node)
{
lastPositionTime += fixed::FromString(attrs.GetNamedItem(at_deltatime));
lastTargetTime += fixed::FromString(attrs.GetNamedItem(at_deltatime));
XERO_ITER_EL(pathChild, nodeChild)
{
elementName = nodeChild.GetNodeName();
attrs = nodeChild.GetAttributes();
if (elementName == el_position)
{
CFixedVector3D position(fixed::FromString(attrs.GetNamedItem(at_x)),
fixed::FromString(attrs.GetNamedItem(at_y)),
fixed::FromString(attrs.GetNamedItem(at_z)));
positionSpline.AddNode(position, CFixedVector3D(), lastPositionTime);
lastPositionTime = fixed::Zero();
}
else if (elementName == el_rotation)
{
// TODO: Implement rotation slerp/spline as another object
}
else if (elementName == el_target)
{
CFixedVector3D targetPosition(fixed::FromString(attrs.GetNamedItem(at_x)),
fixed::FromString(attrs.GetNamedItem(at_y)),
fixed::FromString(attrs.GetNamedItem(at_z)));
targetSpline.AddNode(targetPosition, CFixedVector3D(), lastTargetTime);
lastTargetTime = fixed::Zero();
}
else
LOGWARNING("Invalid cinematic element for node child");
}
}
else
LOGWARNING("Invalid cinematic element for path child");
}
// Construct cinema path with data gathered
CCinemaPath path(pathData, positionSpline, targetSpline);
if (path.Empty())
{
LOGWARNING("Path with name '%s' is empty", pathName.ToUTF8());
return;
}
if (!cmpCinemaManager)
continue;
if (!cmpCinemaManager->HasPath(pathName))
cmpCinemaManager->AddPath(path);
else
LOGWARNING("Path with name '%s' already exists", pathName.ToUTF8());
}
else
LOGWARNING("Invalid path child with name '%s'", element.GetText());
}
}
void CXMLReader::ReadTriggers(XMBElement UNUSED(parent))
{
}
int CXMLReader::ReadEntities(XMBElement parent, double end_time)
{
XMBElementList entities = parent.GetChildNodes();
ENSURE(m_MapReader.pSimulation2);
CSimulation2& sim = *m_MapReader.pSimulation2;
CmpPtr<ICmpPlayerManager> cmpPlayerManager(sim, SYSTEM_ENTITY);
while (entity_idx < entities.size())
{
// all new state at this scope and below doesn't need to be
// wrapped, since we only yield after a complete iteration.
XMBElement entity = entities[entity_idx++];
ENSURE(entity.GetNodeName() == el_entity);
XMBAttributeList attrs = entity.GetAttributes();
CStr uid = attrs.GetNamedItem(at_uid);
ENSURE(!uid.empty());
int EntityUid = uid.ToInt();
CStrW TemplateName;
int PlayerID = 0;
std::vector<entity_id_t> Garrison;
std::vector<std::pair<std::string, entity_id_t>> Turrets;
CFixedVector3D Position;
CFixedVector3D Orientation;
long Seed = -1;
// Obstruction control groups.
entity_id_t ControlGroup = INVALID_ENTITY;
entity_id_t ControlGroup2 = INVALID_ENTITY;
XERO_ITER_EL(entity, setting)
{
int element_name = setting.GetNodeName();
// <template>
if (element_name == el_template)
{
TemplateName = setting.GetText().FromUTF8();
}
// <player>
else if (element_name == el_player)
{
PlayerID = setting.GetText().ToInt();
}
// <position>
else if (element_name == el_position)
{
XMBAttributeList positionAttrs = setting.GetAttributes();
Position = CFixedVector3D(
fixed::FromString(positionAttrs.GetNamedItem(at_x)),
fixed::FromString(positionAttrs.GetNamedItem(at_y)),
fixed::FromString(positionAttrs.GetNamedItem(at_z)));
}
// <orientation>
else if (element_name == el_orientation)
{
XMBAttributeList orientationAttrs = setting.GetAttributes();
Orientation = CFixedVector3D(
fixed::FromString(orientationAttrs.GetNamedItem(at_x)),
fixed::FromString(orientationAttrs.GetNamedItem(at_y)),
fixed::FromString(orientationAttrs.GetNamedItem(at_z)));
// TODO: what happens if some attributes are missing?
