0ad/source/graphics/MapReader.cpp

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/* Copyright (C) 2009 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"
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
#include "graphics/GameView.h"
#include "graphics/Model.h"
#include "graphics/ObjectManager.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/XML/Xeromyces.h"
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
#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"
#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_,
CUnitManager *pUnitMan_, WaterManager* pWaterMan_, SkyManager* pSkyMan_,
CLightEnv *pLightEnv_, CCamera *pCamera_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_,
CSimulation2 *pSimulation2_, CEntityManager *pEntityMan_)
{
// latch parameters (held until DelayedLoadFinished)
pTerrain = pTerrain_;
pUnitMan = pUnitMan_;
pLightEnv = pLightEnv_;
pCamera = pCamera_;
pWaterMan = pWaterMan_;
pSkyMan = pSkyMan_;
pCinema = pCinema_;
pTrigMan = pTrigMan_;
pSimulation2 = pSimulation2_;
pEntityMan = pEntityMan_;
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();
// delete all remaining non-entity units
if (pUnitMan)
{
pUnitMan->DeleteAll();
pUnitMan->SetNextID(0);
}
// 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);
Handle handle;
CTextureEntry* texentry = g_TexMan.FindTexture(texturename);
// mismatch between texture datasets?
if (!texentry)
handle = 0;
else
handle = texentry->GetHandle();
m_TerrainTextures.push_back(handle);
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.Tex1 = m_TerrainTextures[tileptr->m_Tex1Index];
mp.Tex1Priority = tileptr->m_Priority;
tileptr++;
}
}
}
}
}
if (file_format_version >= 4)
{
// copy over the lighting parameters
if (pLightEnv)
*pLightEnv = m_LightEnv;
}
return 0;
}
// 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;
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(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
int 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, CStr(uid).ToInt());
}
// Initialise player data
CmpPtr<ICmpPlayerManager> cmpPlayerMan(*m_MapReader.pSimulation2, SYSTEM_ENTITY);
debug_assert(!cmpPlayerMan.null());
// TODO: this should be loaded from the XML instead
size_t numPlayers = 4;
for (size_t i = 0; i < numPlayers; ++i)
{
int uid = ++max_uid;
entity_id_t ent = m_MapReader.pSimulation2->AddEntity(L"special/player", uid);
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
Handle handle = 0;
CTextureEntry* texentry = g_TexMan.FindTexture(texture);
if (texentry)
handle = texentry->GetHandle();
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].Tex1 = handle;
patch->m_MiniPatches[z][x].Tex1Priority = 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
}
#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_height, m_MapReader.pWaterMan->m_WaterHeight)
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.pCamera)
{
m_MapReader.pCamera->m_Orientation.SetXRotation(declination);
m_MapReader.pCamera->m_Orientation.RotateY(rotation);
m_MapReader.pCamera->m_Orientation.Translate(translation);
m_MapReader.pCamera->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 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);
}
completed_jobs++;
LDR_CHECK_TIMEOUT(completed_jobs, total_jobs);
}
return 0;
}
int CXMLReader::ReadOldEntities(XMBElement parent, double end_time)
{
XMBElementList entities = parent.GetChildNodes();
// If this is the first time in ReadOldEntities, find the next free ID number
// in case we need to allocate new ones in the future
if (entity_idx == 0)
{
int maxUnitID = -1;
XERO_ITER_EL(parent, entity)
{
debug_assert(entity.GetNodeName() == el_entity);
XMBAttributeList attrs = entity.GetAttributes();
utf16string uid = attrs.GetNamedItem(at_uid);
int unitId = uid.empty() ? -1 : CStr(uid).ToInt();
maxUnitID = std::max(maxUnitID, unitId);
}
if (m_MapReader.pUnitMan)
m_MapReader.pUnitMan->SetNextID(maxUnitID + 1);
}
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;
CVector3D Position;
float Orientation = 0.f;
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 = CVector3D(
CStr(attrs.GetNamedItem(at_x)).ToFloat(),
CStr(attrs.GetNamedItem(at_y)).ToFloat(),
CStr(attrs.GetNamedItem(at_z)).ToFloat());
}
// <orientation>
else if (element_name == el_orientation)
{
XMBAttributeList attrs = setting.GetAttributes();
Orientation = CStr(attrs.GetNamedItem(at_angle)).ToFloat();
}
else
debug_warn(L"Invalid map XML data");
}
CPlayer* player = NULL;
if (g_Game)
player = g_Game->GetPlayer(PlayerID);
// 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> cmpPos(*m_MapReader.pSimulation2, ent);
if (!cmpPos.null())
{
entity_pos_t x = entity_pos_t::FromFloat(Position.X);
entity_pos_t z = entity_pos_t::FromFloat(Position.Z);
cmpPos->JumpTo(x, z);
cmpPos->SetYRotation(entity_angle_t::FromFloat(Orientation));
}
CmpPtr<ICmpOwnership> cmpOwner(*m_MapReader.pSimulation2, ent);
if (!cmpOwner.null())
cmpOwner->SetOwner(PlayerID);
}
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;
CVector3D Position;
float Orientation = 0.f;
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 = CVector3D(
CStr(attrs.GetNamedItem(at_x)).ToFloat(),
CStr(attrs.GetNamedItem(at_y)).ToFloat(),
CStr(attrs.GetNamedItem(at_z)).ToFloat());
}
// <orientation>
else if (element_name == el_orientation)
{
XMBAttributeList attrs = setting.GetAttributes();
Orientation = CStr(attrs.GetNamedItem(at_angle)).ToFloat();
}
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())
{
entity_pos_t x = entity_pos_t::FromFloat(Position.X); // TODO: these should all be parsed as fixeds probably
entity_pos_t z = entity_pos_t::FromFloat(Position.Z);
cmpPos->JumpTo(x, z);
cmpPos->SetYRotation(entity_angle_t::FromFloat(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);
}
# Housekeeping and pathfinder enhancements / optimization when dealing with ranged actions. - Modified Xeromyces to no longer automatically convert element and attribute names to lowercase, so that we can have camelCase names. We should now be able to convert all the multi-word entity properties, like pass_through_allies, to camelCase, like passThroughAllies, which is more consistent with the rest of our JavaScript naming conventions. To support the existing code that assumes lowercase element names, I made the getElementID and getAttributeID methods (used in the EL and AT macros) ignore case, and I changed any code that directly accessed element names to use the right case. CEntityTemplate now converts Names_LikeThis to names_likeThis (changing each separate "word" in the name to camelCase). Changed the version letter in XMB filenames from A to B to support this without requiring people to delete old XMBs. - Enhanced the pathfinder's handling of contact paths, resulting in a very large speedup for actions like attacking, construction, etc. The problem was that the pathfinder used to not count a given state as the goal unless it was exactly coincident with the target location. This is fine when you order a unit to go exactly to a certain spot, but if you're ordering a unit to build, gather or attack something, then the target tile is impassable (because your target is there) and therefore the pathfinder never declares a state final. As a result, the pathfinder tries hundreds of extra tiles in case there is a long path that gets to the goal, and after failing to find any path that reaches the goal, it gives you one to the closest point it got to. To fix it, I made the pathfinder take into account a radius around the goal in which it's OK to be, which depends on the size of the target unit and the range of your action. This was SVN commit r4186.
2006-08-01 05:41:21 +02:00
else if (name == "Camera")
{
ReadCamera(node);
}
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;
}