forked from 0ad/0ad
455 lines
13 KiB
C++
455 lines
13 KiB
C++
/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Camera.h"
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#include "CinemaManager.h"
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#include "GameView.h"
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#include "LightEnv.h"
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#include "MapReader.h"
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#include "MapWriter.h"
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#include "Patch.h"
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#include "Terrain.h"
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#include "TerrainTextureEntry.h"
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#include "TerrainTextureManager.h"
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#include "maths/MathUtil.h"
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#include "maths/NUSpline.h"
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#include "ps/CLogger.h"
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#include "ps/Loader.h"
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#include "ps/Filesystem.h"
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#include "ps/XML/XMLWriter.h"
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#include "renderer/PostprocManager.h"
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpObstruction.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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#include "simulation2/components/ICmpVisual.h"
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#include "simulation2/components/ICmpWaterManager.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// CMapWriter constructor: nothing to do at the minute
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CMapWriter::CMapWriter()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SaveMap: try to save the current map to the given file
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void CMapWriter::SaveMap(const VfsPath& pathname, CTerrain* pTerrain,
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WaterManager* pWaterMan, SkyManager* pSkyMan,
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CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* pCinema,
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CPostprocManager* pPostproc,
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CSimulation2* pSimulation2)
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{
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CFilePacker packer(FILE_VERSION, "PSMP");
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// build necessary data
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PackMap(packer, pTerrain);
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try
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{
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// write it out
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packer.Write(pathname);
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}
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catch (PSERROR_File_WriteFailed&)
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{
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LOGERROR("Failed to write map '%s'", pathname.string8());
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return;
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}
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VfsPath pathnameXML = pathname.ChangeExtension(L".xml");
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WriteXML(pathnameXML, pWaterMan, pSkyMan, pLightEnv, pCamera, pCinema, pPostproc, pSimulation2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// GetHandleIndex: return the index of the given handle in the given list; or 0xFFFF if
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// handle isn't in list
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static u16 GetEntryIndex(const CTerrainTextureEntry* entry, const std::vector<CTerrainTextureEntry*>& entries)
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{
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const size_t limit = std::min(entries.size(), size_t(0xFFFEu)); // paranoia
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for (size_t i=0;i<limit;i++) {
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if (entries[i]==entry) {
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return (u16)i;
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}
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}
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return 0xFFFF;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// EnumTerrainTextures: build lists of textures used by map, and tile descriptions for
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// each tile on the terrain
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void CMapWriter::EnumTerrainTextures(CTerrain *pTerrain,
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std::vector<CStr>& textures,
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std::vector<STileDesc>& tiles)
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{
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// the list of all handles in use
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std::vector<CTerrainTextureEntry*> entries;
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// resize tile array to required size
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tiles.resize(SQR(pTerrain->GetVerticesPerSide()-1));
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STileDesc* tileptr=&tiles[0];
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// now iterate through all the tiles
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const ssize_t patchesPerSide=pTerrain->GetPatchesPerSide();
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for (ssize_t j=0;j<patchesPerSide;j++) {
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for (ssize_t i=0;i<patchesPerSide;i++) {
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for (ssize_t m=0;m<PATCH_SIZE;m++) {
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for (ssize_t k=0;k<PATCH_SIZE;k++) {
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CMiniPatch& mp=pTerrain->GetPatch(i,j)->m_MiniPatches[m][k]; // can't fail
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u16 index=u16(GetEntryIndex(mp.GetTextureEntry(),entries));
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if (index==0xFFFF) {
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index=(u16)entries.size();
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entries.push_back(mp.GetTextureEntry());
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}
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tileptr->m_Tex1Index=index;
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tileptr->m_Tex2Index=0xFFFF;
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tileptr->m_Priority=mp.GetPriority();
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tileptr++;
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}
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}
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}
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}
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// now find the texture names for each handle
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for (size_t i=0;i<entries.size();i++) {
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CStr texturename;
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CTerrainTextureEntry* texentry=entries[i];
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if (!texentry) {
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// uh-oh, this shouldn't happen; set texturename to empty string
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texturename="";
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} else {
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texturename=texentry->GetTag();
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}
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textures.push_back(texturename);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PackMap: pack the current world into a raw data stream
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void CMapWriter::PackMap(CFilePacker& packer, CTerrain* pTerrain)
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{
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// now pack everything up
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PackTerrain(packer, pTerrain);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PackTerrain: pack the terrain onto the end of the output data stream
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// - data: map size, heightmap, list of textures used by map, texture tile assignments
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void CMapWriter::PackTerrain(CFilePacker& packer, CTerrain* pTerrain)
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{
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// pack map size
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const ssize_t mapsize = pTerrain->GetPatchesPerSide();
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packer.PackSize(mapsize);
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// pack heightmap
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packer.PackRaw(pTerrain->GetHeightMap(),sizeof(u16)*SQR(pTerrain->GetVerticesPerSide()));
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// the list of textures used by map
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std::vector<CStr> terrainTextures;
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// descriptions of each tile
