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forked from 0ad/0ad
0ad/source/graphics/MapReader.cpp
Ykkrosh 4e1b6d08f4 Fix lithobolos size and projectile.
Fix projectiles launching from actors with no ammo prop.
Fix default camera location on maps with no civ centers.
Avoid units getting stuck on the edges of buildings.

This was SVN commit r7950.
2010-08-14 22:11:32 +00:00

1346 lines
36 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MapReader.h"
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
#include "graphics/GameView.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "scriptinterface/ScriptInterface.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>
#define LOG_CATEGORY L"graphics"
CMapReader::CMapReader()
: xml_reader(0), m_PatchesPerSide(0)
{
cur_terrain_tex = 0; // important - resets generator state
}
// 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_, int playerID_)
{
// latch parameters (held until DelayedLoadFinished)
pTerrain = pTerrain_;
pLightEnv = pLightEnv_;
pGameView = pGameView_;
pWaterMan = pWaterMan_;
pSkyMan = pSkyMan_;
pCinema = pCinema_;
pTrigMan = pTrigMan_;
pSimulation2 = pSimulation2_;
m_PlayerID = playerID_;
m_CameraStartupTarget = INVALID_ENTITY;
filename_xml = fs::change_extension(pathname, 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 (!FileExists(pathname) && FileExists(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();
// unpack the data
if (!only_xml)
RegMemFun(this, &CMapReader::UnpackMap, L"CMapReader::UnpackMap", 1200);
if (file_format_version >= 3) {
// 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);
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;
if (unpacker.GetVersion() < 4)
debug_warn(L"Old unsupported map version - objects and lighting will be lost");
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);
CTextureEntry* texentry = NULL;
if (CTextureManager::IsInitialised())
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)
{
debug_warn(L"Map has no terrain data");
return -1;
// we'll probably crash when trying to use this map later
}
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++;
}
}
}
}
}
if (file_format_version >= 4)
{
// copy over the lighting parameters
if (pLightEnv)
*pLightEnv = m_LightEnv;
}
pGameView->ResetCameraTarget(pGameView->GetCamera()->GetFocus());
if (m_CameraStartupTarget != INVALID_ENTITY && pGameView)
{
CmpPtr<ICmpPosition> cmpPosition(*pSimulation2, m_CameraStartupTarget);
if (!cmpPosition.null())
{
CFixedVector3D pos = cmpPosition->GetPosition();
pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
}
}
CmpPtr<ICmpTerrain> cmpTerrain(*pSimulation2, SYSTEM_ENTITY);
if (!cmpTerrain.null())
cmpTerrain->ReloadTerrain();
return 0;
}
PSRETURN CMapSummaryReader::LoadMap(const VfsPath& pathname)
{
VfsPath filename_xml = fs::change_extension(pathname, 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();
debug_assert(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::GetScriptData(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);
}
// 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 ReadPlayers();
void ReadTerrain(XMBElement parent);
void ReadEnvironment(XMBElement parent);
void ReadCamera(XMBElement parent);
void ReadCinema(XMBElement parent);
void ReadTriggers(XMBElement parent);
// void ReadTriggerGroup(XMBElement parent, MapTriggerGroup& group);
int ReadEntities(XMBElement parent, double end_time);
int ReadOldEntities(XMBElement parent, double end_time);
int ReadNonEntities(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();
debug_assert(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)
{
utf16string uid = ent.GetAttributes().GetNamedItem(at_uid);
max_uid = std::max(max_uid, (entity_id_t)CStr(uid).ToInt());
}
// Initialise player data
ReadPlayers();
}
void CXMLReader::ReadPlayers()
{
CmpPtr<ICmpPlayerManager> cmpPlayerMan(*m_MapReader.pSimulation2, SYSTEM_ENTITY);
debug_assert(!cmpPlayerMan.null());
// TODO: we ought to read at least some of this data from the map file.
