/* Copyright (C) 2010 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 . */ #ifndef INCLUDED_MAPREADER #define INCLUDED_MAPREADER #include "MapIO.h" #include "lib/res/handle.h" #include "ps/CStr.h" #include "LightEnv.h" #include "ps/FileIo.h" #include "scriptinterface/ScriptInterface.h" #include "simulation2/system/Entity.h" class CObjectEntry; class CTerrain; class WaterManager; class SkyManager; class CLightEnv; class CCinemaManager; class CTriggerManager; class CSimulation2; class CTerrainTextureEntry; class CScriptValRooted; class ScriptInterface; class CGameView; class CXMLReader; class CMapReader : public CMapIO { friend class CXMLReader; public: // constructor CMapReader(); // LoadMap: try to load the map from given file; reinitialise the scene to new data if successful void LoadMap(const VfsPath& pathname, CTerrain*, WaterManager*, SkyManager*, CLightEnv*, CGameView*, CCinemaManager*, CTriggerManager*, CSimulation2*, int playerID); void LoadRandomMap(const CStrW& scriptFile, const CScriptValRooted& settings, CTerrain*, WaterManager*, SkyManager*, CLightEnv*, CGameView*, CCinemaManager*, CTriggerManager*, CSimulation2*, int playerID); private: // Load script settings for use by scripts int LoadScriptSettings(); // load player settings only int LoadPlayerSettings(); // load map settings only int LoadMapSettings(); // UnpackTerrain: unpack the terrain from the input stream int UnpackTerrain(); //UnpackCinema: unpack the cinematic tracks from the input stream int UnpackCinema(); // UnpackMap: unpack the given data from the raw data stream into local variables int UnpackMap(); // ApplyData: take all the input data, and rebuild the scene from it int ApplyData(); // ReadXML: read some other data (entities, etc) in XML format int ReadXML(); // clean up everything used during delayed load int DelayLoadFinished(); // size of map ssize_t m_PatchesPerSide; // heightmap for map std::vector m_Heightmap; // list of terrain textures used by map std::vector m_TerrainTextures; // tile descriptions for each tile std::vector m_Tiles; // lightenv stored in file CLightEnv m_LightEnv; // startup script CStrW m_Script; // state latched by LoadMap and held until DelayedLoadFinished CFileUnpacker unpacker; CTerrain* pTerrain; WaterManager* pWaterMan; SkyManager* pSkyMan; CLightEnv* pLightEnv; CGameView* pGameView; CCinemaManager* pCinema; CTriggerManager* pTrigMan; CSimulation2* pSimulation2; int m_PlayerID; VfsPath filename_xml; bool only_xml; u32 file_format_version; entity_id_t m_CameraStartupTarget; // UnpackTerrain generator state size_t cur_terrain_tex; size_t num_terrain_tex; CXMLReader* xml_reader; }; /** * A restricted map reader that returns various summary information * for use by scripts (particularly the GUI). */ class CMapSummaryReader { public: /** * Try to load a map file. * @param pathname Path to .pmp or .xml file */ PSRETURN LoadMap(const VfsPath& pathname); /** * Returns a value of the form: * @code * { * "settings": { ... contents of the map's ... } * } * @endcode */ CScriptValRooted GetMapSettings(ScriptInterface& scriptInterface); private: CStr m_ScriptSettings; }; #endif