0ad/source/graphics/MapReader.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

178 lines
4.5 KiB
C++

/* Copyright (C) 2023 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/>.
*/
#ifndef INCLUDED_MAPREADER
#define INCLUDED_MAPREADER
#include "MapIO.h"
#include "graphics/LightEnv.h"
#include "ps/CStr.h"
#include "ps/FileIo.h"
#include "scriptinterface/ScriptTypes.h"
#include "simulation2/system/Entity.h"
class CTerrain;
class WaterManager;
class SkyManager;
class CLightEnv;
class CCinemaManager;
class CPostprocManager;
class CTriggerManager;
class CSimulation2;
class CSimContext;
class CTerrainTextureEntry;
class CGameView;
class CXMLReader;
class CMapGenerator;
class ScriptContext;
class ScriptInterface;
class CMapReader : public CMapIO
{
friend class CXMLReader;
public:
// constructor
CMapReader();
~CMapReader();
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
void LoadMap(const VfsPath& pathname, const ScriptContext& cx, JS::HandleValue settings, CTerrain*, WaterManager*, SkyManager*, CLightEnv*, CGameView*,
CCinemaManager*, CTriggerManager*, CPostprocManager* pPostproc, CSimulation2*, const CSimContext*,
int playerID, bool skipEntities);
void LoadRandomMap(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, CTerrain*, WaterManager*, SkyManager*, CLightEnv*, CGameView*, CCinemaManager*, CTriggerManager*, CPostprocManager* pPostproc_, CSimulation2*, int playerID);
private:
// Load script settings for use by scripts
int LoadScriptSettings();
// load player settings only
int LoadPlayerSettings();
// load map settings only
int LoadMapSettings();
// UnpackTerrain: unpack the terrain from the input stream
int UnpackTerrain();
// UnpackCinema: unpack the cinematic tracks from the input stream
int UnpackCinema();
// ApplyData: take all the input data, and rebuild the scene from it
int ApplyData();
int ApplyTerrainData();
// read some misc data from the XML file
int ReadXML();
// read entity data from the XML file
int ReadXMLEntities();
// Copy random map settings over to sim
int LoadRMSettings();
// Generate random map
int GenerateMap(const CStrW& scriptFile);
// Parse script data into terrain
int ParseTerrain();
// Parse script data into entities
int ParseEntities();
// Parse script data into environment
int ParseEnvironment();
// Parse script data into camera
int ParseCamera();
// size of map
ssize_t m_PatchesPerSide;
// heightmap for map
std::vector<u16> m_Heightmap;
// list of terrain textures used by map
std::vector<CTerrainTextureEntry*> m_TerrainTextures;
// tile descriptions for each tile
std::vector<STileDesc> m_Tiles;
// lightenv stored in file
CLightEnv m_LightEnv;
// startup script
CStrW m_Script;
// random map data
JS::PersistentRootedValue m_ScriptSettings;
JS::PersistentRootedValue m_MapData;
CMapGenerator* m_MapGen;
CFileUnpacker unpacker;
CTerrain* pTerrain;
WaterManager* pWaterMan;
SkyManager* pSkyMan;
CPostprocManager* pPostproc;
CLightEnv* pLightEnv;
CGameView* pGameView;
CCinemaManager* pCinema;
CTriggerManager* pTrigMan;
CSimulation2* pSimulation2;
const CSimContext* pSimContext;
int m_PlayerID;
bool m_SkipEntities;
VfsPath filename_xml;
bool only_xml;
u32 file_format_version;
entity_id_t m_StartingCameraTarget;
CVector3D m_StartingCamera;
// UnpackTerrain generator state
size_t cur_terrain_tex;
size_t num_terrain_tex;
CXMLReader* xml_reader;
};
/**
* A restricted map reader that returns various summary information
* for use by scripts (particularly the GUI).
*/
class CMapSummaryReader
{
public:
/**
* Try to load a map file.
* @param pathname Path to .pmp or .xml file
*/
PSRETURN LoadMap(const VfsPath& pathname);
/**
* Returns a value of the form:
* @code
* {
* "settings": { ... contents of the map's <ScriptSettings> ... }
* }
* @endcode
*/
void GetMapSettings(const ScriptInterface& scriptInterface, JS::MutableHandleValue);
private:
CStr m_ScriptSettings;
};
#endif