// For now, just always use the defaults.
std::map<int, CStrW> playerDefaultNames;
std::map<int, CStrW> playerDefaultCivs;
std::map<int, SColor3ub> playerDefaultColours;
CXeromyces playerDefaultFile;
if (playerDefaultFile.Load(g_VFS, L"simulation/data/players.xml") != PSRETURN_OK)
throw PSERROR_File_ReadFailed();
#define AT(x) int at_##x = playerDefaultFile.GetAttributeID(#x)
AT(id);
AT(name);
AT(civ);
AT(r); AT(g); AT(b);
#undef AT
XERO_ITER_EL(playerDefaultFile.GetRoot(), player)
{
XMBAttributeList attrs = player.GetAttributes();
int id = CStr(attrs.GetNamedItem(at_id)).ToInt();
playerDefaultNames[id] = attrs.GetNamedItem(at_name);
playerDefaultCivs[id] = attrs.GetNamedItem(at_civ);
SColor3ub colour;
colour.R = (u8)CStr(attrs.GetNamedItem(at_r)).ToInt();
colour.G = (u8)CStr(attrs.GetNamedItem(at_g)).ToInt();
colour.B = (u8)CStr(attrs.GetNamedItem(at_b)).ToInt();
playerDefaultColours[id] = colour;
}
size_t numPlayers = 9; // including Gaia
for (size_t i = 0; i < numPlayers; ++i)
{
int uid = ++max_uid;
entity_id_t ent = m_MapReader.pSimulation2->AddEntity(L"special/player", uid);
CmpPtr<ICmpPlayer> cmpPlayer(*m_MapReader.pSimulation2, ent);
debug_assert(!cmpPlayer.null());
cmpPlayer->SetName(playerDefaultNames[i]);
cmpPlayer->SetCiv(playerDefaultCivs[i]);
SColor3ub colour = playerDefaultColours[i];
cmpPlayer->SetColour(colour.R, colour.G, colour.B);
cmpPlayerMan->AddPlayer(ent);
}
}
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 = CStr(attr.Value).ToInt();
else if (attr.Name == at_texture)
texture = CStr(attr.Value);
else if (attr.Name == at_priority)
priority = CStr(attr.Value).ToInt();
else if (attr.Name == at_height)
height = (u16)CStr(attr.Value).ToInt();
}
m_MapReader.m_PatchesPerSide = patches;
// Load the texture
CTextureEntry* texentry = NULL;
if (CTextureManager::IsInitialised())
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(skyset);
EL(suncolour);
EL(sunelevation);
EL(sunrotation);
EL(terrainambientcolour);
EL(unitsambientcolour);
EL(terrainshadowtransparency);
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_skyset)
{
if (m_MapReader.pSkyMan)
m_MapReader.pSkyMan->SetSkySet(element.GetText());
}
else if (element_name == el_suncolour)
{
m_MapReader.m_LightEnv.m_SunColor = RGBColor(
CStr(attrs.GetNamedItem(at_r)).ToFloat(),
CStr(attrs.GetNamedItem(at_g)).ToFloat(),
CStr(attrs.GetNamedItem(at_b)).ToFloat());
}
else if (element_name == el_sunelevation)
{
m_MapReader.m_LightEnv.m_Elevation = CStr(attrs.GetNamedItem(at_angle)).ToFloat();
}
else if (element_name == el_sunrotation)
{
m_MapReader.m_LightEnv.m_Rotation = CStr(attrs.GetNamedItem(at_angle)).ToFloat();
}
else if (element_name == el_terrainambientcolour)
{
m_MapReader.m_LightEnv.m_TerrainAmbientColor = RGBColor(
CStr(attrs.GetNamedItem(at_r)).ToFloat(),
CStr(attrs.GetNamedItem(at_g)).ToFloat(),
CStr(attrs.GetNamedItem(at_b)).ToFloat());
}
else if (element_name == el_unitsambientcolour)
{
m_MapReader.m_LightEnv.m_UnitsAmbientColor = RGBColor(
CStr(attrs.GetNamedItem(at_r)).ToFloat(),
CStr(attrs.GetNamedItem(at_g)).ToFloat(),
CStr(attrs.GetNamedItem(at_b)).ToFloat());
}
else if (element_name == el_terrainshadowtransparency)
{
m_MapReader.m_LightEnv.SetTerrainShadowTransparency(CStr(element.GetText()).ToFloat());
}
else if (element_name == el_water)
{
XERO_ITER_EL(element, waterbody)
{
debug_assert(waterbody.GetNodeName() == el_waterbody);
XERO_ITER_EL(waterbody, waterelement)
{
if (!m_MapReader.pWaterMan)
continue;
int element_name = waterelement.GetNodeName();
if (element_name == el_type)
{
// TODO: implement this, when WaterManager supports it
}
else if (element_name == el_height)
{
CmpPtr<ICmpWaterManager> cmpWaterMan(*m_MapReader.pSimulation2, SYSTEM_ENTITY);
