1
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forked from 0ad/0ad
0ad/source/graphics/MapReader.cpp
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
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.
2012-04-03 18:44:46 +00:00

1393 lines
39 KiB
C++

/* Copyright (C) 2012 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 "MapReader.h"
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
#include "graphics/Entity.h"
#include "graphics/GameView.h"
#include "graphics/MapGenerator.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/timer.h"
#include "lib/external_libraries/libsdl.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/World.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpWaterManager.h"
#include <boost/algorithm/string/predicate.hpp>
CMapReader::CMapReader()
: xml_reader(0), m_PatchesPerSide(0), m_MapGen(0)
{
cur_terrain_tex = 0; // important - resets generator state
// Maps that don't override the default probably want the old lighting model
m_LightEnv.SetLightingModel("old");
}
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
void CMapReader::LoadMap(const VfsPath& pathname, CTerrain *pTerrain_,
WaterManager* pWaterMan_, SkyManager* pSkyMan_,
CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_,
CSimulation2 *pSimulation2_, const CSimContext* pSimContext_, int playerID_, bool skipEntities)
{
// latch parameters (held until DelayedLoadFinished)
pTerrain = pTerrain_;
pLightEnv = pLightEnv_;
pGameView = pGameView_;
pWaterMan = pWaterMan_;
pSkyMan = pSkyMan_;
pCinema = pCinema_;
pTrigMan = pTrigMan_;
pSimulation2 = pSimulation2_;
pSimContext = pSimContext_;
m_PlayerID = playerID_;
m_SkipEntities = skipEntities;
m_StartingCameraTarget = INVALID_ENTITY;
filename_xml = pathname.ChangeExtension(L".xml");
// In some cases (particularly tests) we don't want to bother storing a large
// mostly-empty .pmp file, so we let the XML file specify basic terrain instead.
// If there's an .xml file and no .pmp, then we're probably in this XML-only mode
only_xml = false;
if (!VfsFileExists(pathname) && VfsFileExists(filename_xml))
{
only_xml = true;
}
file_format_version = CMapIO::FILE_VERSION; // default if there's no .pmp
if (!only_xml)
{
// [25ms]
unpacker.Read(pathname, "PSMP");
file_format_version = unpacker.GetVersion();
}
// check oldest supported version
if (file_format_version < FILE_READ_VERSION)
throw PSERROR_File_InvalidVersion();
// delete all existing entities
if (pSimulation2)
pSimulation2->ResetState();
// load map settings script
RegMemFun(this, &CMapReader::LoadScriptSettings, L"CMapReader::LoadScriptSettings", 50);
// load player settings script (must be done before reading map)
RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50);
// unpack the data
if (!only_xml)
RegMemFun(this, &CMapReader::UnpackMap, L"CMapReader::UnpackMap", 1200);
// read the corresponding XML file
RegMemFun(this, &CMapReader::ReadXML, L"CMapReader::ReadXML", 5800);
// apply data to the world
RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5);
// load map settings script (must be done after reading map)
RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5);
RegMemFun(this, &CMapReader::DelayLoadFinished, L"CMapReader::DelayLoadFinished", 5);
}
// LoadRandomMap: try to load the map data; reinitialise the scene to new data if successful
void CMapReader::LoadRandomMap(const CStrW& scriptFile, const CScriptValRooted& settings, CTerrain *pTerrain_,
WaterManager* pWaterMan_, SkyManager* pSkyMan_,
CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_,
CSimulation2 *pSimulation2_, int playerID_)
{
// latch parameters (held until DelayedLoadFinished)
m_ScriptFile = scriptFile;
m_ScriptSettings = settings;
pTerrain = pTerrain_;
pLightEnv = pLightEnv_;
pGameView = pGameView_;
pWaterMan = pWaterMan_;
pSkyMan = pSkyMan_;
pCinema = pCinema_;
pTrigMan = pTrigMan_;
pSimulation2 = pSimulation2_;
pSimContext = pSimulation2 ? &pSimulation2->GetSimContext() : NULL;
m_PlayerID = playerID_;
m_SkipEntities = false;
m_StartingCameraTarget = INVALID_ENTITY;
// delete all existing entities
if (pSimulation2)
pSimulation2->ResetState();
only_xml = false;
// copy random map settings (before entity creation)
RegMemFun(this, &CMapReader::LoadRMSettings, L"CMapReader::LoadRMSettings", 50);
// load player settings script (must be done before reading map)
RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50);
// load map generator with random map script
RegMemFun(this, &CMapReader::GenerateMap, L"CMapReader::GenerateMap", 5000);
// parse RMS results into terrain structure
RegMemFun(this, &CMapReader::ParseTerrain, L"CMapReader::ParseTerrain", 500);
// parse RMS results into environment settings
RegMemFun(this, &CMapReader::ParseEnvironment, L"CMapReader::ParseEnvironment", 5);
// parse RMS results into camera settings
RegMemFun(this, &CMapReader::ParseCamera, L"CMapReader::ParseCamera", 5);
// parse RMS results into entities
RegMemFun(this, &CMapReader::ParseEntities, L"CMapReader::ParseEntities", 1000);
// apply data to the world
RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5);
// load map settings script (must be done after reading map)
RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5);
RegMemFun(this, &CMapReader::DelayLoadFinished, L"CMapReader::DelayLoadFinished", 5);
}
// UnpackMap: unpack the given data from the raw data stream into local variables
int CMapReader::UnpackMap()
{
// now unpack everything into local data
int ret = UnpackTerrain();
if (ret != 0) // failed or timed out
{
return ret;
}
return 0;
}
// UnpackTerrain: unpack the terrain from the end of the input data stream
// - data: map size, heightmap, list of textures used by map, texture tile assignments
int CMapReader::UnpackTerrain()
{
// yield after this time is reached. balances increased progress bar
// smoothness vs. slowing down loading.
