Ykkrosh
6bc33fe8bd
Support conditional expressions in shader effect XML files. Consolidate fixed-function model rendering into the shader system. Remove lots of now-obsolete renderer code. Move shader defines from std::map to new class with interned data, for performance. Move texture from model into material. Alleviate singletonitis. Remove obsolete lodbias setting. Remove unused terrain shadow transparency. This was SVN commit r11423.
1393 lines
39 KiB
C++
1393 lines
39 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "MapReader.h"
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#include "graphics/Camera.h"
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#include "graphics/CinemaTrack.h"
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#include "graphics/Entity.h"
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#include "graphics/GameView.h"
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#include "graphics/MapGenerator.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerrainTextureEntry.h"
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#include "graphics/TerrainTextureManager.h"
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#include "lib/timer.h"
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#include "lib/external_libraries/libsdl.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/World.h"
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#include "ps/XML/Xeromyces.h"
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpTerrain.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include <boost/algorithm/string/predicate.hpp>
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CMapReader::CMapReader()
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: xml_reader(0), m_PatchesPerSide(0), m_MapGen(0)
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{
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cur_terrain_tex = 0; // important - resets generator state
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// Maps that don't override the default probably want the old lighting model
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m_LightEnv.SetLightingModel("old");
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}
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// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
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void CMapReader::LoadMap(const VfsPath& pathname, CTerrain *pTerrain_,
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WaterManager* pWaterMan_, SkyManager* pSkyMan_,
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CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_,
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CSimulation2 *pSimulation2_, const CSimContext* pSimContext_, int playerID_, bool skipEntities)
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{
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// latch parameters (held until DelayedLoadFinished)
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pTerrain = pTerrain_;
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pLightEnv = pLightEnv_;
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pGameView = pGameView_;
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pWaterMan = pWaterMan_;
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pSkyMan = pSkyMan_;
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pCinema = pCinema_;
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pTrigMan = pTrigMan_;
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pSimulation2 = pSimulation2_;
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pSimContext = pSimContext_;
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m_PlayerID = playerID_;
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m_SkipEntities = skipEntities;
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m_StartingCameraTarget = INVALID_ENTITY;
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filename_xml = pathname.ChangeExtension(L".xml");
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// In some cases (particularly tests) we don't want to bother storing a large
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// mostly-empty .pmp file, so we let the XML file specify basic terrain instead.
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// If there's an .xml file and no .pmp, then we're probably in this XML-only mode
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only_xml = false;
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if (!VfsFileExists(pathname) && VfsFileExists(filename_xml))
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{
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only_xml = true;
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}
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file_format_version = CMapIO::FILE_VERSION; // default if there's no .pmp
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if (!only_xml)
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{
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// [25ms]
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unpacker.Read(pathname, "PSMP");
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file_format_version = unpacker.GetVersion();
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}
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// check oldest supported version
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if (file_format_version < FILE_READ_VERSION)
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throw PSERROR_File_InvalidVersion();
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// delete all existing entities
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if (pSimulation2)
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pSimulation2->ResetState();
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// load map settings script
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RegMemFun(this, &CMapReader::LoadScriptSettings, L"CMapReader::LoadScriptSettings", 50);
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// load player settings script (must be done before reading map)
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RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50);
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// unpack the data
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if (!only_xml)
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RegMemFun(this, &CMapReader::UnpackMap, L"CMapReader::UnpackMap", 1200);
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// read the corresponding XML file
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RegMemFun(this, &CMapReader::ReadXML, L"CMapReader::ReadXML", 5800);
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// apply data to the world
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RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5);
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// load map settings script (must be done after reading map)
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RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5);
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RegMemFun(this, &CMapReader::DelayLoadFinished, L"CMapReader::DelayLoadFinished", 5);
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}
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// LoadRandomMap: try to load the map data; reinitialise the scene to new data if successful
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void CMapReader::LoadRandomMap(const CStrW& scriptFile, const CScriptValRooted& settings, CTerrain *pTerrain_,
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WaterManager* pWaterMan_, SkyManager* pSkyMan_,
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CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_,
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CSimulation2 *pSimulation2_, int playerID_)
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{
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// latch parameters (held until DelayedLoadFinished)
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m_ScriptFile = scriptFile;
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m_ScriptSettings = settings;
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pTerrain = pTerrain_;
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pLightEnv = pLightEnv_;
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pGameView = pGameView_;
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pWaterMan = pWaterMan_;
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pSkyMan = pSkyMan_;
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pCinema = pCinema_;
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pTrigMan = pTrigMan_;
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pSimulation2 = pSimulation2_;
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pSimContext = pSimulation2 ? &pSimulation2->GetSimContext() : NULL;
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m_PlayerID = playerID_;
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m_SkipEntities = false;
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m_StartingCameraTarget = INVALID_ENTITY;
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// delete all existing entities
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if (pSimulation2)
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pSimulation2->ResetState();
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only_xml = false;
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// copy random map settings (before entity creation)
