0ad/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp

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/* Copyright (C) 2025 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 "MessageHandler.h"
#include "graphics/GameView.h"
#include "graphics/LOSTexture.h"
#include "graphics/MapIO.h"
#include "graphics/MapWriter.h"
#include "graphics/MiniMapTexture.h"
#include "graphics/MiniPatch.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureEntry.h"
#include "lib/debug.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/file/vfs/vfs_util.h"
#include "lib/os_path.h"
#include "lib/path.h"
#include "lib/posix/posix_types.h"
#include "lib/status.h"
#include "lib/types.h"
#include "maths/Fixed.h"
#include "maths/FixedVector3D.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Errors.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Loader.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/WaterManager.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRequest.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/Entity.h"
#include "tools/atlas/GameInterface/CommandProc.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/Shareable.h"
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <exception>
#include <iterator>
#include <js/RootingAPI.h>
#include <js/TypeDecls.h>
#include <js/Value.h>
#include <limits>
#include <string>
#include <utility>
#include <vector>
class CFileInfo;
#ifdef _MSC_VER
# pragma warning(disable: 4458) // Declaration hides class member.
#endif
namespace
{
void InitGame()
{
if (g_Game)
{
delete g_Game;
g_Game = NULL;
}
Remove default CGame constructor values to make the code less error-prone, use CRenderer::IsInitialised() to test if the CGame should be rendered to remove indirection/proxies, making the code easier to read. 1c0536bf08 introduced a disableGraphics bool with a default value and relied on the default being reasonable except for the few needed cases. be93b31411 introduced the replayLog argument with a default value and relied on the default being reasonable except for the few needed cases. 5747619c39 fixed a bug in that commit because the default value hadn't actually been considered to be correct for all CGame constructor calls and was wrong for two. By requiring callers to specify the value, authors are forced to establish thought which value is the correct one, as opposed to hoping that a default value will be good by default. As you can see in the diff, it also makes it easier to compare what values changed if they are always defined in the caller. Use CRenderer::IsInitialised() to determine if this is a non-visual CGame, for the purpose of removing less transparent proxy functions that are unneeded as long as there are about 30 other calls testing for CRenderer::IsInitialised() to determine if the Game should be rendered. Supersedes: * CGame constructor argument bool disableGraphics from 1c0536bf08. * CGame::IsGraphicsDisabled() proxy from a533fff883 to the proxy from 1c0536bf08 and two local nonVisual = args.Has("autostart-nonvisual") variables in GameSetup.cpp from a533fff883. Call the Renderer destructor instead of calling delete on the non-pointer (SAFE_DELETE would not be supported for instance). Started as a preparation for D2197, but actually independent. Differential Revision: https://code.wildfiregames.com/D2211 This was SVN commit r22785.
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g_Game = new CGame(false);
// Default to player 1 for playtesting
g_Game->SetPlayerID(1);
}
void StartGame(JS::MutableHandleValue attrs)
{
g_Game->StartGame(attrs, "");
// TODO: Non progressive load can fail - need a decent way to handle this
LDR_NonprogressiveLoad();
// Disable fog-of-war - this must be done before starting the game,
// as visual actors cache their visibility state on first render.
CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpRangeManager)
cmpRangeManager->SetLosRevealAll(-1, true);
PSRETURN ret = g_Game->ReallyStartGame();
ENSURE(ret == PSRETURN_OK);
}
}
namespace AtlasMessage {
QUERYHANDLER(GenerateMap)
{
try
{
InitGame();
// Random map
const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue settings(rq.cx);
Script::ParseJSON(rq, *msg->settings, &settings);
Script::SetProperty(rq, settings, "mapType", "random");
JS::RootedValue attrs(rq.cx);
Script::CreateObject(
rq,
&attrs,
"mapType", "random",
"script", *msg->filename,
"settings", settings);
StartGame(&attrs);
msg->status = 0;
}
catch (std::exception&)
{
// Cancel loading
LDR_Cancel();
// Since map generation failed and we don't know why, use the blank map as a fallback
InitGame();
const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
// Set up 8-element array of empty objects to satisfy init
JS::RootedValue playerData(rq.cx);
Script::CreateArray(rq, &playerData);
for (int i = 0; i < 8; ++i)
{
JS::RootedValue player(rq.cx);
Script::CreateObject(rq, &player);
Script::SetPropertyInt(rq, playerData, i, player);
}
JS::RootedValue settings(rq.cx);
Script::CreateObject(
rq,
&settings,
"mapType", "scenario",
"PlayerData", playerData);
JS::RootedValue attrs(rq.cx);
Script::CreateObject(
rq,
&attrs,
"mapType", "scenario",
"map", "maps/scenarios/_default",
"settings", settings);
StartGame(&attrs);
msg->status = -1;
}
}
MESSAGEHANDLER(LoadMap)
{
InitGame();
const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
// Scenario
CStrW map = *msg->filename;
CStrW mapBase = map.BeforeLast(L".pmp"); // strip the file extension, if any
JS::RootedValue attrs(rq.cx);
Script::CreateObject(
rq,
&attrs,
"mapType", "scenario",
"map", mapBase);
StartGame(&attrs);
}
MESSAGEHANDLER(ImportHeightmap)
{
std::vector<u16> heightmap_source;
if (LoadHeightmapImageOs(*msg->filename, heightmap_source) != INFO::OK)
{
LOGERROR("Failed to decode heightmap.");
return;
}
// resize terrain to heightmap size
// Notice that the number of tiles/pixels per side of the heightmap image is
// one less than the number of vertices per side of the heightmap.
