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0ad/source/graphics/MapWriter.cpp

609 lines
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C++

/* 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"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpTemplateManager.h"
#define CURRENT_FILE_VERSION (g_UseSimulation2 ? FILE_VERSION : 4)
///////////////////////////////////////////////////////////////////////////////////////////////////
// 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,
CUnitManager* pUnitMan, WaterManager* pWaterMan, SkyManager* pSkyMan,
CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* pCinema)
{
CFilePacker packer(CURRENT_FILE_VERSION, "PSMP");
// build necessary data
PackMap(packer, pTerrain);
// write it out
packer.Write(pathname);
VfsPath pathnameXML = fs::change_extension(pathname, L".xml");
WriteXML(pathnameXML, 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
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(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 VfsPath& filename,
CUnitManager* pUnitMan, WaterManager* pWaterMan, SkyManager* pSkyMan,
CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* pCinema)
{
XML_Start();
{
XML_Element("Scenario");
XML_Attribute("version", (int)CURRENT_FILE_VERSION);
{
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);
float declination = atan2(sqrt(in.X*in.X + in.Z*in.Z), in.Y) - (float)M_PI/2;
{
XML_Element("Rotation");
XML_Attribute("angle", rotation);
}
{
XML_Element("Declination");
XML_Attribute("angle", declination);
}
}
const std::vector<CUnit*>& units = pUnitMan->GetUnits();
if (g_UseSimulation2)
{
XML_Element("Entities");
CSimulation2& sim = *g_Game->GetSimulation2();
CmpPtr<ICmpTemplateManager> cmpTemplateManager(sim, SYSTEM_ENTITY);
debug_assert(!cmpTemplateManager.null());
// This will probably need to be changed in the future, but for now we'll
// just save all entities that have a position
const 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;
XML_Element("Entity");
XML_Attribute("uid", ent);
XML_Setting("Template", cmpTemplateManager->GetCurrentTemplateName(ent));
CmpPtr<ICmpOwnership> cmpOwner(sim, ent);
if (!cmpOwner.null())
XML_Setting("Player", (int)cmpOwner->GetOwner());
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
if (!cmpPosition.null())
{
CFixedVector3D pos = cmpPosition->GetPosition();
CFixedVector3D rot = cmpPosition->GetRotation();
{
XML_Element("Position");
XML_Attribute("x", pos.X.ToDouble());
XML_Attribute("z", pos.Z.ToDouble());
// TODO: height offset etc
}
{
XML_Element("Orientation");
XML_Attribute("y", rot.Y.ToDouble());
// TODO: X, Z maybe
}
}
}
}
if (!g_UseSimulation2)
{
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);
}
}
}
if (!g_UseSimulation2)
{
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 ( ssize_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(), 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(L"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(L"<", L"&lt;");
//paramString.Replace(L">", 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,
CTriggerManager* pTrigMan, CSimulation2* pSimulation2, CEntityManager* pEntityMan)
{
VfsPaths pathnames;
(void)fs_util::GetPathnames(g_VFS, L"maps/scenarios", L"*.pmp", pathnames);
for (size_t i = 0; i < pathnames.size(); i++)
{
CMapReader* reader = new CMapReader;
LDR_BeginRegistering();
reader->LoadMap(pathnames[i], pTerrain, pUnitMan, pWaterMan, pSkyMan, pLightEnv, pCamera, pCinema, pTrigMan, pSimulation2, pEntityMan);
LDR_EndRegistering();
LDR_NonprogressiveLoad();
CStrW newPathname(pathnames[i].string());
newPathname.Replace(L"scenarios/", L"scenarios/new/");
CMapWriter writer;
writer.SaveMap(newPathname, pTerrain, pUnitMan, pWaterMan, pSkyMan, pLightEnv, pCamera, pCinema);
}
}