}
// <obstruction>
else if (element_name == el_obstruction)
{
XMBAttributeList obstructionAttrs = setting.GetAttributes();
ControlGroup = obstructionAttrs.GetNamedItem(at_group).ToInt();
ControlGroup2 = obstructionAttrs.GetNamedItem(at_group2).ToInt();
}
// <garrison>
else if (element_name == el_garrison)
{
XMBElementList garrison = setting.GetChildNodes();
Garrison.reserve(garrison.size());
for (const XMBElement& garr_ent : garrison)
{
XMBAttributeList garrisonAttrs = garr_ent.GetAttributes();
Garrison.push_back(garrisonAttrs.GetNamedItem(at_uid).ToInt());
}
}
// <turrets>
else if (element_name == el_turrets)
{
XMBElementList turrets = setting.GetChildNodes();
Turrets.reserve(turrets.size());
for (const XMBElement& turretPoint : turrets)
{
XMBAttributeList turretAttrs = turretPoint.GetAttributes();
Turrets.emplace_back(
turretAttrs.GetNamedItem(at_turret),
turretAttrs.GetNamedItem(at_uid).ToInt()
);
}
}
// <actor>
else if (element_name == el_actor)
{
XMBAttributeList attrs = setting.GetAttributes();
CStr seedStr = attrs.GetNamedItem(at_seed);
if (!seedStr.empty())
{
Seed = seedStr.ToLong();
ENSURE(Seed >= 0);
}
}
else
debug_warn(L"Invalid map XML data");
}
entity_id_t ent = sim.AddEntity(TemplateName, EntityUid);
entity_id_t player = cmpPlayerManager->GetPlayerByID(PlayerID);
if (ent == INVALID_ENTITY || player == INVALID_ENTITY)
{ // Don't add entities with invalid player IDs
LOGERROR("Failed to load entity template '%s'", utf8_from_wstring(TemplateName));
}
else
{
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
if (cmpPosition)
{
cmpPosition->JumpTo(Position.X, Position.Z);
cmpPosition->SetYRotation(Orientation.Y);
// TODO: other parts of the position
}
if (!Garrison.empty())
{
CmpPtr<ICmpGarrisonHolder> cmpGarrisonHolder(sim, ent);
if (cmpGarrisonHolder)
cmpGarrisonHolder->SetInitEntities(std::move(Garrison));
else
LOGERROR("CXMLMapReader::ReadEntities() entity '%d' of player '%d' has no GarrisonHolder component and thus cannot garrison units.", ent, PlayerID);
}
// Needs to be before ownership changes to prevent initialising
// subunits too soon.