debug_assert(!cmpWaterMan.null());
cmpWaterMan->SetWaterLevel(entity_pos_t::FromString(CStr(waterelement.GetText())));
}
#define READ_COLOUR(el, out) \
else if (element_name == el) \
{ \
XMBAttributeList attrs = waterelement.GetAttributes(); \
out = CColor( \
CStr(attrs.GetNamedItem(at_r)).ToFloat(), \
CStr(attrs.GetNamedItem(at_g)).ToFloat(), \
CStr(attrs.GetNamedItem(at_b)).ToFloat(), \
1.f); \
}
#define READ_FLOAT(el, out) \
else if (element_name == el) \
{ \
out = CStr(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)
{
#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 = CStr(attrs.GetNamedItem(at_angle)).ToFloat();
}
else if (element_name == el_rotation)
{
rotation = CStr(attrs.GetNamedItem(at_angle)).ToFloat();
}
else if (element_name == el_position)
{
translation = CVector3D(
CStr(attrs.GetNamedItem(at_x)).ToFloat(),
CStr(attrs.GetNamedItem(at_y)).ToFloat(),
CStr(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( CStr(attrs.GetNamedItem(at_name)) );
float timescale = CStr(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 = CStr(attrs.GetNamedItem(at_mode)).ToInt();
pathData.m_Style = CStr(attrs.GetNamedItem(at_style)).ToInt();
pathData.m_Growth = CStr(attrs.GetNamedItem(at_growth)).ToInt();
pathData.m_Switch = CStr(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 = CStr(attrs.GetNamedItem(at_x)).ToFloat();
data.Position.Y = CStr(attrs.GetNamedItem(at_y)).ToFloat();
data.Position.Z = CStr(attrs.GetNamedItem(at_z)).ToFloat();
continue;
}
else if ( elementName == el_rotation )
{
data.Rotation.X = CStr(attrs.GetNamedItem(at_x)).ToFloat();
data.Rotation.Y = CStr(attrs.GetNamedItem(at_y)).ToFloat();
data.Rotation.Z = CStr(attrs.GetNamedItem(at_z)).ToFloat();
continue;
}
else if ( elementName == el_time )
data.Distance = CStr( 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
debug_assert("Invalid cinema child");
}
if (m_MapReader.pCinema)
m_MapReader.pCinema->SetAllPaths(pathList);
}
void CXMLReader::ReadTriggers(XMBElement UNUSED(parent))
{
// MapTriggerGroup rootGroup( L"Triggers", L"" );
// if (m_MapReader.pTrigMan)
// m_MapReader.pTrigMan->DestroyEngineTriggers();
// ReadTriggerGroup(parent, rootGroup);
}
/*
void CXMLReader::ReadTriggerGroup(XMBElement parent, MapTriggerGroup& group)
{
#define EL(x) int el_##x = xmb_file.GetElementID(#x)
#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
EL(group);
EL(trigger);
EL(active);
EL(delay);
EL(maxruncount);
EL(conditions);
EL(logicblock);
EL(logicblockend);
EL(condition);
EL(parameter);
EL(linklogic);
EL(effects);
EL(effect);
EL(function);
EL(display);
AT(name);
AT(function);
AT(display);
AT(not);
#undef EL
#undef AT
CStrW name = parent.GetAttributes().GetNamedItem(at_name), parentName = group.parentName;
if ( group.name == L"Triggers" )
name = group.name;
MapTriggerGroup mapGroup(name, parentName);
XERO_ITER_EL(parent, groupChild)
{
int elementName = groupChild.GetNodeName();
if ( elementName == el_group )
ReadTriggerGroup(groupChild, mapGroup);
else if ( elementName == el_trigger )
{
MapTrigger mapTrigger;
mapTrigger.name = CStrW( groupChild.GetAttributes().GetNamedItem(at_name) );
//Read everything in this trigger
XERO_ITER_EL(groupChild, triggerChild)
{
elementName = triggerChild.GetNodeName();
if ( elementName == el_active )
{
if ( CStr("false") == CStr( triggerChild.GetText() ) )
mapTrigger.active = false;
else
mapTrigger.active = true;
}
else if ( elementName == el_maxruncount )
mapTrigger.maxRunCount = CStr( triggerChild.GetText() ).ToInt();
else if ( elementName == el_delay )
mapTrigger.timeValue = CStr( triggerChild.GetText() ).ToFloat();
else if ( elementName == el_conditions )
{
//Read in all conditions for this trigger
