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0ad/source/graphics/MapWriter.cpp

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/* Copyright (C) 2009 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 "CinemaTrack.h"
#include "LightEnv.h"
#include "MapReader.h"
#include "MapWriter.h"
#include "Model.h"
#include "ObjectBase.h"
#include "ObjectEntry.h"
#include "ObjectManager.h"
#include "Patch.h"
#include "Terrain.h"
#include "TextureEntry.h"
#include "TextureManager.h"
#include "Unit.h"
#include "UnitManager.h"
#include "maths/MathUtil.h"
#include "maths/NUSpline.h"
#include "ps/Loader.h"
#include "ps/Player.h"
#include "ps/Filesystem.h"
#include "ps/XML/XMLWriter.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "simulation/EntityTemplate.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/TriggerManager.h"
#include "simulation/Entity.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 char* filename, CTerrain* pTerrain,
CUnitManager* pUnitMan, WaterManager* pWaterMan, SkyManager* pSkyMan,
CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* pCinema)
{
CFilePacker packer(FILE_VERSION, "PSMP");
// build necessary data
PackMap(packer, pTerrain);
// write it out
packer.Write(filename);
CStr filename_xml (filename);
filename_xml = filename_xml.Left(filename_xml.length()-4) + ".xml";
WriteXML(filename_xml, pUnitMan, pWaterMan, pSkyMan, pLightEnv, pCamera, pCinema);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// GetHandleIndex: return the index of the given handle in the given list; or 0xFFFF if
// handle isn't in list
static u16 GetHandleIndex(const Handle handle, const std::vector<Handle>& handles)
{
const size_t limit = std::min(handles.size(), size_t(0xFFFEu)); // paranoia
for (size_t i=0;i<limit;i++) {
if (handles[i]==handle) {
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<Handle> handles;
// resize tile array to required size
tiles.resize(SQR(pTerrain->GetVerticesPerSide()-1));
STileDesc* tileptr=&tiles[0];
// now iterate through all the tiles
ssize_t mapsize=pTerrain->GetPatchesPerSide();
for (ssize_t j=0;j<mapsize;j++) {
for (ssize_t i=0;i<mapsize;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];
u16 index=u16(GetHandleIndex(mp.Tex1,handles));
if (index==0xFFFF) {
index=(u16)handles.size();
handles.push_back(mp.Tex1);
}
tileptr->m_Tex1Index=index;
tileptr->m_Tex2Index=0xFFFF;
tileptr->m_Priority=mp.Tex1Priority;
tileptr++;
}
}
}
}
// now find the texture names for each handle
for (size_t i=0;i<handles.size();i++) {
CStr texturename;
CTextureEntry* texentry=g_TexMan.FindTexture(handles[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 char* filename,
CUnitManager* pUnitMan, WaterManager* pWaterMan, SkyManager* pSkyMan,
CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* pCinema)
{
XML_Start();
{
XML_Element("Scenario");
{
XML_Element("Environment");
XML_Setting("SkySet", pSkyMan->GetSkySet());
{
XML_Element("SunColour");
XML_Attribute("r", pLightEnv->m_SunColor.X); // yes, it's X/Y/Z...
XML_Attribute("g", pLightEnv->m_SunColor.Y);
XML_Attribute("b", pLightEnv->m_SunColor.Z);
}
{
XML_Element("SunElevation");
XML_Attribute("angle", pLightEnv->m_Elevation);
}
{
XML_Element("SunRotation");
XML_Attribute("angle", pLightEnv->m_Rotation);
}
{
XML_Element("TerrainAmbientColour");
XML_Attribute("r", pLightEnv->m_TerrainAmbientColor.X);
XML_Attribute("g", pLightEnv->m_TerrainAmbientColor.Y);
XML_Attribute("b", pLightEnv->m_TerrainAmbientColor.Z);
}
{
XML_Element("UnitsAmbientColour");
XML_Attribute("r", pLightEnv->m_UnitsAmbientColor.X);
XML_Attribute("g", pLightEnv->m_UnitsAmbientColor.Y);
XML_Attribute("b", pLightEnv->m_UnitsAmbientColor.Z);
}
{
XML_Element("Water");
{
XML_Element("WaterBody");
XML_Setting("Type", "default");
{
XML_Element("Colour");
XML_Attribute("r", pWaterMan->m_WaterColor.r);
XML_Attribute("g", pWaterMan->m_WaterColor.g);
XML_Attribute("b", pWaterMan->m_WaterColor.b);
}
XML_Setting("Height", pWaterMan->m_WaterHeight);
XML_Setting("Shininess", pWaterMan->m_Shininess);
XML_Setting("Waviness", pWaterMan->m_Waviness);
XML_Setting("Murkiness", pWaterMan->m_Murkiness);
{
XML_Element("Tint");
XML_Attribute("r", pWaterMan->m_WaterTint.r);
XML_Attribute("g", pWaterMan->m_WaterTint.g);
XML_Attribute("b", pWaterMan->m_WaterTint.b);
}
{
XML_Element("ReflectionTint");
XML_Attribute("r", pWaterMan->m_ReflectionTint.r);
