0ad/source/graphics/MapWriter.cpp
Angen 990e3163d8 Do not store empty Garrison tag in map xml files after 8bfb449375
Differential Revision: https://code.wildfiregames.com/D2690
Patch by: Freagarach
Reported on forum:
https://wildfiregames.com/forum/index.php?/topic/27867-tag-in-the-map-xml-file/

8bfb449375 introduced Garrison tag to the xml map files.
In case GarrisonHolder was present, but held no entities, empty tag was
written. This is adding check for emptyness so that behaviour is
prevented.

This was SVN commit r23634.
2020-05-07 16:57:45 +00:00

496 lines
16 KiB
C++

/* Copyright (C) 2020 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 "Camera.h"
#include "CinemaManager.h"
#include "GameView.h"
#include "LightEnv.h"
#include "MapReader.h"
#include "MapWriter.h"
#include "Patch.h"
#include "Terrain.h"
#include "TerrainTextureEntry.h"
#include "TerrainTextureManager.h"
#include "maths/MathUtil.h"
#include "maths/NUSpline.h"
#include "ps/CLogger.h"
#include "ps/Loader.h"
#include "ps/Filesystem.h"
#include "ps/XML/XMLWriter.h"
#include "renderer/PostprocManager.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.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/ICmpPosition.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpWaterManager.h"
///////////////////////////////////////////////////////////////////////////////////////////////////
// CMapWriter constructor: nothing to do at the minute
CMapWriter::CMapWriter()
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// SaveMap: try to save the current map to the given file
void CMapWriter::SaveMap(const VfsPath& pathname, CTerrain* pTerrain,
WaterManager* pWaterMan, SkyManager* pSkyMan,
CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* UNUSED(pCinema),
CPostprocManager* pPostproc,
CSimulation2* pSimulation2)
{
CFilePacker packer(FILE_VERSION, "PSMP");
// build necessary data
PackMap(packer, pTerrain);
try
{
// write it out
packer.Write(pathname);
}
catch (PSERROR_File_WriteFailed&)
{
LOGERROR("Failed to write map '%s'", pathname.string8());
return;
}
VfsPath pathnameXML = pathname.ChangeExtension(L".xml");
WriteXML(pathnameXML, pWaterMan, pSkyMan, pLightEnv, pCamera, pPostproc, pSimulation2);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// GetHandleIndex: return the index of the given handle in the given list; or 0xFFFF if
// handle isn't in list
static u16 GetEntryIndex(const CTerrainTextureEntry* entry, const std::vector<CTerrainTextureEntry*>& entries)
{
const size_t limit = std::min(entries.size(), size_t(0xFFFEu)); // paranoia
for (size_t i=0;i<limit;i++) {
if (entries[i]==entry) {
return (u16)i;
}
}
return 0xFFFF;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// EnumTerrainTextures: build lists of textures used by map, and tile descriptions for
// each tile on the terrain
void CMapWriter::EnumTerrainTextures(CTerrain *pTerrain,
std::vector<CStr>& textures,
std::vector<STileDesc>& tiles)
{
// the list of all handles in use
std::vector<CTerrainTextureEntry*> entries;
// resize tile array to required size
tiles.resize(SQR(pTerrain->GetVerticesPerSide()-1));
STileDesc* tileptr=&tiles[0];
// now iterate through all the tiles
const ssize_t patchesPerSide=pTerrain->GetPatchesPerSide();
for (ssize_t j=0;j<patchesPerSide;j++) {
for (ssize_t i=0;i<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
u16 index=u16(GetEntryIndex(mp.GetTextureEntry(),entries));
if (index==0xFFFF) {
index=(u16)entries.size();
entries.push_back(mp.GetTextureEntry());
}
tileptr->m_Tex1Index=index;
tileptr->m_Tex2Index=0xFFFF;
tileptr->m_Priority=mp.GetPriority();