if (!Turrets.empty())
{
CmpPtr<ICmpTurretHolder> cmpTurretHolder(sim, ent);
if (cmpTurretHolder)
cmpTurretHolder->SetInitEntities(std::move(Turrets));
else
LOGERROR("CXMLMapReader::ReadEntities() entity '%d' of player '%d' has no TurretHolder component and thus cannot use turrets.", ent, PlayerID);
}
CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
if (cmpOwnership)
cmpOwnership->SetOwner(PlayerID);
CmpPtr<ICmpObstruction> cmpObstruction(sim, ent);
if (cmpObstruction)
{
if (ControlGroup != INVALID_ENTITY)
cmpObstruction->SetControlGroup(ControlGroup);
if (ControlGroup2 != INVALID_ENTITY)
cmpObstruction->SetControlGroup2(ControlGroup2);
cmpObstruction->ResolveFoundationCollisions();
}
CmpPtr<ICmpVisual> cmpVisual(sim, ent);
if (cmpVisual)
{
if (Seed != -1)
cmpVisual->SetActorSeed((u32)Seed);
// TODO: variation/selection strings
}
if (PlayerID == m_MapReader.m_PlayerID && (boost::algorithm::ends_with(TemplateName, L"civil_centre") || m_MapReader.m_StartingCameraTarget == INVALID_ENTITY))
{
// Focus on civil centre or first entity owned by player
m_MapReader.m_StartingCameraTarget = ent;
}
}
completed_jobs++;
LDR_CHECK_TIMEOUT(completed_jobs, total_jobs);
}
return 0;
}
void CXMLReader::ReadXML()
{
for (XMBElement node : nodes)
{
CStr name = xmb_file.GetElementString(node.GetNodeName());
if (name == "Terrain")
{
ReadTerrain(node);
}
else if (name == "Environment")
{
ReadEnvironment(node);
}
else if (name == "Camera")
{
ReadCamera(node);
}
else if (name == "ScriptSettings")
{
// Already loaded - this is to prevent an assertion
}
else if (name == "Entities")
{
// Handled by ProgressiveReadEntities instead
}
else if (name == "Paths")
{
ReadPaths(node);
}
else if (name == "Triggers")
{
ReadTriggers(node);
}
else if (name == "Script")
{
if (m_MapReader.pSimulation2)
m_MapReader.pSimulation2->SetStartupScript(node.GetText());
}
else
{
debug_printf("Invalid XML element in map file: %s\n", name.c_str());
debug_warn(L"Invalid map XML data");
}
}
}
int CXMLReader::ProgressiveReadEntities()
{
// yield after this time is reached. balances increased progress bar
// smoothness vs. slowing down loading.
const double end_time = timer_Time() + 200e-3;
int ret;
while (node_idx < nodes.size())
{
XMBElement node = nodes[node_idx];
CStr name = xmb_file.GetElementString(node.GetNodeName());
if (name == "Entities")
{
if (!m_MapReader.m_SkipEntities)
{
ret = ReadEntities(node, end_time);
if (ret != 0) // error or timed out
return ret;
}
}
node_idx++;
}
return 0;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// load script settings from map
int CMapReader::LoadScriptSettings()
{
if (!xml_reader)
xml_reader = new CXMLReader(filename_xml, *this);
// parse the script settings
if (pSimulation2)
pSimulation2->SetMapSettings(xml_reader->ReadScriptSettings());
return 0;
}
// load player settings script
int CMapReader::LoadPlayerSettings()
{
if (pSimulation2)
pSimulation2->LoadPlayerSettings(true);
return 0;
}
// load map settings script
int CMapReader::LoadMapSettings()
{
if (pSimulation2)
pSimulation2->LoadMapSettings();
return 0;
}
int CMapReader::ReadXML()
{
if (!xml_reader)
xml_reader = new CXMLReader(filename_xml, *this);
xml_reader->ReadXML();
return 0;
}
// progressive
int CMapReader::ReadXMLEntities()
{
if (!xml_reader)
xml_reader = new CXMLReader(filename_xml, *this);
int ret = xml_reader->ProgressiveReadEntities();
// finished or failed
if (ret <= 0)
{
SAFE_DELETE(xml_reader);
}
return ret;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int CMapReader::LoadRMSettings()
{
// copy random map settings over to sim
ENSURE(pSimulation2);
pSimulation2->SetMapSettings(m_ScriptSettings);
return 0;
}
struct CMapReader::GeneratorState
{
std::atomic<int> progress{1};
Future<Script::StructuredClone> task;
};
int CMapReader::StartMapGeneration(const CStrW& scriptFile)
{
ScriptRequest rq(pSimulation2->GetScriptInterface());
m_GeneratorState = std::make_unique<GeneratorState>();
// The settings are stringified to pass them to the task.