const double end_time = timer_Time() + 200e-3;
// first call to generator (this is skipped after first call,
// i.e. when the loop below was interrupted)
if (cur_terrain_tex == 0)
{
m_PatchesPerSide = (ssize_t)unpacker.UnpackSize();
// unpack heightmap [600us]
size_t verticesPerSide = m_PatchesPerSide*PATCH_SIZE+1;
m_Heightmap.resize(SQR(verticesPerSide));
unpacker.UnpackRaw(&m_Heightmap[0], SQR(verticesPerSide)*sizeof(u16));
// unpack # textures
num_terrain_tex = unpacker.UnpackSize();
m_TerrainTextures.reserve(num_terrain_tex);
}
// unpack texture names; find handle for each texture.
// interruptible.
while (cur_terrain_tex < num_terrain_tex)
{
CStr texturename;
unpacker.UnpackString(texturename);
ENSURE(CTerrainTextureManager::IsInitialised()); // we need this for the terrain properties (even when graphics are disabled)
CTerrainTextureEntry* texentry = g_TexMan.FindTexture(texturename);
m_TerrainTextures.push_back(texentry);
cur_terrain_tex++;
LDR_CHECK_TIMEOUT(cur_terrain_tex, num_terrain_tex);
}
// unpack tile data [3ms]
ssize_t tilesPerSide = m_PatchesPerSide*PATCH_SIZE;
m_Tiles.resize(size_t(SQR(tilesPerSide)));
unpacker.UnpackRaw(&m_Tiles[0], sizeof(STileDesc)*m_Tiles.size());
// reset generator state.
cur_terrain_tex = 0;
return 0;
}
// ApplyData: take all the input data, and rebuild the scene from it
int CMapReader::ApplyData()
{
if (m_PatchesPerSide == 0)
{
// we'll probably crash when trying to use this map later
throw PSERROR_Game_World_MapLoadFailed("Error loading map: no terrain data.\nCheck application log for details.");
}
if (!only_xml)
{
// initialise the terrain
pTerrain->Initialize(m_PatchesPerSide, &m_Heightmap[0]);
// setup the textures on the minipatches
STileDesc* tileptr = &m_Tiles[0];
for (ssize_t j=0; j<m_PatchesPerSide; j++) {
for (ssize_t i=0; i<m_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
mp.Tex = m_TerrainTextures[tileptr->m_Tex1Index];
mp.Priority = tileptr->m_Priority;
tileptr++;
}
}
}
}
}
// copy over the lighting parameters
if (pLightEnv)
*pLightEnv = m_LightEnv;
CmpPtr<ICmpPlayerManager> cmpPlayerManager(*pSimContext, SYSTEM_ENTITY);
if (pGameView && cmpPlayerManager)
{
// Default to global camera (with constraints)
pGameView->ResetCameraTarget(pGameView->GetCamera()->GetFocus());
// TODO: Starting rotation?