XML_Attribute("g", pWaterMan->m_ReflectionTint.g);
XML_Attribute("b", pWaterMan->m_ReflectionTint.b);
}
XML_Setting("ReflectionTintStrength", pWaterMan->m_ReflectionTintStrength);
}
}
}
{
XML_Element("Camera");
{
XML_Element("Position");
CVector3D pos = pCamera->m_Orientation.GetTranslation();
XML_Attribute("x", pos.X);
XML_Attribute("y", pos.Y);
XML_Attribute("z", pos.Z);
}
CVector3D in = pCamera->m_Orientation.GetIn();
// Convert to spherical coordinates
float rotation = atan2(in.X, in.Z);
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
float declination = atan2(sqrt(in.X*in.X + in.Z*in.Z), in.Y) - PI/2;
{
XML_Element("Rotation");
XML_Attribute("angle", rotation);
}
{
XML_Element("Declination");
XML_Attribute("angle", declination);
}
}
const std::vector<CUnit*>& units = pUnitMan->GetUnits();
{
XML_Element("Entities");
for (std::vector<CUnit*>::const_iterator unit = units.begin(); unit != units.end(); ++unit)
{
CEntity* entity = (*unit)->GetEntity();
// Ignore objects that aren't entities
if (! entity)
continue;
XML_Element("Entity");
XML_Attribute("uid", (unsigned) (*unit)->GetID());
XML_Setting("Template", entity->m_base->m_Tag);
XML_Setting("Player", (unsigned) entity->GetPlayer()->GetPlayerID());
{
CVector3D position = entity->m_position;
XML_Element("Position");
XML_Attribute("x", position.X);
XML_Attribute("y", position.Y);
XML_Attribute("z", position.Z);
}
{
float angle = entity->m_orientation.Y;
XML_Element("Orientation");
XML_Attribute("angle", angle);
}
}
}
{
XML_Element("Nonentities");
for (std::vector<CUnit*>::const_iterator unit = units.begin(); unit != units.end(); ++unit) {
// Ignore objects that are entities
if ((*unit)->GetEntity())
continue;
XML_Element("Nonentity");
XML_Setting("Actor", (*unit)->GetObject()->m_Base->m_Name);
{
CVector3D position = (*unit)->GetModel()->GetTransform().GetTranslation();
XML_Element("Position");
XML_Attribute("x", position.X);
XML_Attribute("y", position.Y);
XML_Attribute("z", position.Z);
}
{
CVector3D orient = (*unit)->GetModel()->GetTransform().GetIn();
float angle = atan2(-orient.X, -orient.Z);
XML_Element("Orientation");
XML_Attribute("angle", angle);
}
}
}
const std::map<CStrW, CCinemaPath>& paths = pCinema->GetAllPaths();
std::map<CStrW, CCinemaPath>::const_iterator it = paths.begin();
{
XML_Element("Paths");
for ( ; it != paths.end(); it++ )
{
CStrW name = it->first;
float timescale = it->second.GetTimescale();
XML_Element("Path");
XML_Attribute("name", name);
XML_Attribute("timescale", timescale);
const std::vector<SplineData>& nodes = it->second.GetAllNodes();
const CCinemaData* data = it->second.GetData();
{
XML_Element("Distortion");
XML_Attribute("mode", data->m_Mode);
XML_Attribute("style", data->m_Style);
XML_Attribute("growth", data->m_Growth);
XML_Attribute("switch", data->m_Switch);
}
for ( size_t j=nodes.size()-1; j >= 0; --j )
{
XML_Element("Node");
{
XML_Element("Position");
XML_Attribute("x", nodes[j].Position.X);
XML_Attribute("y", nodes[j].Position.Y);
XML_Attribute("z", nodes[j].Position.Z);
}
{
XML_Element("Rotation");
XML_Attribute("x", nodes[j].Rotation.X);
XML_Attribute("y", nodes[j].Rotation.Y);
XML_Attribute("z", nodes[j].Rotation.Z);
}
XML_Setting("Time", nodes[j].Distance);
}
}
}
const std::list<MapTriggerGroup>& groups = g_TriggerManager.GetAllTriggerGroups();
std::list<MapTriggerGroup> rootChildren;
std::list<MapTriggerGroup>::const_iterator root = std::find( groups.begin(), groups.end(),
CStrW(L"Triggers") );
if ( root == groups.end() )
{
XML_Element("Triggers");
}
else
{
std::for_each(rootChildren.begin(), rootChildren.end(), CopyIfRootChild(rootChildren));
XML_Element("Triggers");
for ( std::list<MapTriggerGroup>::const_iterator it = rootChildren.begin();
it != rootChildren.end(); ++it )
{
WriteTriggerGroup(xml_file_, *it, groups);
}
for ( std::list<MapTrigger>::const_iterator it = root->triggers.begin();
it != root->triggers.end(); ++it )
{
WriteTrigger(xml_file_, *it);
}
}
}
if (! XML_StoreVFS(filename))
debug_assert(0); // failed to write map XML file
}
void CMapWriter::WriteTriggerGroup(XMLWriter_File& xml_file_, const MapTriggerGroup& group, const std::list<MapTriggerGroup>& groupList)
{
XML_Element("Group");
XML_Attribute("name", group.name);
for ( std::list<CStrW>::const_iterator it = group.childGroups.begin();
it != group.childGroups.end(); ++it )
{
//Not very efficient...