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std::vector<STileDesc> tiles;
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// build lists by scanning through the terrain
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EnumTerrainTextures(pTerrain, terrainTextures, tiles);
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// pack texture names
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const size_t numTextures = terrainTextures.size();
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packer.PackSize(numTextures);
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for (size_t i=0;i<numTextures;i++)
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packer.PackString(terrainTextures[i]);
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// pack tile data
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packer.PackRaw(&tiles[0],sizeof(STileDesc)*tiles.size());
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}
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void CMapWriter::WriteXML(const VfsPath& filename,
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WaterManager* pWaterMan, SkyManager* pSkyMan,
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CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* pCinema,
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CPostprocManager* pPostproc,
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CSimulation2* pSimulation2)
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{
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XML_Start();
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{
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XML_Element("Scenario");
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XML_Attribute("version", (int)FILE_VERSION);
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ENSURE(pSimulation2);
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CSimulation2& sim = *pSimulation2;
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if (!sim.GetStartupScript().empty())
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{
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XML_Element("Script");
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XML_CDATA(sim.GetStartupScript().c_str());
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}
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{
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XML_Element("Environment");
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XML_Setting("SkySet", pSkyMan->GetSkySet());
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{
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XML_Element("SunColor");
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XML_Attribute("r", pLightEnv->m_SunColor.X); // yes, it's X/Y/Z...
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XML_Attribute("g", pLightEnv->m_SunColor.Y);
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XML_Attribute("b", pLightEnv->m_SunColor.Z);
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}
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{
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XML_Element("SunElevation");
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XML_Attribute("angle", pLightEnv->m_Elevation);
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}
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{
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XML_Element("SunRotation");
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XML_Attribute("angle", pLightEnv->m_Rotation);
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}
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{
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XML_Element("TerrainAmbientColor");
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XML_Attribute("r", pLightEnv->m_TerrainAmbientColor.X);
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XML_Attribute("g", pLightEnv->m_TerrainAmbientColor.Y);
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XML_Attribute("b", pLightEnv->m_TerrainAmbientColor.Z);
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}
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{
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XML_Element("UnitsAmbientColor");
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XML_Attribute("r", pLightEnv->m_UnitsAmbientColor.X);
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XML_Attribute("g", pLightEnv->m_UnitsAmbientColor.Y);
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XML_Attribute("b", pLightEnv->m_UnitsAmbientColor.Z);
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}
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{
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XML_Element("Fog");
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XML_Setting("FogFactor", pLightEnv->m_FogFactor);
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XML_Setting("FogThickness", pLightEnv->m_FogMax);
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{
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XML_Element("FogColor");
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XML_Attribute("r", pLightEnv->m_FogColor.X);
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XML_Attribute("g", pLightEnv->m_FogColor.Y);
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XML_Attribute("b", pLightEnv->m_FogColor.Z);
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}
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}
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{
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XML_Element("Water");
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{
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XML_Element("WaterBody");
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CmpPtr<ICmpWaterManager> cmpWaterManager(sim, SYSTEM_ENTITY);
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ENSURE(cmpWaterManager);
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XML_Setting("Type", pWaterMan->m_WaterType);
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{
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XML_Element("Color");
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XML_Attribute("r", pWaterMan->m_WaterColor.r);
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XML_Attribute("g", pWaterMan->m_WaterColor.g);
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XML_Attribute("b", pWaterMan->m_WaterColor.b);
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}
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{
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XML_Element("Tint");
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XML_Attribute("r", pWaterMan->m_WaterTint.r);
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XML_Attribute("g", pWaterMan->m_WaterTint.g);
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XML_Attribute("b", pWaterMan->m_WaterTint.b);
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}
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XML_Setting("Height", cmpWaterManager->GetExactWaterLevel(0, 0));
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XML_Setting("Waviness", pWaterMan->m_Waviness);
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XML_Setting("Murkiness", pWaterMan->m_Murkiness);
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XML_Setting("WindAngle", pWaterMan->m_WindAngle);
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}
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}
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{
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XML_Element("Postproc");
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{
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XML_Setting("Brightness", pLightEnv->m_Brightness);
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XML_Setting("Contrast", pLightEnv->m_Contrast);
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XML_Setting("Saturation", pLightEnv->m_Saturation);
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XML_Setting("Bloom", pLightEnv->m_Bloom);
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XML_Setting("PostEffect", pPostproc->GetPostEffect());
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}
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}
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}
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{
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XML_Element("Camera");
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{
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XML_Element("Position");
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CVector3D pos = pCamera->m_Orientation.GetTranslation();
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XML_Attribute("x", pos.X);
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XML_Attribute("y", pos.Y);
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XML_Attribute("z", pos.Z);
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}
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CVector3D in = pCamera->m_Orientation.GetIn();
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// Convert to spherical coordinates
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float rotation = atan2(in.X, in.Z);
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float declination = atan2(sqrt(in.X*in.X + in.Z*in.Z), in.Y) - (float)M_PI/2;
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{
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XML_Element("Rotation");
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XML_Attribute("angle", rotation);
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}
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{
