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forked from 0ad/0ad
0ad/source/graphics/MapReader.cpp
Ykkrosh 10c5dbcba4 Fix Atlas and autostart.
Fix non-POD in varargs.
Remove misleading max_players config variable (the engine doesn't care
about it, all the limits are hard-coded).
Remove civ-center-based player civ initialisation hack.
Add dummy player_defaults.json.
Clean up formatting a bit.

This was SVN commit r8498.
2010-10-30 13:27:23 +00:00

1343 lines
37 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/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.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 "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();
// 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);
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);
// 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;
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);
debug_assert(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)
{
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;
}
if (pGameView)
{
pGameView->ResetCameraTarget(pGameView->GetCamera()->GetFocus());
if (m_CameraStartupTarget != INVALID_ENTITY)
{
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::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);
}
utf16string 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);
// 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());
}
}
utf16string CXMLReader::ReadScriptSettings()
{
XMBElement root = xmb_file.GetRoot();
debug_assert(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 = 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
debug_assert(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(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)
{
int element_name = waterelement.GetNodeName();
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())));
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( \
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 (boost::algorithm::ends_with(TemplateName, L"civil_centre"))
{
// 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 (m_MapReader.m_CameraStartupTarget == INVALID_ENTITY && PlayerID == m_MapReader.m_PlayerID && !cmpPosition.null())
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")
{
//Already loaded - this is to prevent an assertion
}
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;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// load script settings from map
int CMapReader::LoadScriptSettings()
{
if (!xml_reader)
xml_reader = new CXMLReader(filename_xml, *this);
// parse the script settings
pSimulation2->SetMapSettings(xml_reader->ReadScriptSettings());
return 0;
}
// load player settings script
int CMapReader::LoadPlayerSettings()
{
pSimulation2->LoadPlayerSettings();
return 0;
}
// load map settings script
int CMapReader::LoadMapSettings()
{
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)
{
delete xml_reader;
xml_reader = 0;
}
return ret;
}
int CMapReader::DelayLoadFinished()
{
// we were dynamically allocated by CWorld::Initialize
delete this;
return 0;
}