CTerrain& terrain = g_Game->GetWorld()->GetTerrain();
const ssize_t newSize = (sqrt(heightmap_source.size()) - 1) / PATCH_SIZE;
const ssize_t offset = (newSize - terrain.GetPatchesPerSide()) / 2;
terrain.ResizeAndOffset(newSize, offset, offset);
// copy heightmap data into map
u16* const heightmap = g_Game->GetWorld()->GetTerrain().GetHeightMap();
ENSURE(heightmap_source.size() == (std::size_t) SQR(g_Game->GetWorld()->GetTerrain().GetVerticesPerSide()));
std::copy(heightmap_source.begin(), heightmap_source.end(), heightmap);
// update simulation
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->ReloadTerrain();
g_Game->GetView()->GetLOSTexture().MakeDirty();
}
MESSAGEHANDLER(SaveMap)
{
CMapWriter writer;
VfsPath pathname = VfsPath(*msg->filename).ChangeExtension(L".pmp");
writer.SaveMap(pathname,
&g_Game->GetWorld()->GetTerrain(),
&g_Renderer.GetSceneRenderer().GetWaterManager(), &g_Renderer.GetSceneRenderer().GetSkyManager(),
&g_LightEnv, g_Game->GetView()->GetCamera(), g_Game->GetView()->GetCinema(),
&g_Renderer.GetPostprocManager(),
g_Game->GetSimulation2());
}
QUERYHANDLER(GetMapSettings)
{
msg->settings = g_Game->GetSimulation2()->GetMapSettingsString();
}
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BEGIN_COMMAND(SetMapSettings)
{
std::string m_OldSettings, m_NewSettings;
void SetSettings(const std::string& settings)
{
g_Game->GetSimulation2()->SetMapSettings(settings);
}
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void Do()
{
m_OldSettings = g_Game->GetSimulation2()->GetMapSettingsString();
m_NewSettings = *msg->settings;
SetSettings(m_NewSettings);
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}
// TODO: we need some way to notify the Atlas UI when the settings are changed
// externally, otherwise this will have no visible effect
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void Undo()
{
// SetSettings(m_OldSettings);
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}
void Redo()
{
// SetSettings(m_NewSettings);
}
void MergeIntoPrevious(cSetMapSettings* prev)
{
prev->m_NewSettings = m_NewSettings;
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}
};
END_COMMAND(SetMapSettings)
MESSAGEHANDLER(LoadPlayerSettings)
{
g_Game->GetSimulation2()->LoadPlayerSettings(msg->newplayers);
}
QUERYHANDLER(GetMapSizes)
{
msg->sizes = g_Game->GetSimulation2()->GetMapSizes();
}
QUERYHANDLER(RasterizeMinimap)
{
// TODO: remove the code duplication of the rasterization algorithm, using
// CMinimap version.
const CTerrain& terrain = g_Game->GetWorld()->GetTerrain();
const ssize_t dimension = terrain.GetVerticesPerSide() - 1;
const ssize_t bpp = 24;
const ssize_t imageDataSize = dimension * dimension * (bpp / 8);
std::vector<u8> imageBytes(imageDataSize);
float shallowPassageHeight = CMiniMapTexture::GetShallowPassageHeight();
ssize_t w = dimension;
ssize_t h = dimension;
const float waterHeight = g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight;
for (ssize_t j = 0; j < h; ++j)
{
// Work backwards to vertically flip the image.