tileptr++;
}
}
}
}
// now find the texture names for each handle
for (size_t i=0;i<entries.size();i++) {
CStr texturename;
CTerrainTextureEntry* texentry=entries[i];
if (!texentry) {
// uh-oh, this shouldn't happen; set texturename to empty string
texturename="";
} else {
texturename=texentry->GetTag();
}
textures.push_back(texturename);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// PackMap: pack the current world into a raw data stream
void CMapWriter::PackMap(CFilePacker& packer, CTerrain* pTerrain)
{
// now pack everything up
PackTerrain(packer, pTerrain);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// PackTerrain: pack the terrain onto the end of the output data stream
// - data: map size, heightmap, list of textures used by map, texture tile assignments
void CMapWriter::PackTerrain(CFilePacker& packer, CTerrain* pTerrain)
{
// pack map size
const ssize_t mapsize = pTerrain->GetPatchesPerSide();
packer.PackSize(mapsize);
// pack heightmap
packer.PackRaw(pTerrain->GetHeightMap(),sizeof(u16)*SQR(pTerrain->GetVerticesPerSide()));
// the list of textures used by map
std::vector<CStr> terrainTextures;
// descriptions of each tile
std::vector<STileDesc> tiles;
// build lists by scanning through the terrain
EnumTerrainTextures(pTerrain, terrainTextures, tiles);
// pack texture names
const size_t numTextures = terrainTextures.size();
packer.PackSize(numTextures);
for (size_t i=0;i<numTextures;i++)
packer.PackString(terrainTextures[i]);
// pack tile data
packer.PackRaw(&tiles[0],sizeof(STileDesc)*tiles.size());
}
void CMapWriter::WriteXML(const VfsPath& filename,
WaterManager* pWaterMan, SkyManager* pSkyMan,
CLightEnv* pLightEnv, CCamera* pCamera,
CPostprocManager* pPostproc,
CSimulation2* pSimulation2)
{
XMLWriter_File xmlMapFile;
{
XMLWriter_Element scenarioTag(xmlMapFile, "Scenario");
scenarioTag.Attribute("version", static_cast<int>(FILE_VERSION));
ENSURE(pSimulation2);
CSimulation2& sim = *pSimulation2;
if (!sim.GetStartupScript().empty())
{
XMLWriter_Element scriptTag(xmlMapFile, "Script");
scriptTag.Text(sim.GetStartupScript().c_str(), true);
}
{
XMLWriter_Element environmentTag(xmlMapFile, "Environment");
environmentTag.Setting("SkySet", pSkyMan->GetSkySet());
{
XMLWriter_Element sunColorTag(xmlMapFile, "SunColor");
sunColorTag.Attribute("r", pLightEnv->m_SunColor.X); // yes, it's X/Y/Z...
sunColorTag.Attribute("g", pLightEnv->m_SunColor.Y);
sunColorTag.Attribute("b", pLightEnv->m_SunColor.Z);
}
{
XMLWriter_Element SunElevationTag(xmlMapFile, "SunElevation");
SunElevationTag.Attribute("angle", pLightEnv->m_Elevation);
}
{
XMLWriter_Element sunRotationTag(xmlMapFile, "SunRotation");
sunRotationTag.Attribute("angle", pLightEnv->m_Rotation);
}
{
XMLWriter_Element terrainAmbientColorTag(xmlMapFile, "TerrainAmbientColor");
terrainAmbientColorTag.Attribute("r", pLightEnv->m_TerrainAmbientColor.X);
terrainAmbientColorTag.Attribute("g", pLightEnv->m_TerrainAmbientColor.Y);
terrainAmbientColorTag.Attribute("b", pLightEnv->m_TerrainAmbientColor.Z);
}
{
XMLWriter_Element unitsAmbientColorTag(xmlMapFile, "UnitsAmbientColor");
unitsAmbientColorTag.Attribute("r", pLightEnv->m_UnitsAmbientColor.X);
unitsAmbientColorTag.Attribute("g", pLightEnv->m_UnitsAmbientColor.Y);
unitsAmbientColorTag.Attribute("b", pLightEnv->m_UnitsAmbientColor.Z);
}
{
XMLWriter_Element fogTag(xmlMapFile, "Fog");
fogTag.Setting("FogFactor", pLightEnv->m_FogFactor);
fogTag.Setting("FogThickness", pLightEnv->m_FogMax);
{
XMLWriter_Element fogColorTag(xmlMapFile, "FogColor");
fogColorTag.Attribute("r", pLightEnv->m_FogColor.X);
