Index: ps/trunk/source/graphics/MapReader.cpp =================================================================== --- ps/trunk/source/graphics/MapReader.cpp (revision 26865) +++ ps/trunk/source/graphics/MapReader.cpp (revision 26866) @@ -1,1612 +1,1616 @@ /* Copyright (C) 2022 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 . */ #include "precompiled.h" #include "MapReader.h" #include "graphics/Camera.h" #include "graphics/CinemaManager.h" #include "graphics/Entity.h" #include "graphics/GameView.h" #include "graphics/MapGenerator.h" #include "graphics/Patch.h" #include "graphics/Terrain.h" #include "graphics/TerrainTextureEntry.h" #include "graphics/TerrainTextureManager.h" #include "lib/timer.h" #include "lib/external_libraries/libsdl.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/Loader.h" #include "ps/LoaderThunks.h" #include "ps/World.h" #include "ps/XML/Xeromyces.h" #include "renderer/PostprocManager.h" #include "renderer/SkyManager.h" #include "renderer/WaterManager.h" #include "scriptinterface/Object.h" #include "scriptinterface/ScriptContext.h" #include "scriptinterface/ScriptRequest.h" #include "scriptinterface/JSON.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpCinemaManager.h" #include "simulation2/components/ICmpGarrisonHolder.h" #include "simulation2/components/ICmpObstruction.h" #include "simulation2/components/ICmpOwnership.h" #include "simulation2/components/ICmpPlayer.h" #include "simulation2/components/ICmpPlayerManager.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/components/ICmpTurretHolder.h" #include "simulation2/components/ICmpVisual.h" #include "simulation2/components/ICmpWaterManager.h" #include #if defined(_MSC_VER) && _MSC_VER > 1900 #pragma warning(disable: 4456) // Declaration hides previous local declaration. #pragma warning(disable: 4458) // Declaration hides class member. #endif CMapReader::CMapReader() : xml_reader(0), m_PatchesPerSide(0), m_MapGen(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, const ScriptContext& cx, JS::HandleValue settings, CTerrain *pTerrain_, WaterManager* pWaterMan_, SkyManager* pSkyMan_, CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_, CSimulation2 *pSimulation2_, const CSimContext* pSimContext_, int playerID_, bool skipEntities) { pTerrain = pTerrain_; pLightEnv = pLightEnv_; pGameView = pGameView_; pWaterMan = pWaterMan_; pSkyMan = pSkyMan_; pCinema = pCinema_; pTrigMan = pTrigMan_; pPostproc = pPostproc_; pSimulation2 = pSimulation2_; pSimContext = pSimContext_; m_PlayerID = playerID_; m_SkipEntities = skipEntities; m_StartingCameraTarget = INVALID_ENTITY; m_ScriptSettings.init(cx.GetGeneralJSContext(), settings); filename_xml = pathname.ChangeExtension(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 (!VfsFileExists(pathname) && VfsFileExists(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_Game_World_MapLoadFailed("Could not load terrain file - too old version!"); // delete all existing entities if (pSimulation2) pSimulation2->ResetState(); // reset post effects if (pPostproc) pPostproc->SetPostEffect(L"default"); // load map or script settings script if (settings.isUndefined()) RegMemFun(this, &CMapReader::LoadScriptSettings, L"CMapReader::LoadScriptSettings", 50); else RegMemFun(this, &CMapReader::LoadRMSettings, L"CMapReader::LoadRMSettings", 50); // load player settings script (must be done before reading map) RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50); // unpack the data if (!only_xml) RegMemFun(this, &CMapReader::UnpackMap, L"CMapReader::UnpackMap", 1200); // read the corresponding XML file RegMemFun(this, &CMapReader::ReadXML, L"CMapReader::ReadXML", 50); // apply terrain data to the world RegMemFun(this, &CMapReader::ApplyTerrainData, L"CMapReader::ApplyTerrainData", 