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RegMemFun(this, &CMapReader::LoadRMSettings, L"CMapReader::LoadRMSettings", 50);
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// load player settings script (must be done before reading map)
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RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50);
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// load map generator with random map script
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RegMemFun(this, &CMapReader::GenerateMap, L"CMapReader::GenerateMap", 5000);
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// parse RMS results into terrain structure
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RegMemFun(this, &CMapReader::ParseTerrain, L"CMapReader::ParseTerrain", 500);
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// parse RMS results into environment settings
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RegMemFun(this, &CMapReader::ParseEnvironment, L"CMapReader::ParseEnvironment", 5);
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// parse RMS results into camera settings
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RegMemFun(this, &CMapReader::ParseCamera, L"CMapReader::ParseCamera", 5);
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// parse RMS results into entities
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RegMemFun(this, &CMapReader::ParseEntities, L"CMapReader::ParseEntities", 1000);
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// apply data to the world
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RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5);
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// load map settings script (must be done after reading map)
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RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5);
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RegMemFun(this, &CMapReader::DelayLoadFinished, L"CMapReader::DelayLoadFinished", 5);
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}
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// UnpackMap: unpack the given data from the raw data stream into local variables
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int CMapReader::UnpackMap()
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{
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// now unpack everything into local data
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int ret = UnpackTerrain();
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if (ret != 0) // failed or timed out
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{
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return ret;
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}
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return 0;
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}
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// UnpackTerrain: unpack the terrain from the end of the input data stream
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// - data: map size, heightmap, list of textures used by map, texture tile assignments
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int CMapReader::UnpackTerrain()
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{
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// yield after this time is reached. balances increased progress bar
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// smoothness vs. slowing down loading.
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const double end_time = timer_Time() + 200e-3;
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// first call to generator (this is skipped after first call,
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// i.e. when the loop below was interrupted)
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if (cur_terrain_tex == 0)
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{
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m_PatchesPerSide = (ssize_t)unpacker.UnpackSize();
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// unpack heightmap [600us]
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size_t verticesPerSide = m_PatchesPerSide*PATCH_SIZE+1;
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m_Heightmap.resize(SQR(verticesPerSide));
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unpacker.UnpackRaw(&m_Heightmap[0], SQR(verticesPerSide)*sizeof(u16));
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// unpack # textures
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num_terrain_tex = unpacker.UnpackSize();
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m_TerrainTextures.reserve(num_terrain_tex);
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}
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// unpack texture names; find handle for each texture.
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// interruptible.
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while (cur_terrain_tex < num_terrain_tex)
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{
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CStr texturename;
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unpacker.UnpackString(texturename);
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ENSURE(CTerrainTextureManager::IsInitialised()); // we need this for the terrain properties (even when graphics are disabled)
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CTerrainTextureEntry* texentry = g_TexMan.FindTexture(texturename);
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m_TerrainTextures.push_back(texentry);
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cur_terrain_tex++;
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LDR_CHECK_TIMEOUT(cur_terrain_tex, num_terrain_tex);
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}
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// unpack tile data [3ms]
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ssize_t tilesPerSide = m_PatchesPerSide*PATCH_SIZE;
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m_Tiles.resize(size_t(SQR(tilesPerSide)));
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unpacker.UnpackRaw(&m_Tiles[0], sizeof(STileDesc)*m_Tiles.size());
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// reset generator state.
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cur_terrain_tex = 0;
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return 0;
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}
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// ApplyData: take all the input data, and rebuild the scene from it
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int CMapReader::ApplyData()
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{
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if (m_PatchesPerSide == 0)
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{
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// we'll probably crash when trying to use this map later
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throw PSERROR_Game_World_MapLoadFailed("Error loading map: no terrain data.\nCheck application log for details.");
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}
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if (!only_xml)
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{
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// initialise the terrain
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pTerrain->Initialize(m_PatchesPerSide, &m_Heightmap[0]);
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// setup the textures on the minipatches
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STileDesc* tileptr = &m_Tiles[0];
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for (ssize_t j=0; j<m_PatchesPerSide; j++) {
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for (ssize_t i=0; i<m_PatchesPerSide; i++) {
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for (ssize_t m=0; m<PATCH_SIZE; m++) {
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for (ssize_t k=0; k<PATCH_SIZE; k++) {
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CMiniPatch& mp = pTerrain->GetPatch(i,j)->m_MiniPatches[m][k]; // can't fail
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mp.Tex = m_TerrainTextures[tileptr->m_Tex1Index];
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mp.Priority = tileptr->m_Priority;
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tileptr++;
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}
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}
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}
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}
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}
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// copy over the lighting parameters
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if (pLightEnv)
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*pLightEnv = m_LightEnv;
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(*pSimContext, SYSTEM_ENTITY);
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if (pGameView && cmpPlayerManager)
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{
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// Default to global camera (with constraints)
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pGameView->ResetCameraTarget(pGameView->GetCamera()->GetFocus());
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// TODO: Starting rotation?