XERO_ITER_EL(triggerChild, condition)
{
elementName = condition.GetNodeName();
if ( elementName == el_condition )
{
MapTriggerCondition mapCondition;
mapCondition.name = condition.GetAttributes().GetNamedItem(at_name);
mapCondition.functionName = condition.GetAttributes().GetNamedItem(at_function);
mapCondition.displayName = condition.GetAttributes().GetNamedItem(at_display);
CStr notAtt(condition.GetAttributes().GetNamedItem(at_not));
if ( notAtt == CStr("true") )
mapCondition.negated = true;
//Read in each condition child
XERO_ITER_EL(condition, conditionChild)
{
elementName = conditionChild.GetNodeName();
if ( elementName == el_function )
mapCondition.functionName = CStrW(conditionChild.GetText());
else if ( elementName == el_display )
mapCondition.displayName = CStrW(conditionChild.GetText());
else if ( elementName == el_parameter )
mapCondition.parameters.push_back( conditionChild.GetText() );
else if ( elementName == el_linklogic )
{
CStr logic = conditionChild.GetText();
if ( logic == CStr("AND") )
mapCondition.linkLogic = 1;
else
mapCondition.linkLogic = 2;
}
}
mapTrigger.conditions.push_back(mapCondition);
} //Read all conditions
else if ( elementName == el_logicblock)
{
if ( CStr(condition.GetAttributes().GetNamedItem(at_not)) == CStr("true") )
mapTrigger.AddLogicBlock(true);
else
mapTrigger.AddLogicBlock(false);
}
else if ( elementName == el_logicblockend)
mapTrigger.AddLogicBlockEnd();
} //Read all conditions
}
else if ( elementName == el_effects )
{
//Read all effects
XERO_ITER_EL(triggerChild, effect)
{
if ( effect.GetNodeName() != el_effect )
{
debug_warn(L"Invalid effect tag in trigger XML file");
return;
}
MapTriggerEffect mapEffect;
mapEffect.name = effect.GetAttributes().GetNamedItem(at_name);
//Read parameters
XERO_ITER_EL(effect, effectChild)
{
elementName = effectChild.GetNodeName();
if ( elementName == el_function )
mapEffect.functionName = effectChild.GetText();
else if ( elementName == el_display )
mapEffect.displayName = effectChild.GetText();
else if ( elementName == el_parameter )
mapEffect.parameters.push_back( effectChild.GetText() );
else
{
debug_warn(L"Invalid parameter tag in trigger XML file");
return;
}
}
mapTrigger.effects.push_back(mapEffect);
}
}
else
debug_warn(L"Invalid trigger node child in trigger XML file");
} //Read trigger children
m_MapReader.pTrigMan->AddTrigger(mapGroup, mapTrigger);
}
else
debug_warn(L"Invalid group node child in XML file");
} //Read group children
if (m_MapReader.pTrigMan)
m_MapReader.pTrigMan->AddGroup(mapGroup);
}
*/
int CXMLReader::ReadEntities(XMBElement parent, double end_time)
{
XMBElementList entities = parent.GetChildNodes();
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++);
debug_assert(entity.GetNodeName() == el_entity);
XMBAttributeList attrs = entity.GetAttributes();
utf16string uid = attrs.GetNamedItem(at_uid);
debug_assert(!uid.empty());
int EntityUid = CStr(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();
}
// <player>
else if (element_name == el_player)
{
PlayerID = CStr(setting.GetText()).ToInt();
}
// <position>
else if (element_name == el_position)
{
XMBAttributeList attrs = setting.GetAttributes();
Position = CFixedVector3D(
fixed::FromString(CStr(attrs.GetNamedItem(at_x))),
fixed::FromString(CStr(attrs.GetNamedItem(at_y))),
fixed::FromString(CStr(attrs.GetNamedItem(at_z))));
}
// <orientation>
else if (element_name == el_orientation)
{
XMBAttributeList attrs = setting.GetAttributes();
Orientation = CFixedVector3D(
fixed::FromString(CStr(attrs.GetNamedItem(at_x))),
fixed::FromString(CStr(attrs.GetNamedItem(at_y))),
fixed::FromString(CStr(attrs.GetNamedItem(at_z))));
// TODO: what happens if some attributes are missing?