5); // read entities RegMemFun(this, &CMapReader::ReadXMLEntities, L"CMapReader::ReadXMLEntities", 5800); // apply misc data to the world RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5); // load map settings script (must be done after reading map) RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5); } // LoadRandomMap: try to load the map data; reinitialise the scene to new data if successful void CMapReader::LoadRandomMap(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, CTerrain *pTerrain_, WaterManager* pWaterMan_, SkyManager* pSkyMan_, CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_, CSimulation2 *pSimulation2_, int playerID_) { m_ScriptFile = scriptFile; pSimulation2 = pSimulation2_; pSimContext = pSimulation2 ? &pSimulation2->GetSimContext() : NULL; m_ScriptSettings.init(cx.GetGeneralJSContext(), settings); pTerrain = pTerrain_; pLightEnv = pLightEnv_; pGameView = pGameView_; pWaterMan = pWaterMan_; pSkyMan = pSkyMan_; pCinema = pCinema_; pTrigMan = pTrigMan_; pPostproc = pPostproc_; m_PlayerID = playerID_; m_SkipEntities = false; m_StartingCameraTarget = INVALID_ENTITY; // delete all existing entities if (pSimulation2) pSimulation2->ResetState(); only_xml = false; // copy random map settings (before entity creation) RegMemFun(this, &CMapReader::LoadRMSettings, L"CMapReader::LoadRMSettings", 50); // load player settings script (must be done before reading map) RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50); // load map generator with random map script RegMemFun(this, &CMapReader::GenerateMap, L"CMapReader::GenerateMap", 20000); // parse RMS results into terrain structure RegMemFun(this, &CMapReader::ParseTerrain, L"CMapReader::ParseTerrain", 500); // parse RMS results into environment settings RegMemFun(this, &CMapReader::ParseEnvironment, L"CMapReader::ParseEnvironment", 5); // parse RMS results into camera settings RegMemFun(this, &CMapReader::ParseCamera, L"CMapReader::ParseCamera", 5); // apply terrain data to the world RegMemFun(this, &CMapReader::ApplyTerrainData, L"CMapReader::ApplyTerrainData", 5); // parse RMS results into entities RegMemFun(this, &CMapReader::ParseEntities, L"CMapReader::ParseEntities", 1000); // apply misc data to the world RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5); // load map settings script (must be done after reading map) RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5); } // UnpackMap: unpack the given data from the raw data stream into local variables int CMapReader::UnpackMap() { return UnpackTerrain(); } // 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); - if(CTerrainTextureManager::IsInitialised()) + if (CTerrainTextureManager::IsInitialised()) { CTerrainTextureEntry* texentry = g_TexMan.FindTexture(texturename); m_TerrainTextures.push_back(texentry); } cur_terrain_tex++; LDR_CHECK_TIMEOUT(cur_terrain_tex, num_terrain_tex); } // unpack tile data [3ms] ssize_t tilesPerSide = m_PatchesPerSide*PATCH_SIZE; m_Tiles.resize(size_t(SQR(tilesPerSide))); unpacker.UnpackRaw(&m_Tiles[0], sizeof(STileDesc)*m_Tiles.size()); // reset generator state. cur_terrain_tex = 0; return 0; } int CMapReader::ApplyTerrainData() { if (m_PatchesPerSide == 0) { // we'll probably crash when trying to use this map later throw PSERROR_Game_World_MapLoadFailed("Error loading map: no terrain data.