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CmpPtr<ICmpPlayer> cmpPlayer(*pSimContext, cmpPlayerManager->GetPlayerByID(m_PlayerID));
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if (cmpPlayer && cmpPlayer->HasStartingCamera())
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{
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// Use player starting camera
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CFixedVector3D pos = cmpPlayer->GetStartingCameraPos();
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pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
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}
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else if (m_StartingCameraTarget != INVALID_ENTITY)
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{
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// Point camera at entity
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CmpPtr<ICmpPosition> cmpPosition(*pSimContext, m_StartingCameraTarget);
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if (cmpPosition)
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{
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CFixedVector3D pos = cmpPosition->GetPosition();
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pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
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}
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}
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}
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CmpPtr<ICmpTerrain> cmpTerrain(*pSimContext, SYSTEM_ENTITY);
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if (cmpTerrain)
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cmpTerrain->ReloadTerrain();
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return 0;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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PSRETURN CMapSummaryReader::LoadMap(const VfsPath& pathname)
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{
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VfsPath filename_xml = pathname.ChangeExtension(L".xml");
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CXeromyces xmb_file;
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if (xmb_file.Load(g_VFS, filename_xml) != PSRETURN_OK)
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return PSRETURN_File_ReadFailed;
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// Define all the relevant elements used in the XML file
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#define EL(x) int el_##x = xmb_file.GetElementID(#x)
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#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
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EL(scenario);
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EL(scriptsettings);
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#undef AT
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#undef EL
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XMBElement root = xmb_file.GetRoot();
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ENSURE(root.GetNodeName() == el_scenario);
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XERO_ITER_EL(root, child)
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{
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int child_name = child.GetNodeName();
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if (child_name == el_scriptsettings)
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{
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m_ScriptSettings = child.GetText();
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}
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}
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return PSRETURN_OK;
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}
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CScriptValRooted CMapSummaryReader::GetMapSettings(ScriptInterface& scriptInterface)
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{
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CScriptValRooted data;
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scriptInterface.Eval("({})", data);
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if (!m_ScriptSettings.empty())
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scriptInterface.SetProperty(data.get(), "settings", scriptInterface.ParseJSON(m_ScriptSettings), false);
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return data;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Holds various state data while reading maps, so that loading can be
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// interrupted (e.g. to update the progress display) then later resumed.
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class CXMLReader
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{
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NONCOPYABLE(CXMLReader);
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public:
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CXMLReader(const VfsPath& xml_filename, CMapReader& mapReader)
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: m_MapReader(mapReader)
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{
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Init(xml_filename);
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}
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CStr ReadScriptSettings();
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// return semantics: see Loader.cpp!LoadFunc.
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int ProgressiveRead();
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private:
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CXeromyces xmb_file;
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CMapReader& m_MapReader;
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int el_entity;
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int el_tracks;
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int el_template, el_player;
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int el_position, el_orientation;
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int el_nonentity;
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int el_actor;
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int at_x, at_y, at_z;
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int at_id;
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int at_angle;
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int at_uid;
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XMBElementList nodes; // children of root
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// loop counters
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int node_idx;
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int entity_idx, nonentity_idx;
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// # entities+nonentities processed and total (for progress calc)
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int completed_jobs, total_jobs;
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// maximum used entity ID, so we can safely allocate new ones
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entity_id_t max_uid;
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void Init(const VfsPath& xml_filename);
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void ReadTerrain(XMBElement parent);
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void ReadEnvironment(XMBElement parent);
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void ReadCamera(XMBElement parent);
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void ReadCinema(XMBElement parent);
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void ReadTriggers(XMBElement parent);
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int ReadEntities(XMBElement parent, double end_time);
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};
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void CXMLReader::Init(const VfsPath& xml_filename)
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{
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// must only assign once, so do it here
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node_idx = entity_idx = nonentity_idx = 0;
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if (xmb_file.Load(g_VFS, xml_filename) != PSRETURN_OK)
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throw PSERROR_File_ReadFailed();
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// define the elements and attributes that are frequently used in the XML file,
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// so we don't need to do lots of string construction and comparison when
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// reading the data.