m_GeneratorState->task = Threading::TaskManager::Instance().PushTask(
[&progress = m_GeneratorState->progress, scriptFile,
settings = Script::StringifyJSON(rq, &m_ScriptSettings)]
{
PROFILE2("Map Generation");
const CStrW scriptPath{scriptFile.empty() ? L"" : L"maps/random/" + scriptFile};
const std::shared_ptr<ScriptContext> mapgenContext{ScriptContext::CreateContext(
MAP_GENERATION_CONTEXT_SIZE)};
ScriptInterface mapgenInterface{"Engine", "MapGenerator", mapgenContext};
return RunMapGenerationScript(progress, mapgenInterface, scriptPath, settings);
});
return 0;
}
[[noreturn]] void ThrowMapGenerationError()
{
throw PSERROR_Game_World_MapLoadFailed{
"Error generating random map.\nCheck application log for details."};
};
int CMapReader::PollMapGeneration()
{
ENSURE(m_GeneratorState);
if (!m_GeneratorState->task.IsReady())
return m_GeneratorState->progress.load();
const Script::StructuredClone results{m_GeneratorState->task.Get()};
if (!results)
ThrowMapGenerationError();
// Parse data into simulation context
ScriptRequest rq(pSimulation2->GetScriptInterface());
JS::RootedValue data{rq.cx};
Script::ReadStructuredClone(rq, results, &data);
if (data.isUndefined())
ThrowMapGenerationError();
m_MapData.init(rq.cx, data);
return 0;
};
int CMapReader::ParseTerrain()
{
TIMER(L"ParseTerrain");
ScriptRequest rq(pSimulation2->GetScriptInterface());
// parse terrain from map data
// an error here should stop the loading process
#define GET_TERRAIN_PROPERTY(val, prop, out)\
if (!Script::GetProperty(rq, val, #prop, out))\
{ LOGERROR("CMapReader::ParseTerrain() failed to get '%s' property", #prop);\
throw PSERROR_Game_World_MapLoadFailed("Error parsing terrain data.\nCheck application log for details"); }
u32 size;
GET_TERRAIN_PROPERTY(m_MapData, size, size)
m_PatchesPerSide = size / PATCH_SIZE;
// flat heightmap of u16 data
GET_TERRAIN_PROPERTY(m_MapData, height, m_Heightmap)
// load textures
std::vector<std::string> textureNames;
GET_TERRAIN_PROPERTY(m_MapData, textureNames, textureNames)
num_terrain_tex = textureNames.size();
while (cur_terrain_tex < num_terrain_tex)
{
if (CTerrainTextureManager::IsInitialised())
{
CTerrainTextureEntry* texentry = g_TexMan.FindTexture(textureNames[cur_terrain_tex]);
m_TerrainTextures.push_back(texentry);
}
cur_terrain_tex++;
}
// build tile data
m_Tiles.resize(SQR(size));
JS::RootedValue tileData(rq.cx);
GET_TERRAIN_PROPERTY(m_MapData, tileData, &tileData)
// parse tile data object into flat arrays
std::vector<u16> tileIndex;
std::vector<u16> tilePriority;
GET_TERRAIN_PROPERTY(tileData, index, tileIndex);
GET_TERRAIN_PROPERTY(tileData, priority, tilePriority);
ENSURE(SQR(size) == tileIndex.size() && SQR(size) == tilePriority.size());
// reorder by patches and store
for (size_t x = 0; x < size; ++x)
{
size_t patchX = x / PATCH_SIZE;
size_t offX = x % PATCH_SIZE;
for (size_t y = 0; y < size; ++y)
{
size_t patchY = y / PATCH_SIZE;
size_t offY = y % PATCH_SIZE;
STileDesc tile;
tile.m_Tex1Index = tileIndex[y*size + x];
tile.m_Tex2Index = 0xFFFF;
tile.m_Priority = tilePriority[y*size + x];
m_Tiles[(patchY * m_PatchesPerSide + patchX) * SQR(PATCH_SIZE) + (offY * PATCH_SIZE + offX)] = tile;
}
}
// reset generator state
cur_terrain_tex = 0;