fogColorTag.Attribute("g", pLightEnv->m_FogColor.Y);
fogColorTag.Attribute("b", pLightEnv->m_FogColor.Z);
}
}
{
XMLWriter_Element waterTag(xmlMapFile, "Water");
{
XMLWriter_Element waterBodyTag(xmlMapFile, "WaterBody");
CmpPtr<ICmpWaterManager> cmpWaterManager(sim, SYSTEM_ENTITY);
ENSURE(cmpWaterManager);
waterBodyTag.Setting("Type", pWaterMan->m_WaterType);
{
XMLWriter_Element colorTag(xmlMapFile, "Color");
colorTag.Attribute("r", pWaterMan->m_WaterColor.r);
colorTag.Attribute("g", pWaterMan->m_WaterColor.g);
colorTag.Attribute("b", pWaterMan->m_WaterColor.b);
}
{
XMLWriter_Element tintTag(xmlMapFile, "Tint");
tintTag.Attribute("r", pWaterMan->m_WaterTint.r);
tintTag.Attribute("g", pWaterMan->m_WaterTint.g);
tintTag.Attribute("b", pWaterMan->m_WaterTint.b);
}
waterBodyTag.Setting("Height", cmpWaterManager->GetExactWaterLevel(0, 0));
waterBodyTag.Setting("Waviness", pWaterMan->m_Waviness);
waterBodyTag.Setting("Murkiness", pWaterMan->m_Murkiness);
waterBodyTag.Setting("WindAngle", pWaterMan->m_WindAngle);
}
}
{
XMLWriter_Element postProcTag(xmlMapFile, "Postproc");
{
postProcTag.Setting("Brightness", pLightEnv->m_Brightness);
postProcTag.Setting("Contrast", pLightEnv->m_Contrast);
postProcTag.Setting("Saturation", pLightEnv->m_Saturation);
postProcTag.Setting("Bloom", pLightEnv->m_Bloom);
postProcTag.Setting("PostEffect", pPostproc->GetPostEffect());
}
}
}
{
XMLWriter_Element cameraTag(xmlMapFile, "Camera");
{
XMLWriter_Element positionTag(xmlMapFile, "Position");
CVector3D pos = pCamera->GetOrientation().GetTranslation();
positionTag.Attribute("x", pos.X);
positionTag.Attribute("y", pos.Y);
positionTag.Attribute("z", pos.Z);
}
CVector3D in = pCamera->GetOrientation().GetIn();
// Convert to spherical coordinates
float rotation = atan2(in.X, in.Z);
float declination = atan2(sqrt(in.X*in.X + in.Z*in.Z), in.Y) - static_cast<float>(M_PI / 2);
{
XMLWriter_Element rotationTag(xmlMapFile, "Rotation");
rotationTag.Attribute("angle", rotation);
}
{
XMLWriter_Element declinationTag(xmlMapFile, "Declination");
declinationTag.Attribute("angle", declination);
}
}
{
std::string settings = sim.GetMapSettingsString();
if (!settings.empty())
{
XMLWriter_Element scriptSettingsTag(xmlMapFile, "ScriptSettings");
scriptSettingsTag.Text(("\n" + settings + "\n").c_str(), true);
}
}
{
XMLWriter_Element entitiesTag(xmlMapFile, "Entities");
CmpPtr<ICmpTemplateManager> cmpTemplateManager(sim, SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
// This will probably need to be changed in the future, but for now we'll
// just save all entities that have a position
CSimulation2::InterfaceList ents = sim.GetEntitiesWithInterface(IID_Position);
for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
{
entity_id_t ent = it->first;
// Don't save local entities (placement previews etc)
if (ENTITY_IS_LOCAL(ent))
continue;
XMLWriter_Element entityTag(xmlMapFile, "Entity");
entityTag.Attribute("uid", ent);
entityTag.Setting("Template", cmpTemplateManager->GetCurrentTemplateName(ent));
CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
if (cmpOwnership)
entityTag.Setting("Player", static_cast<int>(cmpOwnership->GetOwner()));
CmpPtr<ICmpGarrisonHolder> cmpGarrisonHolder(sim, ent);
if (cmpGarrisonHolder)
{
std::vector<entity_id_t> garrison = cmpGarrisonHolder->GetEntities();
if (!garrison.empty())
{
XMLWriter_Element garrisonTag(xmlMapFile, "Garrison");
for (const entity_id_t garr_ent_id : garrison)
{
XMLWriter_Element garrisonedEntityTag(xmlMapFile, "GarrisonedEntity");
garrisonedEntityTag.Attribute("uid", static_cast<int>(garr_ent_id));
// ToDo: We can store turret position as well.
