Index: ps/trunk/source/graphics/MapReader.cpp =================================================================== --- ps/trunk/source/graphics/MapReader.cpp (revision 1919) +++ ps/trunk/source/graphics/MapReader.cpp (revision 1920) @@ -1,300 +1,303 @@ #include "precompiled.h" #include "types.h" #include "MapReader.h" #include "UnitManager.h" #include "Unit.h" #include "Game.h" #include "ObjectManager.h" #include "BaseEntity.h" #include "BaseEntityCollection.h" #include "EntityManager.h" #include "Model.h" #include "Terrain.h" #include "TextureManager.h" // CMapReader constructor: nothing to do at the minute CMapReader::CMapReader() { } // LoadMap: try to load the map from given file; reinitialise the scene to new data if successful void CMapReader::LoadMap(const char* filename, CTerrain *pTerrain, CUnitManager *pUnitMan, CLightEnv *pLightEnv) { CFileUnpacker unpacker; unpacker.Read(filename,"PSMP"); // check version if (unpacker.GetVersion()=3) { // read the corresponding XML file CStr filename_xml (filename); filename_xml = filename_xml.Left(filename_xml.Length()-4) + ".xml"; ReadXML(filename_xml); } } // UnpackMap: unpack the given data from the raw data stream into local variables void CMapReader::UnpackMap(CFileUnpacker& unpacker) { // now unpack everything into local data UnpackTerrain(unpacker); UnpackObjects(unpacker); if (unpacker.GetVersion()>=2) { UnpackLightEnv(unpacker); } } // UnpackLightEnv: unpack lighting parameters from input stream void CMapReader::UnpackLightEnv(CFileUnpacker& unpacker) { unpacker.UnpackRaw(&m_LightEnv.m_SunColor,sizeof(m_LightEnv.m_SunColor)); unpacker.UnpackRaw(&m_LightEnv.m_Elevation,sizeof(m_LightEnv.m_Elevation)); unpacker.UnpackRaw(&m_LightEnv.m_Rotation,sizeof(m_LightEnv.m_Rotation)); unpacker.UnpackRaw(&m_LightEnv.m_TerrainAmbientColor,sizeof(m_LightEnv.m_TerrainAmbientColor)); unpacker.UnpackRaw(&m_LightEnv.m_UnitsAmbientColor,sizeof(m_LightEnv.m_UnitsAmbientColor)); m_LightEnv.CalculateSunDirection(); } // UnpackObjects: unpack world objects from input stream void CMapReader::UnpackObjects(CFileUnpacker& unpacker) { // unpack object types u32 numObjTypes; unpacker.UnpackRaw(&numObjTypes,sizeof(numObjTypes)); m_ObjectTypes.resize(numObjTypes); for (uint i=0;iGetHandle(); } m_TerrainTextures.push_back(handle); } // unpack tile data u32 tilesPerSide=m_MapSize*PATCH_SIZE; m_Tiles.resize(SQR(tilesPerSide)); unpacker.UnpackRaw(&m_Tiles[0],(u32)(sizeof(STileDesc)*m_Tiles.size())); } // ApplyData: take all the input data, and rebuild the scene from it void CMapReader::ApplyData(CFileUnpacker& unpacker, CTerrain *pTerrain, CUnitManager *pUnitMan, CLightEnv *pLightEnv) { // initialise the terrain pTerrain->Initialize(m_MapSize,&m_Heightmap[0]); // setup the textures on the minipatches STileDesc* tileptr=&m_Tiles[0]; for (u32 j=0;jGetPatch(i,j)->m_MiniPatches[m][k]; mp.Tex1=m_TerrainTextures[tileptr->m_Tex1Index]; mp.Tex1Priority=tileptr->m_Priority; tileptr++; } } } } - // empty out existing units + // remove all existing entities (by recreating the entity manager) + delete &g_EntityManager; + new CEntityManager(); + // delete all remaining non-entity units pUnitMan->DeleteAll(); // add new objects for (u32 i=0;im_Model) { if (unpacker.GetVersion() < 3) { // Hijack the standard actor instantiation for actors that correspond to entities. // Not an ideal solution; we'll have to figure out a map format that can define entities separately or somesuch. CBaseEntity* templateObject = g_EntityTemplateCollection.getTemplateByActor(objentry); if (templateObject) { CVector3D orient = ((CMatrix3D*)m_Objects[i].m_Transform)->GetIn(); CVector3D position = ((CMatrix3D*)m_Objects[i].m_Transform)->GetTranslation(); g_EntityManager.create(templateObject, position, atan2(-orient.X, -orient.Z)); continue; } } CUnit* unit=new CUnit(objentry,objentry->m_Model->Clone()); CMatrix3D transform; memcpy(&transform._11,m_Objects[i].m_Transform,sizeof(float)*16); unit->GetModel()->SetTransform(transform); // add this unit to list of units stored in unit manager pUnitMan->AddUnit(unit); } } if (unpacker.GetVersion()>=2) { // copy over the lighting parameters *pLightEnv=m_LightEnv; } } void CMapReader::ReadXML(const char* filename) { #ifdef SCED // HACK: ScEd uses absolute filenames, not VFS paths. I can't be bothered // to make Xeromyces work with non-VFS, so just cheat: CStr filename_vfs (filename); filename_vfs = filename_vfs.substr(filename_vfs.ReverseFind("\\mods\\official\\") + 15); filename_vfs.Replace("\\", "/"); filename = filename_vfs; #endif CXeromyces XeroFile; if (XeroFile.Load(filename) != PSRETURN_OK) throw CFileUnpacker::CFileReadError(); // Define all the elements and attributes used in the XML file #define EL(x) int el_##x = XeroFile.getElementID(#x) #define AT(x) int at_##x = XeroFile.getAttributeID(#x) EL(scenario); EL(entities); EL(entity); EL(template); EL(player); EL(position); EL(orientation); AT(x); AT(y); AT(z); AT(angle); #undef AT #undef EL XMBElement root = XeroFile.getRoot(); assert(root.getNodeName() == el_scenario); // XMBElementList children = root.getChildNodes(); for (int i = 0; i < children.Count; ++i) { XMBElement child = children.item(i); if (child.getNodeName() == el_entities) { // XMBElementList children = child.getChildNodes(); for (int i = 0; i < children.Count; ++i) { XMBElement child = children.item(i); assert(child.getNodeName() == el_entity); // CStrW TemplateName; int PlayerID; CVector3D Position; float Orientation; XMBElementList children = child.getChildNodes(); for (int i = 0; i < children.Count; ++i) { XMBElement child = children.item(i); int element_name = child.getNodeName(); if (element_name == el_template) { //