forked from 0ad/0ad
311 lines
9.3 KiB
C++
Executable File
311 lines
9.3 KiB
C++
Executable File
#include "precompiled.h"
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#undef new // if it was redefined for leak detection, since xerces doesn't like it
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#include "ObjectEntry.h"
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#include "ObjectManager.h"
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#include "Model.h"
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#include "ModelDef.h"
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#include "CLogger.h"
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#include "UnitManager.h"
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#include "XML.h"
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// automatically use namespace ..
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XERCES_CPP_NAMESPACE_USE
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CObjectEntry::CObjectEntry(int type) : m_Model(0), m_Type(type)
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{
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m_IdleAnim=0;
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m_WalkAnim=0;
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m_DeathAnim=0;
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m_MeleeAnim=0;
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m_RangedAnim=0;
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}
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CObjectEntry::~CObjectEntry()
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{
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for (size_t i=0;i<m_Animations.size();i++) {
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delete m_Animations[i].m_AnimData;
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}
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delete m_Model;
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}
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bool CObjectEntry::BuildModel()
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{
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// check we've enough data to consider building the object
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if (m_ModelName.Length()==0 || m_TextureName.Length()==0) {
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return false;
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}
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// get the root directory of this object
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CStr dirname=g_ObjMan.m_ObjectTypes[m_Type].m_Name;
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// remember the old model so we can replace any models using it later on
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CModelDef* oldmodel=m_Model ? m_Model->GetModelDef() : 0;
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// build filename
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CStr modelfilename("mods/official/");
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modelfilename+=m_ModelName;
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// try and create a model
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CModelDef* modeldef;
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try {
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modeldef=CModelDef::Load((const char*) modelfilename);
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} catch (...) {
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LOG(ERROR, "CObjectEntry::BuildModel(): Model %s failed to load\n", modelfilename.c_str());
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return false;
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}
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// create new Model
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m_Model=new CModel;
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m_Model->SetTexture((const char*) m_TextureName);
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m_Model->InitModel(modeldef);
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// calculate initial object space bounds, based on vertex positions
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m_Model->CalcObjectBounds();
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// load animations
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for( uint t = 0; t < m_Animations.size(); t++ )
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{
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if( m_Animations[t].m_FileName.Length() > 0 )
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{
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CStr animfilename( "mods/official/" );
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animfilename += m_Animations[t].m_FileName;
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m_Animations[t].m_AnimData = m_Model->BuildAnimation((const char*) animfilename,m_Animations[t].m_Speed);
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if( m_Animations[t].m_AnimName.LowerCase() == CStr( "idle" ) )
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m_IdleAnim = m_Animations[t].m_AnimData;
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if( m_Animations[t].m_AnimName.LowerCase() == CStr( "walk" ) )
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m_WalkAnim = m_Animations[t].m_AnimData;
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}
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else
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{
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// FIXME, RC - don't store invalid animations (possible?)
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m_Animations[t].m_AnimData=0;
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}
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}
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// start up idling
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m_Model->SetAnimation( m_IdleAnim );
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// build props - TODO, RC - need to fix up bounds here
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for (uint p=0;p<m_Props.size();p++) {
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const Prop& prop=m_Props[p];
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SPropPoint* proppoint=modeldef->FindPropPoint((const char*) prop.m_PropPointName);
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if (proppoint) {
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CObjectEntry* oe=g_ObjMan.FindObject(prop.m_ModelName);
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if (oe) {
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// try and build model if we haven't already got it
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if (!oe->m_Model) oe->BuildModel();
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if (oe->m_Model) {
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CModel* propmodel=oe->m_Model->Clone();
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m_Model->AddProp(proppoint,propmodel);
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if (oe->m_WalkAnim) propmodel->SetAnimation(oe->m_WalkAnim);
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} else {
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LOG(ERROR,"Failed to build prop model \"%s\" on actor \"%s\"\n",(const char*) m_Name,(const char*) prop.m_ModelName);
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}
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}
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} else {
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LOG(ERROR,"Failed to matching prop point called \"%s\" in model \"%s\"\n", (const char*)prop.m_PropPointName, (const char*)modelfilename);
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}
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}
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// build world space bounds
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m_Model->CalcBounds();
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// replace any units using old model to now use new model; also reprop models, if necessary
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const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
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for (uint i=0;i<units.size();++i) {
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CModel* unitmodel=units[i]->GetModel();
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if (unitmodel->GetModelDef()==oldmodel) {
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unitmodel->InitModel(m_Model->GetModelDef());
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const std::vector<CModel::Prop>& newprops=m_Model->GetProps();
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for (uint j=0;j<newprops.size();j++) {
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unitmodel->AddProp(newprops[j].m_Point,newprops[j].m_Model->Clone());
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}
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}
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}
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// and were done with the old model ..
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delete oldmodel;
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return true;
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}
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CSkeletonAnim* CObjectEntry::GetNamedAnimation( CStr animationName )
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{
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for( uint t = 0; t < m_Animations.size(); t++ )
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{
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if( m_Animations[t].m_AnimName == animationName )
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return( m_Animations[t].m_AnimData );
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}
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return( NULL );
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}
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bool CObjectEntry::Load(const char* filename)
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{
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bool parseOK = false;
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// Initialize XML library
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{
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XMLCh* attachpointtext=XMLString::transcode("attachpoint");
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XMLCh* modeltext=XMLString::transcode("model");
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XMLCh* nametext=XMLString::transcode("name");
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XMLCh* filetext=XMLString::transcode("file");
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XMLCh* speedtext=XMLString::transcode("speed");
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// Create parser instance
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XercesDOMParser *parser = new XercesDOMParser();
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// Setup parser
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parser->setValidationScheme(XercesDOMParser::Val_Auto);
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parser->setDoNamespaces(false);
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parser->setDoSchema(false);
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parser->setCreateEntityReferenceNodes(false);
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// Set customized error handler
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CXercesErrorHandler *errorHandler = new CXercesErrorHandler();
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parser->setErrorHandler(errorHandler);
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CVFSEntityResolver *entityResolver = new CVFSEntityResolver(filename);
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parser->setEntityResolver(entityResolver);
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// Push the CLogger to mark it's reading this file.