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// (Needs to be synchronised with the list in CXMLReader - ugh)
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#define EL(x) el_##x = xmb_file.GetElementID(#x)
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#define AT(x) at_##x = xmb_file.GetAttributeID(#x)
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EL(entity);
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EL(tracks);
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EL(template);
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EL(player);
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EL(position);
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EL(orientation);
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EL(nonentity);
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EL(actor);
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AT(x); AT(y); AT(z);
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AT(angle);
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AT(uid);
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#undef AT
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#undef EL
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XMBElement root = xmb_file.GetRoot();
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ENSURE(xmb_file.GetElementString(root.GetNodeName()) == "Scenario");
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nodes = root.GetChildNodes();
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// find out total number of entities+nonentities
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// (used when calculating progress)
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completed_jobs = 0;
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total_jobs = 0;
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for (int i = 0; i < nodes.Count; i++)
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total_jobs += nodes.Item(i).GetChildNodes().Count;
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// Find the maximum entity ID, so we can safely allocate new IDs without conflicts
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max_uid = SYSTEM_ENTITY;
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XMBElement ents = nodes.GetFirstNamedItem(xmb_file.GetElementID("Entities"));
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XERO_ITER_EL(ents, ent)
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{
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CStr uid = ent.GetAttributes().GetNamedItem(at_uid);
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max_uid = std::max(max_uid, (entity_id_t)uid.ToUInt());
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}
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}
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CStr CXMLReader::ReadScriptSettings()
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{
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XMBElement root = xmb_file.GetRoot();
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ENSURE(xmb_file.GetElementString(root.GetNodeName()) == "Scenario");
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nodes = root.GetChildNodes();
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XMBElement settings = nodes.GetFirstNamedItem(xmb_file.GetElementID("ScriptSettings"));
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return settings.GetText();
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}
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void CXMLReader::ReadTerrain(XMBElement parent)
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{
|
|
#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
|
|
ENSURE(CTerrainTextureManager::IsInitialised()); // we need this for the terrain properties (even when graphics are disabled)
|
|
CTerrainTextureEntry* 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(lightingmodel);
|
|
EL(skyset);
|
|
EL(suncolour);