ssize_t position = 3 * (h - j - 1) * dimension;
for (ssize_t i = 0; i < w; ++i)
{
const float avgHeight = (terrain.GetVertexGroundLevel(i, j)
+ terrain.GetVertexGroundLevel(i + 1, j)
+ terrain.GetVertexGroundLevel(i, j + 1)
+ terrain.GetVertexGroundLevel(i + 1, j + 1)
) / 4.0f;
if (avgHeight < waterHeight && avgHeight > waterHeight - shallowPassageHeight)
{
// shallow water
imageBytes[position++] = 0x70;
imageBytes[position++] = 0x98;
imageBytes[position++] = 0xc0;
}
else if (avgHeight < waterHeight)
{
// Set water as constant color for consistency on different maps
imageBytes[position++] = 0x50;
imageBytes[position++] = 0x78;
imageBytes[position++] = 0xa0;
}
else
{
u32 color = std::numeric_limits<u32>::max();
const u32 hmap = static_cast<u32>(terrain.GetHeightMap()[j * dimension + i]) >> 8;
float scale = hmap / 3.0f + 170.0f / 255.0f;
CMiniPatch* const mp = terrain.GetTile(i, j);
if (mp)
{
CTerrainTextureEntry* tex = mp->GetTextureEntry();
if (tex)
color = tex->GetBaseColor();
}
// Convert
imageBytes[position++] = static_cast<u8>(static_cast<float>(color & 0xff) * scale);
imageBytes[position++] = static_cast<u8>(static_cast<float>((color >> 8) & 0xff) * scale);
imageBytes[position++] = static_cast<u8>(static_cast<float>((color >> 16) & 0xff) * scale);
}
}
}
msg->imageBytes = std::move(imageBytes);
msg->dimension = dimension;
}
QUERYHANDLER(GetRMSData)
{
msg->data = g_Game->GetSimulation2()->GetRMSData();
}
QUERYHANDLER(ExpandBiomes)
{
std::vector<std::string> unexpandedBiomes = *msg->biomes;
std::vector<std::string> expandedBiomes;
for (const std::string& toExpand : unexpandedBiomes)
{
if (toExpand.empty())
{
LOGERROR("Got an empty biome");
continue;
}
if (toExpand.back() != '/')
{
expandedBiomes.push_back(toExpand);
continue;
}
VfsPaths biomesList;
if (vfs::GetPathnames(g_VFS, "maps/random/rmbiome/" + toExpand, L"*.json", biomesList) ==
INFO::OK)
{
std::transform(biomesList.begin(), biomesList.end(), std::back_inserter(expandedBiomes),
[&](const VfsPath& biome)
{
return toExpand + biome.Basename().string8();
});
}
else
LOGERROR("Error reading biome files in %s", toExpand);
}
msg->biomes = std::move(expandedBiomes);
}
QUERYHANDLER(GetCurrentMapSize)
{
msg->size = g_Game->GetWorld()->GetTerrain().GetTilesPerSide();
}
BEGIN_COMMAND(ResizeMap)
{
bool Within(const CFixedVector3D& pos, const int centerX, const int centerZ, const int radius)
{
int dx = abs(pos.X.ToInt_RoundToZero() - centerX);
if (dx > radius)
return false;
int dz = abs(pos.Z.ToInt_RoundToZero() - centerZ);
if (dz > radius)
return false;
if (dx + dz <= radius)
return true;
return dx * dx + dz * dz <= radius * radius;
}
struct DeletedObject
{
entity_id_t entityId;
CStr templateName;
player_id_t owner;
CFixedVector3D pos;
CFixedVector3D rot;
u32 actorSeed;
};
ssize_t m_OldPatches, m_NewPatches;
int m_OffsetX, m_OffsetY;
u16* m_Heightmap;
CPatch* m_Patches;
std::vector<DeletedObject> m_DeletedObjects;
std::vector<std::pair<entity_id_t, CFixedVector3D>> m_OldPositions;
std::vector<std::pair<entity_id_t, CFixedVector3D>> m_NewPositions;
cResizeMap() : m_Heightmap(nullptr), m_Patches(nullptr)
{
}
~cResizeMap()
{
delete[] m_Heightmap;
delete[] m_Patches;
}
void MakeDirty()
{
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->ReloadTerrain();
// The LOS texture won't normally get updated when running Atlas
// (since there's no simulation updates), so explicitly dirty it
g_Game->GetView()->GetLOSTexture().MakeDirty();
}
void ResizeTerrain(ssize_t patches, int offsetX, int offsetY)
{
CTerrain& terrain = g_Game->GetWorld()->GetTerrain();
terrain.ResizeAndOffset(patches, -offsetX, -offsetY);
}
void DeleteObjects(const std::vector<DeletedObject>& deletedObjects)
{
for (const DeletedObject& deleted : deletedObjects)