\nCheck application log for details."); } 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; jGetPatch(i,j)->m_MiniPatches[m][k]; // can't fail + if (CTerrainTextureManager::IsInitialised()) + { + // setup the textures on the minipatches + STileDesc* tileptr = &m_Tiles[0]; + for (ssize_t j=0; jGetPatch(i,j)->m_MiniPatches[m][k]; // can't fail - mp.Tex = m_TerrainTextures[tileptr->m_Tex1Index]; - mp.Priority = tileptr->m_Priority; + mp.Tex = m_TerrainTextures[tileptr->m_Tex1Index]; + mp.Priority = tileptr->m_Priority; - tileptr++; + tileptr++; + } } } } } } CmpPtr cmpTerrain(*pSimContext, SYSTEM_ENTITY); if (cmpTerrain) cmpTerrain->ReloadTerrain(); return 0; } // ApplyData: take all the input data, and rebuild the scene from it int CMapReader::ApplyData() { // copy over the lighting parameters if (pLightEnv) *pLightEnv = m_LightEnv; CmpPtr cmpPlayerManager(*pSimContext, SYSTEM_ENTITY); if (pGameView && cmpPlayerManager) { // Default to global camera (with constraints) pGameView->ResetCameraTarget(pGameView->GetCamera()->GetFocus()); // TODO: Starting rotation? CmpPtr cmpPlayer(*pSimContext, cmpPlayerManager->GetPlayerByID(m_PlayerID)); if (cmpPlayer && cmpPlayer->HasStartingCamera()) { // Use player starting camera CFixedVector3D pos = cmpPlayer->GetStartingCameraPos(); pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat())); } else if (m_StartingCameraTarget != INVALID_ENTITY) { // Point camera at entity CmpPtr cmpPosition(*pSimContext, m_StartingCameraTarget); if (cmpPosition) { CFixedVector3D pos = cmpPosition->GetPosition(); pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat())); } } } return 0; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////// PSRETURN CMapSummaryReader::LoadMap(const VfsPath& pathname) { VfsPath filename_xml = pathname.ChangeExtension(L".xml"); CXeromyces xmb_file; if (xmb_file.Load(g_VFS, filename_xml, "scenario") != PSRETURN_OK) return PSRETURN_File_ReadFailed; // Define all the relevant elements used in the XML file #define EL(x) int el_##x = xmb_file.GetElementID(#x) #define AT(x) int at_##x = xmb_file.GetAttributeID(#x) EL(scenario); EL(scriptsettings); #undef AT #undef EL XMBElement root = xmb_file.GetRoot(); ENSURE(root.GetNodeName() == el_scenario); XERO_ITER_EL(root, child) { int child_name = child.GetNodeName(); if (child_name == el_scriptsettings) { m_ScriptSettings = child.GetText(); } } return PSRETURN_OK; } void CMapSummaryReader::GetMapSettings(const ScriptInterface& scriptInterface, JS::MutableHandleValue ret) { ScriptRequest rq(scriptInterface); Script::CreateObject(rq, ret); if (m_ScriptSettings.empty()) return; JS::RootedValue scriptSettingsVal(rq.cx); Script::ParseJSON(rq, m_ScriptSettings, &scriptSettingsVal); Script::SetProperty(rq, ret, "settings", scriptSettingsVal, false); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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), nodes(NULL, 0, NULL) { Init(xml_filename); } CStr ReadScriptSettings(); // read everything except for entities void ReadXML(); // return semantics: see Loader.cpp!LoadFunc. int ProgressiveReadEntities(); private: CXeromyces xmb_file; CMapReader& m_MapReader; int el_entity; int el_tracks; int el_template, el_player; int el_position, el_orientation, el_obstruction; int el_garrison; int el_turrets; int el_actor; int at_x; int at_y; int at_z; int at_group, at_group2; int at_angle; int at_uid; int at_seed; int at_turret; XMBElementList nodes; // children of root // loop counters size_t node_idx; size_t entity_idx; // # entities+nonentities processed and total (for progress calc) int completed_jobs, total_jobs; // maximum used entity ID, so we can safely allocate new ones entity_id_t max_uid; void Init(const VfsPath& xml_filename); void ReadTerrain(XMBElement parent); void ReadEnvironment(XMBElement parent); void ReadCamera(XMBElement parent); void ReadPaths(XMBElement parent); void ReadTriggers(XMBElement parent); int ReadEntities(XMBElement parent, double end_time); }; void CXMLReader::Init(const VfsPath& xml_filename) { // must only assign once, so do it here node_idx = entity_idx = 0; if (xmb_file.Load(g_VFS, xml_filename, "scenario") != PSRETURN_OK) throw