|
|
EL(sunelevation);
|
|
EL(sunrotation);
|
|
EL(terrainambientcolour);
|
|
EL(unitsambientcolour);
|
|
EL(water);
|
|
EL(waterbody);
|
|
EL(type);
|
|
EL(colour);
|
|
EL(height);
|
|
EL(shininess);
|
|
EL(waviness);
|
|
EL(murkiness);
|
|
EL(tint);
|
|
EL(reflectiontint);
|
|
EL(reflectiontintstrength);
|
|
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_lightingmodel)
|
|
{
|
|
m_MapReader.m_LightEnv.SetLightingModel(element.GetText());
|
|
}
|
|
else if (element_name == el_skyset)
|
|
{
|
|
if (m_MapReader.pSkyMan)
|
|
m_MapReader.pSkyMan->SetSkySet(element.GetText().FromUTF8());
|
|
}
|
|
else if (element_name == el_suncolour)
|
|
{
|
|
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_terrainambientcolour)
|
|
{
|
|
m_MapReader.m_LightEnv.m_TerrainAmbientColor = RGBColor(
|
|
attrs.GetNamedItem(at_r).ToFloat(),
|
|
attrs.GetNamedItem(at_g).ToFloat(),
|
|
attrs.GetNamedItem(at_b).ToFloat());
|
|
}
|
|
else if (element_name == el_unitsambientcolour)
|
|
{
|
|
m_MapReader.m_LightEnv.m_UnitsAmbientColor = RGBColor(
|
|
attrs.GetNamedItem(at_r).ToFloat(),
|
|
attrs.GetNamedItem(at_g).ToFloat(),
|
|
attrs.GetNamedItem(at_b).ToFloat());
|
|
}
|
|
else if (element_name == el_water)
|
|
{
|
|
XERO_ITER_EL(element, waterbody)
|
|
{
|
|
ENSURE(waterbody.GetNodeName() == el_waterbody);
|
|
XERO_ITER_EL(waterbody, waterelement)
|
|
{
|
|
int element_name = waterelement.GetNodeName();
|
|
if (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 (element_name == el_type)
|
|
{
|
|
// TODO: implement this, when WaterManager supports it
|
|
}
|
|
#define READ_COLOUR(el, out) \
|
|
else if (element_name == el) \
|
|
{ \
|
|
XMBAttributeList attrs = waterelement.GetAttributes(); \
|
|
out = CColor( \
|
|
attrs.GetNamedItem(at_r).ToFloat(), \
|
|
attrs.GetNamedItem(at_g).ToFloat(), \
|
|
attrs.GetNamedItem(at_b).ToFloat(), \
|
|
1.f); \
|
|
}
|
|
|
|
#define READ_FLOAT(el, out) \
|
|
else if (element_name == el) \
|
|
{ \
|
|
out = waterelement.GetText().ToFloat(); \
|
|
} \
|
|
|
|
READ_COLOUR(el_colour, m_MapReader.pWaterMan->m_WaterColor)
|
|
READ_FLOAT(el_shininess, m_MapReader.pWaterMan->m_Shininess)
|
|
READ_FLOAT(el_waviness, m_MapReader.pWaterMan->m_Waviness)
|
|
READ_FLOAT(el_murkiness, m_MapReader.pWaterMan->m_Murkiness)
|
|
READ_COLOUR(el_tint, m_MapReader.pWaterMan->m_WaterTint)
|
|
READ_COLOUR(el_reflectiontint, m_MapReader.pWaterMan->m_ReflectionTint)
|
|
READ_FLOAT(el_reflectiontintstrength, m_MapReader.pWaterMan->m_ReflectionTintStrength)
|
|
|
|
#undef READ_FLOAT
|
|
#undef READ_COLOUR
|
|
|
|
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::ReadCinema(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(distortion);
|
|
EL(node);
|
|
EL(position);
|
|
EL(time);
|
|
AT(name);
|
|
AT(timescale);
|
|
AT(mode);
|
|
AT(style);
|
|
AT(growth);
|
|
AT(switch);
|
|
AT(x);
|
|
AT(y);
|
|
AT(z);
|
|
|
|
#undef EL
|
|
#undef AT
|
|
|
|
std::map<CStrW, CCinemaPath> pathList;
|
|
XERO_ITER_EL(parent, element)
|
|
{
|
|
int elementName = element.GetNodeName();
|
|
|
|
if ( elementName == el_path )
|
|
{
|
|
XMBAttributeList attrs = element.GetAttributes();
|
|
CStrW name(attrs.GetNamedItem(at_name).FromUTF8());
|
|
float timescale = attrs.GetNamedItem(at_timescale).ToFloat();
|
|
CCinemaData pathData;
|
|
pathData.m_Timescale = timescale;
|
|
TNSpline spline, backwardSpline;
|
|
|
|
XERO_ITER_EL(element, pathChild)
|
|
{
|
|
elementName = pathChild.GetNodeName();
|
|
attrs = pathChild.GetAttributes();
|
|
|
|
//Load distortion attributes
|
|
if ( elementName == el_distortion )
|
|
{
|
|
pathData.m_Mode = attrs.GetNamedItem(at_mode).ToInt();
|
|
pathData.m_Style = attrs.GetNamedItem(at_style).ToInt();
|
|
pathData.m_Growth = attrs.GetNamedItem(at_growth).ToInt();
|
|
pathData.m_Switch = attrs.GetNamedItem(at_switch).ToInt();
|
|
}
|
|
|
|
//Load node data used for spline
|
|
else if ( elementName == el_node )
|
|
{
|
|
SplineData data;
|
|
XERO_ITER_EL(pathChild, nodeChild)
|
|
{
|
|
elementName = nodeChild.GetNodeName();