}
else
debug_warn(L"Invalid map XML data");
}
CSimulation2& sim = *m_MapReader.pSimulation2;
entity_id_t ent = sim.AddEntity(TemplateName, EntityUid);
if (ent == INVALID_ENTITY)
LOGERROR(L"Failed to load entity template '%ls'", TemplateName.c_str());
else
{
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
if (!cmpPosition.null())
{
cmpPosition->JumpTo(Position.X, Position.Z);
cmpPosition->SetYRotation(Orientation.Y);
// TODO: other parts of the position
}
CmpPtr<ICmpOwnership> cmpOwner(sim, ent);
if (!cmpOwner.null())
cmpOwner->SetOwner(PlayerID);
if (m_MapReader.m_CameraStartupTarget == INVALID_ENTITY && !cmpPosition.null())
{
// HACK: we special-case civil centre files to initialise the camera.
// This ought to be based on a more generic mechanism for indicating
// per-player camera start locations.
if (PlayerID == m_MapReader.m_PlayerID && boost::algorithm::ends_with(TemplateName, L"civil_centre"))
{
m_MapReader.m_CameraStartupTarget = ent;
}
}
}
completed_jobs++;
LDR_CHECK_TIMEOUT(completed_jobs, total_jobs);
}
return 0;
}
int CXMLReader::ReadOldEntities(XMBElement parent, double end_time)
{
XMBElementList entities = parent.GetChildNodes();
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++);
debug_assert(entity.GetNodeName() == el_entity);
XMBAttributeList attrs = entity.GetAttributes();
CStrW TemplateName;
int PlayerID = 0;
CFixedVector3D Position;
fixed Orientation;
XERO_ITER_EL(entity, setting)
{
int element_name = setting.GetNodeName();
// <template>
if (element_name == el_template)
{
TemplateName = setting.GetText();
}
// <player>
else if (element_name == el_player)
{
PlayerID = CStr(setting.GetText()).ToInt();
}
// <position>
else if (element_name == el_position)
{
XMBAttributeList attrs = setting.GetAttributes();
Position = CFixedVector3D(
fixed::FromString(CStr(attrs.GetNamedItem(at_x))),
fixed::FromString(CStr(attrs.GetNamedItem(at_y))),
fixed::FromString(CStr(attrs.GetNamedItem(at_z))));
}
// <orientation>
else if (element_name == el_orientation)
{
XMBAttributeList attrs = setting.GetAttributes();
Orientation = fixed::FromString(CStr(attrs.GetNamedItem(at_angle)));
}
else
debug_warn(L"Invalid map XML data");
}
// The old version uses a flat entity naming system, so we need
// to translate it into the hierarchical filename
if (TemplateName.Find(L"flora") == 0 || TemplateName.Find(L"fauna") == 0 || TemplateName.Find(L"geology") == 0 || TemplateName.Find(L"special") == 0)
TemplateName = L"gaia/" + TemplateName;
else if (TemplateName.Find(L"cart") == 0 || TemplateName.Find(L"celt") == 0 || TemplateName.Find(L"hele") == 0 ||
TemplateName.Find(L"iber") == 0 || TemplateName.Find(L"pers") == 0 || TemplateName.Find(L"rome") == 0)
{
if (TemplateName.Find(L"cavalry") == 5 || TemplateName.Find(L"hero") == 5 || TemplateName.Find(L"infantry") == 5 ||
TemplateName.Find(L"mechanical") == 5 || TemplateName.Find(L"ship") == 5 || TemplateName.Find(L"super") == 5 || TemplateName.Find(L"support") == 5)
TemplateName = L"units/" + TemplateName;
else
TemplateName = L"structures/" + TemplateName;
}
else if (TemplateName.Find(L"skeleton") == 0)
TemplateName = L"units/" + TemplateName;
else if (TemplateName.Find(L"camp") == 0 || TemplateName.Find(L"fence") == 0 || TemplateName.Find(L"temp") == 0)
TemplateName = L"other/" + TemplateName;
entity_id_t ent = m_MapReader.pSimulation2->AddEntity(TemplateName);
if (ent != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPosition(*m_MapReader.pSimulation2, ent);
if (!cmpPosition.null())
{
cmpPosition->JumpTo(Position.X, Position.Z);
cmpPosition->SetYRotation(Orientation);
}
CmpPtr<ICmpOwnership> cmpOwner(*m_MapReader.pSimulation2, ent);
if (!cmpOwner.null())
cmpOwner->SetOwner(PlayerID);
if (m_MapReader.m_CameraStartupTarget == INVALID_ENTITY && !cmpPosition.null())
{
// Special-case civil centre files to initialise the camera.