#undef GET_TERRAIN_PROPERTY
return 0;
}
int CMapReader::ParseEntities()
{
TIMER(L"ParseEntities");
ScriptRequest rq(pSimulation2->GetScriptInterface());
// parse entities from map data
std::vector<Entity> entities;
if (!Script::GetProperty(rq, m_MapData, "entities", entities))
LOGWARNING("CMapReader::ParseEntities() failed to get 'entities' property");
CSimulation2& sim = *pSimulation2;
CmpPtr<ICmpPlayerManager> cmpPlayerManager(sim, SYSTEM_ENTITY);
size_t entity_idx = 0;
size_t num_entities = entities.size();
Entity currEnt;
while (entity_idx < num_entities)
{
// Get current entity struct
currEnt = entities[entity_idx];
entity_id_t ent = pSimulation2->AddEntity(currEnt.templateName, currEnt.entityID);
entity_id_t player = cmpPlayerManager->GetPlayerByID(currEnt.playerID);
if (ent == INVALID_ENTITY || player == INVALID_ENTITY)
{ // Don't add entities with invalid player IDs
LOGERROR("Failed to load entity template '%s'", utf8_from_wstring(currEnt.templateName));
}
else
{
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
if (cmpPosition)
{
cmpPosition->JumpTo(currEnt.position.X * (int)TERRAIN_TILE_SIZE, currEnt.position.Z * (int)TERRAIN_TILE_SIZE);
cmpPosition->SetYRotation(currEnt.rotation.Y);
// TODO: other parts of the position
}
CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
if (cmpOwnership)
cmpOwnership->SetOwner(currEnt.playerID);
// Detect and fix collisions between foundation-blocking entities.
// This presently serves to copy wall tower control groups to wall
// segments, allowing players to expand RMS-generated walls.
CmpPtr<ICmpObstruction> cmpObstruction(sim, ent);
if (cmpObstruction)
cmpObstruction->ResolveFoundationCollisions();
if (currEnt.playerID == m_PlayerID && (boost::algorithm::ends_with(currEnt.templateName, L"civil_centre") || m_StartingCameraTarget == INVALID_ENTITY))
{
// Focus on civil centre or first entity owned by player
m_StartingCameraTarget = currEnt.entityID;
}
}
entity_idx++;
}
return 0;
}
int CMapReader::ParseEnvironment()
{
// parse environment settings from map data
ScriptRequest rq(pSimulation2->GetScriptInterface());
#define GET_ENVIRONMENT_PROPERTY(val, prop, out)\
if (!Script::GetProperty(rq, val, #prop, out))\
LOGWARNING("CMapReader::ParseEnvironment() failed to get '%s' property", #prop);
JS::RootedValue envObj(rq.cx);
GET_ENVIRONMENT_PROPERTY(m_MapData, Environment, &envObj)
if (envObj.isUndefined())
{
LOGWARNING("CMapReader::ParseEnvironment(): Environment settings not found");
return 0;
}
if (pPostproc)
pPostproc->SetPostEffect(L"default");
std::wstring skySet;
GET_ENVIRONMENT_PROPERTY(envObj, SkySet, skySet)
if (pSkyMan)
pSkyMan->SetSkySet(skySet);
CColor sunColor;
GET_ENVIRONMENT_PROPERTY(envObj, SunColor, sunColor)
m_LightEnv.m_SunColor = RGBColor(sunColor.r, sunColor.g, sunColor.b);
GET_ENVIRONMENT_PROPERTY(envObj, SunElevation, m_LightEnv.m_Elevation)
GET_ENVIRONMENT_PROPERTY(envObj, SunRotation, m_LightEnv.m_Rotation)
CColor ambientColor;
GET_ENVIRONMENT_PROPERTY(envObj, AmbientColor, ambientColor)
m_LightEnv.m_AmbientColor = RGBColor(ambientColor.r, ambientColor.g, ambientColor.b);
// Water properties
JS::RootedValue waterObj(rq.cx);
GET_ENVIRONMENT_PROPERTY(envObj, Water, &waterObj)