|
|
attrs = nodeChild.GetAttributes();
|
|
|
|
//Fix?: assumes that time is last element
|
|
if ( elementName == el_position )
|
|
{
|
|
data.Position.X = attrs.GetNamedItem(at_x).ToFloat();
|
|
data.Position.Y = attrs.GetNamedItem(at_y).ToFloat();
|
|
data.Position.Z = attrs.GetNamedItem(at_z).ToFloat();
|
|
continue;
|
|
}
|
|
else if ( elementName == el_rotation )
|
|
{
|
|
data.Rotation.X = attrs.GetNamedItem(at_x).ToFloat();
|
|
data.Rotation.Y = attrs.GetNamedItem(at_y).ToFloat();
|
|
data.Rotation.Z = attrs.GetNamedItem(at_z).ToFloat();
|
|
continue;
|
|
}
|
|
else if ( elementName == el_time )
|
|
data.Distance = nodeChild.GetText().ToFloat();
|
|
else
|
|
debug_warn(L"Invalid cinematic element for node child");
|
|
|
|
backwardSpline.AddNode(data.Position, data.Rotation, data.Distance);
|
|
}
|
|
}
|
|
else
|
|
debug_warn(L"Invalid cinematic element for path child");
|
|
|
|
|
|
}
|
|
|
|
//Construct cinema path with data gathered
|
|
CCinemaPath temp(pathData, backwardSpline);
|
|
const std::vector<SplineData>& nodes = temp.GetAllNodes();
|
|
if ( nodes.empty() )
|
|
{
|
|
debug_warn(L"Failure loading cinematics");
|
|
return;
|
|
}
|
|
|
|
for ( std::vector<SplineData>::const_reverse_iterator it = nodes.rbegin();
|
|
it != nodes.rend(); ++it )
|
|
{
|
|
spline.AddNode(it->Position, it->Rotation, it->Distance);
|
|
}
|
|
|
|
CCinemaPath path(pathData, spline);
|
|
pathList[name] = path;
|
|
}
|
|
else
|
|
ENSURE("Invalid cinema child");
|
|
}
|
|
|
|
if (m_MapReader.pCinema)
|
|
m_MapReader.pCinema->SetAllPaths(pathList);
|
|
}
|
|
|
|
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.Count)
|
|
{
|
|
// 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.Item(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;
|
|
CFixedVector3D Position;
|
|
CFixedVector3D Orientation;
|
|
|
|
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 attrs = setting.GetAttributes();
|
|
Position = CFixedVector3D(
|
|
fixed::FromString(attrs.GetNamedItem(at_x)),
|
|
fixed::FromString(attrs.GetNamedItem(at_y)),
|
|
fixed::FromString(attrs.GetNamedItem(at_z)));
|
|
}
|
|
// <orientation>
|
|
else if (element_name == el_orientation)
|
|
{
|
|
XMBAttributeList attrs = setting.GetAttributes();
|
|
Orientation = CFixedVector3D(
|
|
fixed::FromString(attrs.GetNamedItem(at_x)),
|
|
fixed::FromString(attrs.GetNamedItem(at_y)),
|
|
fixed::FromString(attrs.GetNamedItem(at_z)));
|
|
// TODO: what happens if some attributes are missing?
|
|
}
|
|
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(L"Failed to load entity template '%ls'", TemplateName.c_str());
|
|
}
|
|
else
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
|
|
if (cmpPosition)
|
|
{
|
|
cmpPosition->JumpTo(Position.X, Position.Z);
|
|
cmpPosition->SetYRotation(Orientation.Y);
|
|
// TODO: other parts of the position
|
|
}
|
|
|
|
CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
|
|
if (cmpOwnership)
|
|
cmpOwnership->SetOwner(PlayerID);
|
|
|
|
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;
|
|
}
|
|
|
|
int CXMLReader::ProgressiveRead()
|
|
{
|
|
// 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.Count)
|
|
{
|
|
XMBElement node = nodes.Item(node_idx);
|
|
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")
|
|
{
|
|
if (!m_MapReader.m_SkipEntities)
|
|
{
|
|
ret = ReadEntities(node, end_time);
|
|
if (ret != 0) // error or timed out
|
|
return ret;
|
|
}
|
|
}
|
|
else if (name == "Paths")
|
|
{
|
|
ReadCinema(node);
|
|
}
|
|
else if (name == "Triggers")
|
|
{
|
|
ReadTriggers(node);
|
|
}
|
|
else if (name == "Script")
|
|
{
|
|
if (m_MapReader.pSimulation2)
|
|
m_MapReader.pSimulation2->SetStartupScript(node.GetText().FromUTF8());
|
|
}
|
|
else
|
|
{
|
|
debug_printf(L"Invalid XML element in map file: %hs\n", name.c_str());
|
|
debug_warn(L"Invalid map XML data");
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// progressive
|
|
int CMapReader::ReadXML()
|
|
{
|
|
if (!xml_reader)
|
|
xml_reader = new CXMLReader(filename_xml, *this);