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// Get main node
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CVFSInputSource source;
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parseOK = source.OpenFile(filename) == 0;
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if (parseOK)
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{
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// Parse file
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parser->parse(source);
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// Check how many errors
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parseOK = parser->getErrorCount() == 0;
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}
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if (parseOK) {
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// parsed successfully - grab our data
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DOMDocument *doc = parser->getDocument();
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DOMElement *element = doc->getDocumentElement();
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// root_name should be Object
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CStr root_name = XMLTranscode( element->getNodeName() );
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// should have at least 3 children - Name, ModelName and TextureName
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DOMNodeList *children = element->getChildNodes();
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int numChildren=children->getLength();
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for (int i=0; i<numChildren; ++i) {
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// Get node
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DOMNode *child = children->item(i);
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// A child element
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if (child->getNodeType() == DOMNode::ELEMENT_NODE)
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{
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// First get element and not node
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DOMElement *child_element = (DOMElement*)child;
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CStr element_name = XMLTranscode( child_element->getNodeName() );
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DOMNode *value_node= child_element->getChildNodes()->item(0);
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CStr element_value=value_node ? XMLTranscode(value_node->getNodeValue()) : "";
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if (element_name==CStr("Name")) {
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m_Name=element_value;
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} else if (element_name==CStr("ModelName")) {
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m_ModelName=element_value;
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} else if (element_name==CStr("TextureName")) {
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m_TextureName=element_value;
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} else if (element_name==CStr("Animations")) {
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DOMNodeList* animations=(DOMNodeList*) child_element->getChildNodes();
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for (uint j=0; j<animations->getLength(); ++j) {
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DOMElement *anim_element = (DOMElement*) animations->item(j);
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CStr element_name = XMLTranscode( anim_element->getNodeName() );
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DOMNamedNodeMap* attributes=anim_element->getAttributes();
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if (attributes) {
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Anim anim;
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DOMNode *nameattr=attributes->getNamedItem(nametext);
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anim.m_AnimName=XMLTranscode(nameattr->getChildNodes()->item(0)->getNodeValue());
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DOMNode *fileattr=attributes->getNamedItem(filetext);
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anim.m_FileName=XMLTranscode(fileattr->getChildNodes()->item(0)->getNodeValue());
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DOMNode *speedattr=attributes->getNamedItem(speedtext);
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CStr speedstr=XMLTranscode(speedattr->getChildNodes()->item(0)->getNodeValue());
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anim.m_Speed=float(atoi((const char*) speedstr))/100.0f;
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if (anim.m_Speed<=0) anim.m_Speed=1.0f;
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m_Animations.push_back(anim);
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}
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}
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} else if (element_name==CStr("Props")) {
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DOMNodeList* props=(DOMNodeList*) child_element->getChildNodes();
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for (uint j=0; j<props->getLength(); ++j) {
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DOMElement *prop_element = (DOMElement*) props->item(j);
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CStr element_name = XMLTranscode( prop_element->getNodeName() );
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DOMNamedNodeMap* attributes=prop_element->getAttributes();
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if (attributes) {
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Prop prop;
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DOMNode *nameattr=attributes->getNamedItem(attachpointtext);
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prop.m_PropPointName=XMLTranscode(nameattr->getChildNodes()->item(0)->getNodeValue());
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DOMNode *modelattr=attributes->getNamedItem(modeltext);
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prop.m_ModelName=XMLTranscode(modelattr->getChildNodes()->item(0)->getNodeValue());
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m_Props.push_back(prop);
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}
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}
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}
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}
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}
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}
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XMLString::release(&attachpointtext);
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XMLString::release(&modeltext);
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XMLString::release(&nametext);
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XMLString::release(&filetext);
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XMLString::release(&speedtext);
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delete parser;
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delete errorHandler;
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delete entityResolver;
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}
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return parseOK;
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}
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bool CObjectEntry::Save(const char* filename)
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{
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FILE* fp=fopen(filename,"w");
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if (!fp) return false;
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// write XML header
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fprintf(fp,"<?xml version=\"1.0\" encoding=\"iso-8859-1\" standalone=\"no\"?>\n\n");
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fprintf(fp,"<!DOCTYPE Object SYSTEM \"../object.dtd\">\n\n");
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// write the object itself
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fprintf(fp,"<!-- File automatically generated by ScEd -->\n");
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fprintf(fp,"<Object>\n");
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fprintf(fp,"\t<Name>%s</Name>\n",(const char*) m_Name);
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fprintf(fp,"\t<ModelName>%s</ModelName>\n",(const char*) m_ModelName);
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fprintf(fp,"\t<TextureName>%s</TextureName>\n",(const char*) m_TextureName);
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if (m_Animations.size()>0) {
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fprintf(fp,"\t<Animations>\n");
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for (uint i=0;i<m_Animations.size();i++) {
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fprintf(fp,"\t\t<Animation name=\"%s\" file=\"%s\"> </Animation>\n",(const char*) m_Animations[i].m_AnimName,(const char*) m_Animations[i].m_FileName);
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}
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fprintf(fp,"\t</Animations>\n");
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}
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fprintf(fp,"</Object>\n");
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fclose(fp);
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return true;
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}
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