JS::RootedValue waterBodyObj(rq.cx);
GET_ENVIRONMENT_PROPERTY(waterObj, WaterBody, &waterBodyObj)
// Water level - necessary
float waterHeight;
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Height, waterHeight)
CmpPtr<ICmpWaterManager> cmpWaterManager(*pSimulation2, SYSTEM_ENTITY);
ENSURE(cmpWaterManager);
cmpWaterManager->SetWaterLevel(entity_pos_t::FromFloat(waterHeight));
// If we have graphics, get rest of settings
if (pWaterMan)
{
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Type, pWaterMan->m_WaterType)
if (pWaterMan->m_WaterType == L"default")
pWaterMan->m_WaterType = L"ocean";
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Color, pWaterMan->m_WaterColor)
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Tint, pWaterMan->m_WaterTint)
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Waviness, pWaterMan->m_Waviness)
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Murkiness, pWaterMan->m_Murkiness)
GET_ENVIRONMENT_PROPERTY(waterBodyObj, WindAngle, pWaterMan->m_WindAngle)
}
JS::RootedValue fogObject(rq.cx);
GET_ENVIRONMENT_PROPERTY(envObj, Fog, &fogObject);
GET_ENVIRONMENT_PROPERTY(fogObject, FogFactor, m_LightEnv.m_FogFactor);
GET_ENVIRONMENT_PROPERTY(fogObject, FogThickness, m_LightEnv.m_FogMax);
CColor fogColor;
GET_ENVIRONMENT_PROPERTY(fogObject, FogColor, fogColor);
m_LightEnv.m_FogColor = RGBColor(fogColor.r, fogColor.g, fogColor.b);
JS::RootedValue postprocObject(rq.cx);
GET_ENVIRONMENT_PROPERTY(envObj, Postproc, &postprocObject);
std::wstring postProcEffect;
GET_ENVIRONMENT_PROPERTY(postprocObject, PostprocEffect, postProcEffect);
if (pPostproc)
pPostproc->SetPostEffect(postProcEffect);
GET_ENVIRONMENT_PROPERTY(postprocObject, Brightness, m_LightEnv.m_Brightness);
GET_ENVIRONMENT_PROPERTY(postprocObject, Contrast, m_LightEnv.m_Contrast);
GET_ENVIRONMENT_PROPERTY(postprocObject, Saturation, m_LightEnv.m_Saturation);
GET_ENVIRONMENT_PROPERTY(postprocObject, Bloom, m_LightEnv.m_Bloom);
m_LightEnv.CalculateSunDirection();
#undef GET_ENVIRONMENT_PROPERTY
return 0;
}
int CMapReader::ParseCamera()
{
ScriptRequest rq(pSimulation2->GetScriptInterface());
// parse camera settings from map data
// defaults if we don't find player starting camera
float declination = DEGTORAD(30.f), rotation = DEGTORAD(-45.f);
CVector3D translation = CVector3D(100, 150, -100);
#define GET_CAMERA_PROPERTY(val, prop, out)\
if (!Script::GetProperty(rq, val, #prop, out))\
LOGWARNING("CMapReader::ParseCamera() failed to get '%s' property", #prop);
JS::RootedValue cameraObj(rq.cx);
GET_CAMERA_PROPERTY(m_MapData, Camera, &cameraObj)
if (!cameraObj.isUndefined())
{ // If camera property exists, read values
CFixedVector3D pos;
GET_CAMERA_PROPERTY(cameraObj, Position, pos)
translation = pos;
GET_CAMERA_PROPERTY(cameraObj, Rotation, rotation)
GET_CAMERA_PROPERTY(cameraObj, Declination, declination)
}
#undef GET_CAMERA_PROPERTY
if (pGameView)
{
pGameView->GetCamera()->m_Orientation.SetXRotation(declination);
pGameView->GetCamera()->m_Orientation.RotateY(rotation);
pGameView->GetCamera()->m_Orientation.Translate(translation);
pGameView->GetCamera()->UpdateFrustum();
}
return 0;
}
CMapReader::~CMapReader()
{
// Cleaup objects
delete xml_reader;
}