}
}
}
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
if (cmpPosition)
{
CFixedVector3D pos;
if (cmpPosition->IsInWorld())
pos = cmpPosition->GetPosition();
CFixedVector3D rot = cmpPosition->GetRotation();
{
XMLWriter_Element positionTag(xmlMapFile, "Position");
positionTag.Attribute("x", pos.X);
positionTag.Attribute("z", pos.Z);
// TODO: height offset etc
}
{
XMLWriter_Element orientationTag(xmlMapFile, "Orientation");
orientationTag.Attribute("y", rot.Y);
// TODO: X, Z maybe
}
}
CmpPtr<ICmpObstruction> cmpObstruction(sim, ent);
if (cmpObstruction)
{
// TODO: Currently only necessary because Atlas
// does not set up control groups for its walls.
cmpObstruction->ResolveFoundationCollisions();
entity_id_t group = cmpObstruction->GetControlGroup();
entity_id_t group2 = cmpObstruction->GetControlGroup2();
// Don't waste space writing the default control groups.
if (group != ent || group2 != INVALID_ENTITY)
{
XMLWriter_Element obstructionTag(xmlMapFile, "Obstruction");
if (group != ent)
obstructionTag.Attribute("group", group);
if (group2 != INVALID_ENTITY)
obstructionTag.Attribute("group2", group2);
}
}
CmpPtr<ICmpVisual> cmpVisual(sim, ent);
if (cmpVisual)
{
entity_id_t seed = static_cast<entity_id_t>(cmpVisual->GetActorSeed());
if (seed != ent)
{
XMLWriter_Element actorTag(xmlMapFile, "Actor");
actorTag.Attribute("seed",seed);
}
// TODO: variation/selection strings
}
}
}
CmpPtr<ICmpCinemaManager> cmpCinemaManager(sim, SYSTEM_ENTITY);
if (cmpCinemaManager)
{
const std::map<CStrW, CCinemaPath>& paths = cmpCinemaManager->GetPaths();
std::map<CStrW, CCinemaPath>::const_iterator it = paths.begin();
XMLWriter_Element pathsTag(xmlMapFile, "Paths");
for ( ; it != paths.end(); ++it )
{
fixed timescale = it->second.GetTimescale();
const std::vector<SplineData>& position_nodes = it->second.GetAllNodes();
const std::vector<SplineData>& target_nodes = it->second.GetTargetSpline().GetAllNodes();
const CCinemaData* data = it->second.GetData();
XMLWriter_Element pathTag(xmlMapFile, "Path");
pathTag.Attribute("name", data->m_Name);
pathTag.Attribute("timescale", timescale);
pathTag.Attribute("orientation", data->m_Orientation);
pathTag.Attribute("mode", data->m_Mode);
pathTag.Attribute("style", data->m_Style);
struct SEvent
{
fixed time;
const char* type;
CFixedVector3D value;
SEvent(fixed time, const char* type, CFixedVector3D value)
: time(time), type(type), value(value)
{}
bool operator<(const SEvent& another) const
{
return time < another.time;
}
};
// All events of a manipulating of camera (position/rotation/target)
std::vector<SEvent> events;
events.reserve(position_nodes.size() + target_nodes.size());
fixed last_position = fixed::Zero();
for (size_t i = 0; i < position_nodes.size(); ++i)
{
fixed distance = i > 0 ? position_nodes[i - 1].Distance : fixed::Zero();
last_position += distance;
events.emplace_back(last_position, "Position", position_nodes[i].Position);
}
fixed last_target = fixed::Zero();
for (size_t i = 0; i < target_nodes.size(); ++i)
{
fixed distance = i > 0 ? target_nodes[i - 1].Distance : fixed::Zero();
last_target += distance;
events.emplace_back(last_target, "Target", target_nodes[i].Position);
}
std::sort(events.begin(), events.end());
for (size_t i = 0; i < events.size();)
{
XMLWriter_Element nodeTag(xmlMapFile, "Node");
fixed deltatime = i > 0 ? (events[i].time - events[i - 1].time) : fixed::Zero();
nodeTag.Attribute("deltatime", deltatime);
size_t j = i;
for (; j < events.size() && events[j].time == events[i].time; ++j)
{
// Types: Position/Rotation/Target
XMLWriter_Element eventTypeTag(xmlMapFile, events[j].type);
eventTypeTag.Attribute("x", events[j].value.X);
eventTypeTag.Attribute("y", events[j].value.Y);
eventTypeTag.Attribute("z", events[j].value.Z);
}
i = j;
}
}
}
}
if (!xmlMapFile.StoreVFS(g_VFS, filename))
LOGERROR("Failed to write map '%s'", filename.string8());
}