Ykkrosh
6c7b82130c
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the camera. Restrict the rotation and zoom to narrow ranges. (Constraints can be disabled in the dev overlay). Smooth the movement and rotation. Fix some stupid whitespace. Fix some const correctness. This was SVN commit r7930.
137 lines
3.4 KiB
C++
137 lines
3.4 KiB
C++
/* Copyright (C) 2010 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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#ifndef INCLUDED_MAPREADER
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#define INCLUDED_MAPREADER
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#include "MapIO.h"
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#include "lib/res/handle.h"
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#include "ps/CStr.h"
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#include "LightEnv.h"
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#include "ps/FileIo.h"
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#include "simulation2/system/Entity.h"
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class CObjectEntry;
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class CTerrain;
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class WaterManager;
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class SkyManager;
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class CLightEnv;
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class CCinemaManager;
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class CTriggerManager;
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class CSimulation2;
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class CTextureEntry;
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class CScriptValRooted;
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class ScriptInterface;
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class CGameView;
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class CXMLReader;
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class CMapReader : public CMapIO
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{
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friend class CXMLReader;
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public:
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// constructor
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CMapReader();
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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 LoadMap(const VfsPath& pathname, CTerrain*,
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WaterManager*, SkyManager*, CLightEnv*, CGameView*,
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CCinemaManager*, CTriggerManager*, CSimulation2*, int playerID);
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private:
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// UnpackTerrain: unpack the terrain from the input stream
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int UnpackTerrain();
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//UnpackCinema: unpack the cinematic tracks from the input stream
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int UnpackCinema();
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// UnpackMap: unpack the given data from the raw data stream into local variables
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int UnpackMap();
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// ApplyData: take all the input data, and rebuild the scene from it
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int ApplyData();
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// ReadXML: read some other data (entities, etc) in XML format
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int ReadXML();
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// clean up everything used during delayed load
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int DelayLoadFinished();
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// size of map
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ssize_t m_PatchesPerSide;
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// heightmap for map
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std::vector<u16> m_Heightmap;
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// list of terrain textures used by map
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std::vector<CTextureEntry*> m_TerrainTextures;
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// tile descriptions for each tile
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std::vector<STileDesc> m_Tiles;
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// lightenv stored in file
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CLightEnv m_LightEnv;
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// startup script
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CStrW m_Script;
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// state latched by LoadMap and held until DelayedLoadFinished
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CFileUnpacker unpacker;
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CTerrain* pTerrain;
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WaterManager* pWaterMan;
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SkyManager* pSkyMan;
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CLightEnv* pLightEnv;
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CGameView* pGameView;
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CCinemaManager* pCinema;
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CTriggerManager* pTrigMan;
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CSimulation2* pSimulation2;
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int m_PlayerID;
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VfsPath filename_xml;
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bool only_xml;
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u32 file_format_version;
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entity_id_t m_CameraStartupTarget;
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// UnpackTerrain generator state
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size_t cur_terrain_tex;
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size_t num_terrain_tex;
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CXMLReader* xml_reader;
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};
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/**
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* A restricted map reader that returns various summary information
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* for use by scripts (particularly the GUI).
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*/
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class CMapSummaryReader
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{
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public:
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/**
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* Try to load a map file.
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* @param pathname Path to .pmp or .xml file
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*/
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PSRETURN LoadMap(const VfsPath& pathname);
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/**
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* Returns a value of the form:
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* @code
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* {
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* "settings": { ... contents of the map's <ScriptSettings> ... }
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* }
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* @endcode
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*/
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CScriptValRooted GetScriptData(ScriptInterface& scriptInterface);
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private:
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utf16string m_ScriptSettings;
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};
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#endif
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