0ad/source/graphics/MapReader.h
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

91 lines
2.3 KiB
C++

#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"
class CObjectEntry;
class CTerrain;
class CUnitManager;
class WaterManager;
class SkyManager;
class CLightEnv;
class CCamera;
class CCinemaManager;
class CTriggerManager;
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 char* filename, CTerrain *pTerrain, CUnitManager *pUnitMan,
WaterManager* pWaterMan, SkyManager* pSkyMan, CLightEnv *pLightEnv, CCamera *pCamera,
CCinemaManager* pCinema);
private:
// UnpackTerrain: unpack the terrain from the input stream
int UnpackTerrain();
//UnpackCinema: unpack the cinematic tracks from the input stream
int UnpackCinema();
// UnpackObjects: unpack world objects from the input stream
void UnpackObjects();
// UnpackObjects: unpack lighting parameters from the input stream
void UnpackLightEnv();
// 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_MapSize;
// heightmap for map
std::vector<u16> m_Heightmap;
// list of terrain textures used by map
std::vector<Handle> m_TerrainTextures;
// tile descriptions for each tile
std::vector<STileDesc> m_Tiles;
// list of object types used by map
std::vector<CStr> m_ObjectTypes;
// descriptions for each objects
std::vector<SObjectDesc> m_Objects;
// lightenv stored in file
CLightEnv m_LightEnv;
// state latched by LoadMap and held until DelayedLoadFinished
CFileUnpacker unpacker;
CTerrain* pTerrain;
CUnitManager* pUnitMan;
WaterManager* pWaterMan;
SkyManager* pSkyMan;
CLightEnv* pLightEnv;
CCamera* pCamera;
CCinemaManager* pCinema;
CTriggerManager* pTrigMan;
CStr filename_xml;
// UnpackTerrain generator state
size_t cur_terrain_tex;
size_t num_terrain_tex;
CXMLReader* xml_reader;
};
#endif