if (PlayerID == m_MapReader.m_PlayerID && boost::algorithm::ends_with(TemplateName, L"civil_centre"))
{
m_MapReader.m_CameraStartupTarget = ent;
}
}
}
completed_jobs++;
LDR_CHECK_TIMEOUT(completed_jobs, total_jobs);
}
return 0;
}
int CXMLReader::ReadNonEntities(XMBElement parent, double end_time)
{
XMBElementList nonentities = parent.GetChildNodes();
while (nonentity_idx < nonentities.Count)
{
// all new state at this scope and below doesn't need to be
// wrapped, since we only yield after a complete iteration.
XMBElement nonentity = nonentities.Item(nonentity_idx++);
debug_assert(nonentity.GetNodeName() == el_nonentity);
CStrW ActorName;
CFixedVector3D Position;
fixed Orientation;
XERO_ITER_EL(nonentity, setting)
{
int element_name = setting.GetNodeName();
// <actor>
if (element_name == el_actor)
{
ActorName = setting.GetText();
}
// <position>
else if (element_name == el_position)
{
XMBAttributeList attrs = setting.GetAttributes();
Position = CFixedVector3D(
fixed::FromString(CStr(attrs.GetNamedItem(at_x))),
fixed::FromString(CStr(attrs.GetNamedItem(at_y))),
fixed::FromString(CStr(attrs.GetNamedItem(at_z))));
}
// <orientation>
else if (element_name == el_orientation)
{
XMBAttributeList attrs = setting.GetAttributes();
Orientation = fixed::FromString(CStr(attrs.GetNamedItem(at_angle)));
}
else
debug_warn(L"Invalid map XML data");
}
std::set<CStr> selections; // TODO: read from file
entity_id_t ent = m_MapReader.pSimulation2->AddEntity(L"actor|" + ActorName);
if (ent != INVALID_ENTITY)
{
CmpPtr<ICmpPosition> cmpPos(*m_MapReader.pSimulation2, ent);
if (!cmpPos.null())
{
cmpPos->JumpTo(Position.X, Position.Z);
cmpPos->SetYRotation(Orientation);
}
}
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")
{
m_MapReader.pSimulation2->SetMapSettings(node.GetText());
}
else if (m_MapReader.file_format_version <= 4 && name == "Entities")
{
ret = ReadOldEntities(node, end_time);
if (ret != 0) // error or timed out
return ret;
}
else if (m_MapReader.file_format_version <= 4 && name == "Nonentities")
{
ret = ReadNonEntities(node, end_time);
if (ret != 0) // error or timed out
return ret;
}
else if (name == "Entities")
{
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")
{
m_MapReader.pSimulation2->SetStartupScript(CStrW(node.GetText()));
}
else
{
debug_printf(L"Invalid XML element in map file: %ls\n", CStrW(name).c_str());
debug_warn(L"Invalid map XML data");
}
node_idx++;
}
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)
{
delete xml_reader;
xml_reader = 0;
}
return ret;
}
int CMapReader::DelayLoadFinished()
{
// we were dynamically allocated by CWorld::Initialize
delete this;
return 0;
}