std::list<MapTriggerGroup>::const_iterator it2 = std::find(groupList.begin(), groupList.end(), *it);
if ( it2 != groupList.end() )
WriteTriggerGroup(xml_file_, *it2, groupList);
else
debug_warn("Invalid trigger group ID while writing map");
}
for ( std::list<MapTrigger>::const_iterator it = group.triggers.begin(); it != group.triggers.end(); ++it )
{
WriteTrigger(xml_file_, *it);
}
}
void CMapWriter::WriteTrigger(XMLWriter_File& xml_file_, const MapTrigger& trigger)
{
XML_Element("Trigger");
XML_Attribute("name", trigger.name);
{
if ( trigger.active )
XML_Setting("Active", "true");
else
XML_Setting("Active", "false");
XML_Setting("MaxRunCount", trigger.maxRunCount);
XML_Setting("Delay", trigger.timeValue);
}
{
XML_Element("Conditions");
for ( std::list<MapTriggerCondition>::const_iterator it2 = trigger.conditions.begin();
it2 != trigger.conditions.end(); ++it2 )
{
size_t distance = std::distance( trigger.conditions.begin(), it2 );
std::set<MapTriggerLogicBlock>::const_iterator logicIter;
if ( ( logicIter = trigger.logicBlocks.find(MapTriggerLogicBlock(distance)) )
!= trigger.logicBlocks.end() )
{
XML_Element("LogicBlock");
if ( logicIter->negated )
XML_Attribute("not", "true");
else
XML_Attribute("not", "false");
}
{
XML_Element("Condition");
XML_Attribute("name", it2->name);
XML_Attribute("function", it2->functionName);
XML_Attribute("display", it2->displayName);
if ( it2->negated )
XML_Attribute("not", "true");
else
XML_Attribute("not", "false");
for ( std::list<CStrW>::const_iterator paramIter = it2->parameters.begin();
paramIter != it2->parameters.end(); ++paramIter )
{
CStrW paramString(*paramIter);
//paramString.Replace(CStrW(L"<"), CStrW(L"&lt;"));
//paramString.Replace(CStrW(L">"), CStrW(L"&gt;"));
XML_Setting("Parameter", paramString);
}
if ( it2->linkLogic == 1 )
XML_Setting("LinkLogic", "AND");
else if ( it2->linkLogic == 2 )
XML_Setting("LinkLogic", "OR");
if ( trigger.logicBlockEnds.find(distance) != trigger.logicBlockEnds.end() )
{
XML_Element("LogicBlockEnd");
}
}
} //Read all conditions
} //Conditions' scope
{
XML_Element("Effects");
for ( std::list<MapTriggerEffect>::const_iterator it2 = trigger.effects.begin();
it2 != trigger.effects.end(); ++it2 )
{
XML_Element("Effect");
XML_Attribute("name", it2->name);
{
XML_Setting("function", it2->functionName);
XML_Setting("display", it2->displayName);
for ( std::list<CStrW>::const_iterator paramIter = it2->parameters.begin();
paramIter != it2->parameters.end(); ++paramIter )
{
XML_Setting("Parameter", *paramIter);
}
}
}
} //Effects' scope
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// RewriteAllMaps
void CMapWriter::RewriteAllMaps(CTerrain* pTerrain, CUnitManager* pUnitMan,
WaterManager* pWaterMan, SkyManager* pSkyMan,
CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* pCinema)
{
VfsPaths pathnames;
(void)fs_GetPathnames(g_VFS, "maps/scenarios", "*.pmp", pathnames);
for (size_t i = 0; i < pathnames.size(); i++)
{
const char* pathname = pathnames[i].string().c_str();
CMapReader* reader = new CMapReader;
LDR_BeginRegistering();
reader->LoadMap(pathname, pTerrain, pUnitMan, pWaterMan, pSkyMan, pLightEnv, pCamera, pCinema);
LDR_EndRegistering();
LDR_NonprogressiveLoad();
CStr newPathname(pathname);
newPathname.Replace("scenarios/", "scenarios/new/");
CMapWriter writer;
writer.SaveMap(newPathname, pTerrain, pUnitMan, pWaterMan, pSkyMan, pLightEnv, pCamera, pCinema);
}
}