|
|
|
|
int ret = xml_reader->ProgressiveRead();
|
|
// finished or failed
|
|
if (ret <= 0)
|
|
{
|
|
SAFE_DELETE(xml_reader);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
int CMapReader::DelayLoadFinished()
|
|
{
|
|
// we were dynamically allocated by CWorld::Initialize
|
|
delete this;
|
|
|
|
return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
int CMapReader::LoadRMSettings()
|
|
{
|
|
// copy random map settings over to sim
|
|
pSimulation2->SetMapSettings(m_ScriptSettings);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int CMapReader::GenerateMap()
|
|
{
|
|
if (!m_MapGen)
|
|
{
|
|
// Initialize map generator
|
|
m_MapGen = new CMapGenerator();
|
|
|
|
VfsPath scriptPath;
|
|
|
|
if (m_ScriptFile.length())
|
|
scriptPath = L"maps/random/"+m_ScriptFile;
|
|
|
|
// Stringify settings to pass across threads
|
|
std::string scriptSettings = pSimulation2->GetScriptInterface().StringifyJSON(m_ScriptSettings.get());
|
|
|
|
// Try to generate map
|
|
m_MapGen->GenerateMap(scriptPath, scriptSettings);
|
|
}
|
|
|
|
// Check status
|
|
int progress = m_MapGen->GetProgress();
|
|
if (progress < 0)
|
|
{
|
|
// RMS failed - return to main menu
|
|
throw PSERROR_Game_World_MapLoadFailed("Error generating random map.\nCheck application log for details.");
|
|
}
|
|
else if (progress == 0)
|
|
{
|
|
// Finished, get results as StructuredClone object, which must be read to obtain the JS val
|
|
shared_ptr<ScriptInterface::StructuredClone> results = m_MapGen->GetResults();
|
|
|
|
// Parse data into simulation context
|
|
CScriptValRooted data(pSimulation2->GetScriptInterface().GetContext(), pSimulation2->GetScriptInterface().ReadStructuredClone(results));
|
|
if (data.undefined())
|
|
{
|
|
// RMS failed - return to main menu
|
|
throw PSERROR_Game_World_MapLoadFailed("Error generating random map.\nCheck application log for details.");
|
|
}
|
|
else
|
|
{
|
|
m_MapData = data;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Still working
|
|
|
|
// Sleep for a while, slowing down the rendering thread
|
|
// to allow more CPU for the map generator thread
|
|
SDL_Delay(100);
|
|
}
|
|
|
|
// return progress
|
|
return progress;
|
|
};
|
|
|
|
|
|
int CMapReader::ParseTerrain()
|
|
{
|
|
TIMER(L"ParseTerrain");
|
|
|
|
// parse terrain from map data
|
|
// an error here should stop the loading process
|
|
#define GET_TERRAIN_PROPERTY(val, prop, out)\
|
|
if (!pSimulation2->GetScriptInterface().GetProperty(val, #prop, out))\
|
|
{ LOGERROR(L"CMapReader::ParseTerrain() failed to get '%hs' property", #prop);\
|
|
throw PSERROR_Game_World_MapLoadFailed("Error parsing terrain data.\nCheck application log for details"); }
|
|
|
|
u32 size;
|
|
GET_TERRAIN_PROPERTY(m_MapData.get(), size, size)
|
|
|
|
m_PatchesPerSide = size / PATCH_SIZE;
|
|
|
|
// flat heightmap of u16 data
|
|
GET_TERRAIN_PROPERTY(m_MapData.get(), height, m_Heightmap)
|
|
|
|
// load textures
|
|
std::vector<std::string> textureNames;
|
|
GET_TERRAIN_PROPERTY(m_MapData.get(), textureNames, textureNames)
|
|
num_terrain_tex = textureNames.size();
|
|
|
|
while (cur_terrain_tex < num_terrain_tex)
|
|
{
|
|
ENSURE(CTerrainTextureManager::IsInitialised()); // we need this for the terrain properties (even when graphics are disabled)
|
|
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));
|
|
|
|
CScriptValRooted tileData;
|
|
GET_TERRAIN_PROPERTY(m_MapData.get(), tileData, tileData)
|
|
|
|
// parse tile data object into flat arrays
|
|
std::vector<u16> tileIndex;
|
|
std::vector<u16> tilePriority;
|
|
GET_TERRAIN_PROPERTY(tileData.get(), index, tileIndex);
|
|
GET_TERRAIN_PROPERTY(tileData.get(), 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");
|
|
|
|
// parse entities from map data
|
|
std::vector<Entity> entities;
|
|
|
|
if (!pSimulation2->GetScriptInterface().GetProperty(m_MapData.get(), "entities", entities))
|
|
LOGWARNING(L"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(L"Failed to load entity template '%ls'", currEnt.templateName.c_str());