CmpPtr<ICmpPlayer> cmpPlayer(*pSimContext, cmpPlayerManager->GetPlayerByID(m_PlayerID));
if (cmpPlayer && cmpPlayer->HasStartingCamera())
{
// Use player starting camera
CFixedVector3D pos = cmpPlayer->GetStartingCameraPos();
pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
}
else if (m_StartingCameraTarget != INVALID_ENTITY)
{
// Point camera at entity
CmpPtr<ICmpPosition> cmpPosition(*pSimContext, m_StartingCameraTarget);
if (cmpPosition)
{
CFixedVector3D pos = cmpPosition->GetPosition();
pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
}
}
}
CmpPtr<ICmpTerrain> cmpTerrain(*pSimContext, SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->ReloadTerrain();
return 0;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
PSRETURN CMapSummaryReader::LoadMap(const VfsPath& pathname)
{
VfsPath filename_xml = pathname.ChangeExtension(L".xml");
CXeromyces xmb_file;
if (xmb_file.Load(g_VFS, filename_xml) != PSRETURN_OK)
return PSRETURN_File_ReadFailed;
// Define all the relevant elements used in the XML file
#define EL(x) int el_##x = xmb_file.GetElementID(#x)
#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
EL(scenario);
EL(scriptsettings);
#undef AT
#undef EL
XMBElement root = xmb_file.GetRoot();
ENSURE(root.GetNodeName() == el_scenario);
XERO_ITER_EL(root, child)
{
int child_name = child.GetNodeName();
if (child_name == el_scriptsettings)
{
m_ScriptSettings = child.GetText();
}
}
return PSRETURN_OK;
}
CScriptValRooted CMapSummaryReader::GetMapSettings(ScriptInterface& scriptInterface)
{
CScriptValRooted data;
scriptInterface.Eval("({})", data);
if (!m_ScriptSettings.empty())
scriptInterface.SetProperty(data.get(), "settings", scriptInterface.ParseJSON(m_ScriptSettings), false);
return data;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Holds various state data while reading maps, so that loading can be
// interrupted (e.g. to update the progress display) then later resumed.
class CXMLReader
{
NONCOPYABLE(CXMLReader);
public:
CXMLReader(const VfsPath& xml_filename, CMapReader& mapReader)
: m_MapReader(mapReader)
{
Init(xml_filename);
}
CStr ReadScriptSettings();
// return semantics: see Loader.cpp!LoadFunc.
int ProgressiveRead();
private:
CXeromyces xmb_file;
CMapReader& m_MapReader;
int el_entity;
int el_tracks;
int el_template, el_player;
int el_position, el_orientation;
int el_nonentity;
int el_actor;
int at_x, at_y, at_z;
int at_id;
int at_angle;
int at_uid;
XMBElementList nodes; // children of root
// loop counters
int node_idx;
int entity_idx, nonentity_idx;
// # entities+nonentities processed and total (for progress calc)
int completed_jobs, total_jobs;
// maximum used entity ID, so we can safely allocate new ones
entity_id_t max_uid;
void Init(const VfsPath& xml_filename);
void ReadTerrain(XMBElement parent);
void ReadEnvironment(XMBElement parent);
void ReadCamera(XMBElement parent);
void ReadCinema(XMBElement parent);
void ReadTriggers(XMBElement parent);
int ReadEntities(XMBElement parent, double end_time);
};
void CXMLReader::Init(const VfsPath& xml_filename)
{
// must only assign once, so do it here
node_idx = entity_idx = nonentity_idx = 0;
if (xmb_file.Load(g_VFS, xml_filename) != PSRETURN_OK)
throw PSERROR_File_ReadFailed();
// define the elements and attributes that are frequently used in the XML file,
// so we don't need to do lots of string construction and comparison when
// reading the data.
// (Needs to be synchronised with the list in CXMLReader - ugh)
#define EL(x) el_##x = xmb_file.GetElementID(#x)
#define AT(x) at_##x = xmb_file.GetAttributeID(#x)
EL(entity);
EL(tracks);
EL(template);
EL(player);
EL(position);
EL(orientation);
EL(nonentity);
EL(actor);
AT(x); AT(y); AT(z);
AT(angle);
AT(uid);
#undef AT
#undef EL
XMBElement root = xmb_file.GetRoot();
ENSURE(xmb_file.GetElementString(root.GetNodeName()) == "Scenario");
nodes = root.GetChildNodes();
// find out total number of entities+nonentities
// (used when calculating progress)
completed_jobs = 0;
total_jobs = 0;
for (int i = 0; i < nodes.Count; i++)
total_jobs += nodes.Item(i).GetChildNodes().Count;
// Find the maximum entity ID, so we can safely allocate new IDs without conflicts
max_uid = SYSTEM_ENTITY;
XMBElement ents = nodes.GetFirstNamedItem(xmb_file.GetElementID("Entities"));
XERO_ITER_EL(ents, ent)
{
CStr uid = ent.GetAttributes().GetNamedItem(at_uid);
max_uid = std::max(max_uid, (entity_id_t)uid.ToUInt());
}
}
CStr CXMLReader::ReadScriptSettings()
{
XMBElement root = xmb_file.GetRoot();
ENSURE(xmb_file.GetElementString(root.GetNodeName()) == "Scenario");
nodes = root.GetChildNodes();
XMBElement settings = nodes.GetFirstNamedItem(xmb_file.GetElementID("ScriptSettings"));
return settings.GetText();
}
void CXMLReader::ReadTerrain(XMBElement parent)
{
#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;
}