PSERROR_Game_World_MapLoadFailed("Could not read map XML file!"); // 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(garrison); EL(turrets); EL(orientation); EL(obstruction); EL(actor); AT(x); AT(y); AT(z); AT(group); AT(group2); AT(angle); AT(uid); AT(seed); AT(turret); #undef AT #undef EL XMBElement root = xmb_file.GetRoot(); ENSURE(xmb_file.GetElementStringView(root.GetNodeName()) == "Scenario"); nodes = root.GetChildNodes(); // find out total number of entities+nonentities // (used when calculating progress) completed_jobs = 0; total_jobs = 0; for (XMBElement node : nodes) total_jobs += node.GetChildNodes().size(); // Find the maximum entity ID, so we can safely allocate new IDs without conflicts max_uid = SYSTEM_ENTITY; XMBElement ents = nodes.GetFirstNamedItem(xmb_file.GetElementID("Entities")); XERO_ITER_EL(ents, ent) { CStr uid = ent.GetAttributes().GetNamedItem(at_uid); max_uid = std::max(max_uid, (entity_id_t)uid.ToUInt()); } } CStr CXMLReader::ReadScriptSettings() { XMBElement root = xmb_file.GetRoot(); ENSURE(xmb_file.GetElementStringView(root.GetNodeName()) == "Scenario"); nodes = root.GetChildNodes(); XMBElement settings = nodes.GetFirstNamedItem(xmb_file.GetElementID("ScriptSettings")); return settings.GetText(); } void CXMLReader::ReadTerrain(XMBElement parent) { #define AT(x) int at_##x = xmb_file.GetAttributeID(#x) AT(patches); AT(texture); AT(priority); AT(height); #undef AT ssize_t patches = 9; CStr texture = "grass1_spring"; int priority = 0; u16 height = 16384; XERO_ITER_ATTR(parent, attr) { if (attr.Name == at_patches) patches = attr.Value.ToInt(); else if (attr.Name == at_texture) texture = attr.Value; else if (attr.Name == at_priority) priority = attr.Value.ToInt(); else if (attr.Name == at_height) height = (u16)attr.Value.ToInt(); } m_MapReader.m_PatchesPerSide = patches; // Load the texture - ENSURE(CTerrainTextureManager::IsInitialised()); // we need this for the terrain properties (even when graphics are disabled) - CTerrainTextureEntry* texentry = g_TexMan.FindTexture(texture); + CTerrainTextureEntry* texentry = nullptr; + if (CTerrainTextureManager::IsInitialised()) + texentry = g_TexMan.FindTexture(texture); m_MapReader.pTerrain->Initialize(patches, NULL); // Fill the heightmap u16* heightmap = m_MapReader.pTerrain->GetHeightMap(); ssize_t verticesPerSide = m_MapReader.pTerrain->GetVerticesPerSide(); for (ssize_t i = 0; i < SQR(verticesPerSide); ++i) heightmap[i] = height; // Fill the texture map for (ssize_t pz = 0; pz < patches; ++pz) { for (ssize_t px = 0; px < patches; ++px) { CPatch* patch = m_MapReader.pTerrain->GetPatch(px, pz); // can't fail for (ssize_t z = 0; z < PATCH_SIZE; ++z) { for (ssize_t x = 0; x < PATCH_SIZE; ++x) { patch->m_MiniPatches[z][x].Tex = texentry; patch->m_MiniPatches[z][x].Priority = priority; } } } } } void CXMLReader::ReadEnvironment(XMBElement parent) { #define EL(x) int el_##x = xmb_file.GetElementID(#x) #define AT(x) int at_##x = xmb_file.GetAttributeID(#x) EL(posteffect); EL(skyset); EL(suncolor); EL(sunelevation); EL(sunrotation); EL(ambientcolor); EL(water); EL(waterbody); EL(type); EL(color); EL(tint); EL(height); EL(waviness); EL(murkiness); EL(windangle); EL(fog); EL(fogcolor); EL(fogfactor); EL(fogthickness); EL(postproc); EL(brightness); EL(contrast); EL(saturation); EL(bloom); 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().FromUTF8()); } else if (element_name == el_suncolor) { m_MapReader.m_LightEnv.m_SunColor = RGBColor( attrs.GetNamedItem(at_r).ToFloat(), attrs.GetNamedItem(at_g).ToFloat(), attrs.GetNamedItem(at_b).ToFloat()); } else if (element_name == el_sunelevation) { m_MapReader.m_LightEnv.m_Elevation = attrs.GetNamedItem(at_angle).ToFloat(); } else if (element_name == el_sunrotation) { m_MapReader.m_LightEnv.m_Rotation = attrs.GetNamedItem(at_angle).ToFloat(); } else if (element_name == el_ambientcolor) { m_MapReader.m_LightEnv.m_AmbientColor = RGBColor( attrs.GetNamedItem(at_r).ToFloat(), attrs.GetNamedItem(at_g).ToFloat(), attrs.GetNamedItem(at_b).ToFloat()); } else if (element_name == el_fog) { XERO_ITER_EL(element, fog) { int fog_element_name = fog.GetNodeName(); if (fog_element_name == el_fogcolor) { XMBAttributeList fogAttributes = fog.GetAttributes(); m_MapReader.m_LightEnv.m_FogColor = RGBColor( fogAttributes.GetNamedItem(at_r).ToFloat(), fogAttributes.GetNamedItem(at_g).ToFloat(), fogAttributes.GetNamedItem(at_b).ToFloat()); } else if (fog_element_name == el_fogfactor) { m_MapReader.m_LightEnv.m_FogFactor = fog.GetText().ToFloat(); } else if (fog_element_name == el_fogthickness) { m_MapReader.m_LightEnv.m_FogMax = fog.GetText().ToFloat(); } } } else if (element_name == el_postproc) { XERO_ITER_EL(element, postproc) { int post_element_name = postproc.GetNodeName(); if (post_element_name == el_brightness) { m_MapReader.m_LightEnv.m_Brightness = postproc.GetText().ToFloat(); } else if (post_element_name == el_contrast) { m_MapReader.m_LightEnv.m_Contrast = postproc.GetText().ToFloat(); } else if (post_element_name == el_saturation) { m_MapReader.m_LightEnv.m_Saturation = postproc.GetText().ToFloat(); } else if (post_element_name == el_bloom) { m_MapReader.m_LightEnv.m_Bloom = postproc.GetText().ToFloat(); } else if (post_element_name == el_posteffect) { if (m_MapReader.pPostproc) m_MapReader.pPostproc->SetPostEffect(postproc.GetText().FromUTF8()); } } } else if (element_name == el_water) { XERO_ITER_EL(element, waterbody) { ENSURE(waterbody.GetNodeName() == el_waterbody); XERO_ITER_EL(waterbody, waterelement) { int water_element_name = waterelement.GetNodeName(); if (water_element_name == el_height) { CmpPtr cmpWaterManager(*m_MapReader.pSimContext, SYSTEM_ENTITY); ENSURE(cmpWaterManager); cmpWaterManager->SetWaterLevel(entity_pos_t::FromString(waterelement.GetText())); continue; } // The rest are purely graphical effects, and should be ignored if // graphics are disabled if (!m_MapReader.pWaterMan) continue; if (water_element_name == el_type) { if (waterelement.GetText() == "default") m_MapReader.pWaterMan->m_WaterType = L"ocean"; else m_MapReader.pWaterMan->m_WaterType = waterelement.GetText().FromUTF8(); } #define READ_COLOR(el, out) \ else if (water_element_name == el) \ { \ XMBAttributeList colorAttrs = waterelement.GetAttributes(); \ out = CColor( \ colorAttrs.GetNamedItem(at_r).ToFloat(), \ colorAttrs.GetNamedItem(at_g).ToFloat(), \ colorAttrs.GetNamedItem(at_b).ToFloat(), \ 1.f); \ } #define READ_FLOAT(el, out) \ else if (water_element_name == el) \ { \ out = waterelement.GetText().ToFloat(); \ } \ READ_COLOR(el_color, m_MapReader.pWaterMan->m_WaterColor) READ_COLOR(el_tint, m_MapReader.pWaterMan->m_WaterTint) READ_FLOAT(el_waviness, m_MapReader.pWaterMan->m_Waviness) READ_FLOAT(el_murkiness, m_MapReader.pWaterMan->m_Murkiness) READ_FLOAT(el_windangle, m_MapReader.pWaterMan->m_WindAngle) #undef READ_FLOAT #undef READ_COLOR 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) { // defaults if we don't find player starting camera #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 = attrs.GetNamedItem(at_angle).ToFloat(); } else if (element_name == el_rotation) { rotation = attrs.GetNamedItem(at_angle).ToFloat(); } else if (element_name == el_position) { translation = CVector3D( attrs.GetNamedItem(at_x).ToFloat(), attrs.GetNamedItem(at_y).ToFloat(), attrs.GetNamedItem(at_z).ToFloat()); } else debug_warn(L"Invalid map XML data"); } if (m_MapReader.pGameView) { m_MapReader.pGameView->GetCamera()->m_Orientation.SetXRotation(declination); m_MapReader.pGameView->GetCamera()->m_Orientation.RotateY(rotation); m_MapReader.pGameView->GetCamera()->m_Orientation.Translate(translation); m_MapReader.pGameView->GetCamera()->UpdateFrustum(); } } void CXMLReader::ReadPaths(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(node); EL(position); EL(target); AT(name); AT(timescale); AT(orientation); AT(mode); AT(style); AT(x); AT(y); AT(z); AT(deltatime); #undef EL #undef AT CmpPtr cmpCinemaManager(*m_MapReader.pSimContext, SYSTEM_ENTITY); XERO_ITER_EL(parent, element) { int elementName = element.GetNodeName(); if (elementName == el_path) { CCinemaData pathData; XMBAttributeList attrs = element.GetAttributes(); CStrW pathName(attrs.GetNamedItem(at_name).FromUTF8()); pathData.m_Name = pathName; pathData.m_Timescale = fixed::FromString(attrs.GetNamedItem(at_timescale)); pathData.m_Orientation = attrs.GetNamedItem(at_orientation).FromUTF8(); pathData.m_Mode = attrs.GetNamedItem(at_mode).FromUTF8(); pathData.m_Style = attrs.GetNamedItem(at_style).FromUTF8(); TNSpline positionSpline, targetSpline; fixed lastPositionTime = fixed::Zero(); fixed lastTargetTime = fixed::Zero(); XERO_ITER_EL(element, pathChild) { elementName = pathChild.GetNodeName(); attrs = pathChild.GetAttributes(); // Load node data used for spline if (elementName == el_node) { lastPositionTime += fixed::FromString(attrs.GetNamedItem(at_deltatime)); lastTargetTime += fixed::FromString(attrs.GetNamedItem(at_deltatime)); XERO_ITER_EL(pathChild, nodeChild) { elementName = nodeChild.GetNodeName(); attrs = nodeChild.GetAttributes(); if (elementName == el_position) { CFixedVector3D position(fixed::FromString(attrs.GetNamedItem(at_x)), fixed::FromString(attrs.GetNamedItem(at_y)), fixed::FromString(attrs.GetNamedItem(at_z))); positionSpline.AddNode(position, CFixedVector3D(), lastPositionTime); lastPositionTime = fixed::Zero(); } else if (elementName == el_rotation) { // TODO: Implement rotation slerp/spline as another object } else if (elementName == el_target) { CFixedVector3D targetPosition(fixed::FromString(attrs.GetNamedItem(at_x)), fixed::FromString(attrs.GetNamedItem(at_y)), fixed::FromString(attrs.GetNamedItem(at_z))); targetSpline.AddNode(targetPosition, CFixedVector3D(), lastTargetTime); lastTargetTime = fixed::Zero(); } else LOGWARNING("Invalid cinematic element for node child"); } } else LOGWARNING("Invalid cinematic element for path child"); } // Construct cinema path with data gathered CCinemaPath path(pathData, positionSpline, targetSpline); if (path.Empty()) { LOGWARNING("Path with name '%s' is empty", pathName.ToUTF8()); return; } if (!cmpCinemaManager) continue; if (!cmpCinemaManager->HasPath(pathName)) cmpCinemaManager->AddPath(path); else LOGWARNING("Path with name '%s' already exists", pathName.ToUTF8()); } else LOGWARNING("Invalid path child with name '%s'", element.GetText()); } } void CXMLReader::ReadTriggers(XMBElement UNUSED(parent)) { } int CXMLReader::ReadEntities(XMBElement parent, double end_time) { XMBElementList entities = parent.GetChildNodes(); ENSURE(m_MapReader.pSimulation2); CSimulation2& sim = *m_MapReader.pSimulation2; CmpPtr cmpPlayerManager(sim, SYSTEM_ENTITY); while (entity_idx < entities.size()) { // 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[entity_idx++]; ENSURE(entity.GetNodeName() == el_entity); XMBAttributeList attrs = entity.GetAttributes(); CStr uid = attrs.GetNamedItem(at_uid); ENSURE(!uid.empty()); int EntityUid = uid.ToInt(); CStrW TemplateName; int PlayerID = 0; std::vector Garrison; std::vector> Turrets; CFixedVector3D Position; CFixedVector3D Orientation; long Seed = -1; // Obstruction control groups. entity_id_t ControlGroup = INVALID_ENTITY; entity_id_t ControlGroup2 = INVALID_ENTITY; XERO_ITER_EL(entity, setting) { int element_name = setting.GetNodeName(); //