|
|
}
|
|
else
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
|
|
if (cmpPosition)
|
|
{
|
|
cmpPosition->JumpTo(currEnt.position.X, currEnt.position.Z);
|
|
cmpPosition->SetYRotation(currEnt.rotation.Y);
|
|
// TODO: other parts of the position
|
|
}
|
|
|
|
CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
|
|
if (cmpOwnership)
|
|
cmpOwnership->SetOwner(currEnt.playerID);
|
|
|
|
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
|
|
|
|
#define GET_ENVIRONMENT_PROPERTY(val, prop, out)\
|
|
if (!pSimulation2->GetScriptInterface().GetProperty(val, #prop, out))\
|
|
LOGWARNING(L"CMapReader::ParseEnvironment() failed to get '%hs' property", #prop);
|
|
|
|
CScriptValRooted envObj;
|
|
GET_ENVIRONMENT_PROPERTY(m_MapData.get(), Environment, envObj)
|
|
|
|
if (envObj.undefined())
|
|
{
|
|
LOGWARNING(L"CMapReader::ParseEnvironment(): Environment settings not found");
|
|
return 0;
|
|
}
|
|
|
|
m_LightEnv.SetLightingModel("standard");
|
|
|
|
std::wstring skySet;
|
|
GET_ENVIRONMENT_PROPERTY(envObj.get(), SkySet, skySet)
|
|
if (pSkyMan)
|
|
pSkyMan->SetSkySet(skySet);
|
|
|
|
CColor sunColor;
|
|
GET_ENVIRONMENT_PROPERTY(envObj.get(), SunColour, sunColor)
|
|
m_LightEnv.m_SunColor = RGBColor(sunColor.r, sunColor.g, sunColor.b);
|
|
|
|
GET_ENVIRONMENT_PROPERTY(envObj.get(), SunElevation, m_LightEnv.m_Elevation)
|
|
GET_ENVIRONMENT_PROPERTY(envObj.get(), SunRotation, m_LightEnv.m_Rotation)
|
|
|
|
CColor terrainAmbientColor;
|
|
GET_ENVIRONMENT_PROPERTY(envObj.get(), TerrainAmbientColour, terrainAmbientColor)
|
|
m_LightEnv.m_TerrainAmbientColor = RGBColor(terrainAmbientColor.r, terrainAmbientColor.g, terrainAmbientColor.b);
|
|
|
|
CColor unitsAmbientColor;
|
|
GET_ENVIRONMENT_PROPERTY(envObj.get(), UnitsAmbientColour, unitsAmbientColor)
|
|
m_LightEnv.m_UnitsAmbientColor = RGBColor(unitsAmbientColor.r, unitsAmbientColor.g, unitsAmbientColor.b);
|
|
|
|
// Water properties
|
|
CScriptValRooted waterObj;
|
|
GET_ENVIRONMENT_PROPERTY(envObj.get(), Water, waterObj)
|
|
|
|
CScriptValRooted waterBodyObj;
|
|
GET_ENVIRONMENT_PROPERTY(waterObj.get(), WaterBody, waterBodyObj)
|
|
|
|
// Water level - necessary
|
|
float waterHeight;
|
|
GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), 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)
|
|
{
|
|
std::wstring waterType;
|
|
// TODO: Water type not implemented
|
|
//GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Type, waterType)
|
|
|
|
GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Colour, pWaterMan->m_WaterColor)
|
|
GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Shininess, pWaterMan->m_Shininess)
|
|
GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Waviness, pWaterMan->m_Waviness)
|
|
GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Murkiness, pWaterMan->m_Murkiness)
|
|
GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), Tint, pWaterMan->m_WaterTint)
|
|
GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), ReflectionTint, pWaterMan->m_ReflectionTint)
|
|
GET_ENVIRONMENT_PROPERTY(waterBodyObj.get(), ReflectionTintStrength, pWaterMan->m_ReflectionTintStrength)
|
|
}
|
|
|
|
m_LightEnv.CalculateSunDirection();
|
|
|
|
#undef GET_ENVIRONMENT_PROPERTY
|
|
|
|
return 0;
|
|
}
|
|
|
|
int CMapReader::ParseCamera()
|
|
{
|
|
// 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 (!pSimulation2->GetScriptInterface().GetProperty(val, #prop, out))\
|
|
LOGWARNING(L"CMapReader::ParseCamera() failed to get '%hs' property", #prop);
|
|
|
|
CScriptValRooted cameraObj;
|
|
GET_CAMERA_PROPERTY(m_MapData.get(), Camera, cameraObj)
|
|
|
|
if (!cameraObj.undefined())
|
|
{ // If camera property exists, read values
|
|
CFixedVector3D pos;
|
|
GET_CAMERA_PROPERTY(cameraObj.get(), Position, pos)
|
|
translation = pos;
|
|
|
|
GET_CAMERA_PROPERTY(cameraObj.get(), Rotation, rotation)
|
|
GET_CAMERA_PROPERTY(cameraObj.get(), 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;
|
|
delete m_MapGen;
|
|
}
|