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XML_Element("Declination");
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XML_Attribute("angle", declination);
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}
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}
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{
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std::string settings = sim.GetMapSettingsString();
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if (!settings.empty())
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{
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XML_Element("ScriptSettings");
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XML_CDATA(("\n" + settings + "\n").c_str());
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}
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}
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{
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XML_Element("Entities");
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CmpPtr<ICmpTemplateManager> cmpTemplateManager(sim, SYSTEM_ENTITY);
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ENSURE(cmpTemplateManager);
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// This will probably need to be changed in the future, but for now we'll
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// just save all entities that have a position
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CSimulation2::InterfaceList ents = sim.GetEntitiesWithInterface(IID_Position);
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for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
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{
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entity_id_t ent = it->first;
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// Don't save local entities (placement previews etc)
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if (ENTITY_IS_LOCAL(ent))
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continue;
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XML_Element("Entity");
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XML_Attribute("uid", ent);
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XML_Setting("Template", cmpTemplateManager->GetCurrentTemplateName(ent));
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CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
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if (cmpOwnership)
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XML_Setting("Player", (int)cmpOwnership->GetOwner());
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CmpPtr<ICmpPosition> cmpPosition(sim, ent);
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if (cmpPosition)
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{
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CFixedVector3D pos;
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if (cmpPosition->IsInWorld())
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pos = cmpPosition->GetPosition();
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CFixedVector3D rot = cmpPosition->GetRotation();
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{
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XML_Element("Position");
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XML_Attribute("x", pos.X);
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XML_Attribute("z", pos.Z);
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// TODO: height offset etc
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}
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{
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XML_Element("Orientation");
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XML_Attribute("y", rot.Y);
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// TODO: X, Z maybe
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}
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}
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CmpPtr<ICmpObstruction> cmpObstruction(sim, ent);
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if (cmpObstruction)
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{
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// TODO: Currently only necessary because Atlas
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// does not set up control groups for its walls.
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cmpObstruction->ResolveFoundationCollisions();
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entity_id_t group = cmpObstruction->GetControlGroup();
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entity_id_t group2 = cmpObstruction->GetControlGroup2();
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// Don't waste space writing the default control groups.
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if (group != ent || group2 != INVALID_ENTITY)
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{
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XML_Element("Obstruction");
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if (group != ent)
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XML_Attribute("group", group);
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if (group2 != INVALID_ENTITY)
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XML_Attribute("group2", group2);
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}
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}
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CmpPtr<ICmpVisual> cmpVisual(sim, ent);
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if (cmpVisual)
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{
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u32 seed = cmpVisual->GetActorSeed();
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if (seed != (u32)ent)
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{
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XML_Element("Actor");
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XML_Attribute("seed", seed);
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}
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// TODO: variation/selection strings
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}
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}
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}
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const std::map<CStrW, CCinemaPath>& paths = pCinema->GetAllPaths();
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std::map<CStrW, CCinemaPath>::const_iterator it = paths.begin();
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{
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XML_Element("Paths");
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for ( ; it != paths.end(); ++it )
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{
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CStrW name = it->first;
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float timescale = it->second.GetTimescale();
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XML_Element("Path");
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XML_Attribute("name", name);
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XML_Attribute("timescale", timescale);
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const std::vector<SplineData>& nodes = it->second.GetAllNodes();
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const CCinemaData* data = it->second.GetData();
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{
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XML_Element("Distortion");
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XML_Attribute("mode", data->m_Mode);
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XML_Attribute("style", data->m_Style);
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XML_Attribute("growth", data->m_Growth);
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XML_Attribute("switch", data->m_Switch);
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}
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for ( ssize_t j=nodes.size()-1; j >= 0; --j )
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{
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XML_Element("Node");
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{
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XML_Element("Position");
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XML_Attribute("x", nodes[j].Position.X);
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XML_Attribute("y", nodes[j].Position.Y);
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XML_Attribute("z", nodes[j].Position.Z);
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}
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{
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XML_Element("Rotation");
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XML_Attribute("x", nodes[j].Rotation.X);
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XML_Attribute("y", nodes[j].Rotation.Y);
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XML_Attribute("z", nodes[j].Rotation.Z);
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}
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XML_Setting("Time", nodes[j].Distance);
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}
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}
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}
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}
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if (!XML_StoreVFS(g_VFS, filename))
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LOGERROR("Failed to write map '%s'", filename.string8());
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}
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