g_Game->GetSimulation2()->DestroyEntity(deleted.entityId);
g_Game->GetSimulation2()->FlushDestroyedEntities();
}
void RestoreObjects(const std::vector<DeletedObject>& deletedObjects)
{
CSimulation2& sim = *g_Game->GetSimulation2();
for (const DeletedObject& deleted : deletedObjects)
{
entity_id_t ent = sim.AddEntity(deleted.templateName.FromUTF8(), deleted.entityId);
if (ent == INVALID_ENTITY)
{
LOGERROR("Failed to load entity template '%s'", deleted.templateName.c_str());
}
else
{
CmpPtr<ICmpPosition> cmpPosition(sim, deleted.entityId);
if (cmpPosition)
{
cmpPosition->JumpTo(deleted.pos.X, deleted.pos.Z);
cmpPosition->SetXZRotation(deleted.rot.X, deleted.rot.Z);
cmpPosition->SetYRotation(deleted.rot.Y);
}
CmpPtr<ICmpOwnership> cmpOwnership(sim, deleted.entityId);
if (cmpOwnership)
cmpOwnership->SetOwner(deleted.owner);
CmpPtr<ICmpVisual> cmpVisual(sim, deleted.entityId);
if (cmpVisual)
cmpVisual->SetActorSeed(deleted.actorSeed);
}
}
}
void SetMovedEntitiesPosition(const std::vector<std::pair<entity_id_t, CFixedVector3D>>& movedObjects)
{
for (const std::pair<entity_id_t, CFixedVector3D>& obj : movedObjects)
{
const entity_id_t id = obj.first;
const CFixedVector3D position = obj.second;
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), id);
ENSURE(cmpPosition);
cmpPosition->JumpTo(position.X, position.Z);
}
}
void Do()
{
CSimulation2& sim = *g_Game->GetSimulation2();
CmpPtr<ICmpTemplateManager> cmpTemplateManager(sim, SYSTEM_ENTITY);
ENSURE(cmpTemplateManager);
CmpPtr<ICmpTerrain> cmpTerrain(sim, SYSTEM_ENTITY);
if (!cmpTerrain)
{
m_OldPatches = m_NewPatches = 0;
m_OffsetX = m_OffsetY = 0;
}
else
{
m_OldPatches = static_cast<ssize_t>(cmpTerrain->GetTilesPerSide() / PATCH_SIZE);
m_NewPatches = msg->tiles / PATCH_SIZE;
m_OffsetX = msg->offsetX / PATCH_SIZE;
// Need to flip direction of vertical offset, due to screen mapping order.
m_OffsetY = -(msg->offsetY / PATCH_SIZE);
CTerrain* terrain = cmpTerrain->GetCTerrain();
m_Heightmap = new u16[(m_OldPatches * PATCH_SIZE + 1) * (m_OldPatches * PATCH_SIZE + 1)];
std::copy_n(terrain->GetHeightMap(), (m_OldPatches * PATCH_SIZE + 1) * (m_OldPatches * PATCH_SIZE + 1), m_Heightmap);
m_Patches = new CPatch[m_OldPatches * m_OldPatches];
for (ssize_t j = 0; j < m_OldPatches; ++j)
for (ssize_t i = 0; i < m_OldPatches; ++i)
{
CPatch& src = *(terrain->GetPatch(i, j));
CPatch& dst = m_Patches[j * m_OldPatches + i];
std::copy_n(&src.m_MiniPatches[0][0], PATCH_SIZE * PATCH_SIZE, &dst.m_MiniPatches[0][0]);
}
}
const int radiusInTerrainUnits = m_NewPatches * PATCH_SIZE * TERRAIN_TILE_SIZE / 2 * (1.f - 1e-6f);
// Opposite direction offset, as we move the destination onto the source, not the source into the destination.
const int mapCenterX = (m_OldPatches / 2 - m_OffsetX) * PATCH_SIZE * TERRAIN_TILE_SIZE;
const int mapCenterZ = (m_OldPatches / 2 - m_OffsetY) * PATCH_SIZE * TERRAIN_TILE_SIZE;
// The offset to move units by is opposite the direction the map is moved, and from the corner.
const int offsetX = ((m_NewPatches - m_OldPatches) / 2 + m_OffsetX) * PATCH_SIZE * TERRAIN_TILE_SIZE;
const int offsetZ = ((m_NewPatches - m_OldPatches) / 2 + m_OffsetY) * PATCH_SIZE * TERRAIN_TILE_SIZE;
const CFixedVector3D offset = CFixedVector3D(fixed::FromInt(offsetX), fixed::FromInt(0), fixed::FromInt(offsetZ));
const CSimulation2::InterfaceListUnordered& ents = sim.GetEntitiesWithInterfaceUnordered(IID_Selectable);
for (const std::pair<const entity_id_t, IComponent*>& ent : ents)
{
const entity_id_t entityId = ent.first;
CmpPtr<ICmpPosition> cmpPosition(sim, entityId);
if (cmpPosition && cmpPosition->IsInWorld() && Within(cmpPosition->GetPosition(), mapCenterX, mapCenterZ, radiusInTerrainUnits))
{
CFixedVector3D position = cmpPosition->GetPosition();
m_NewPositions.emplace_back(entityId, position + offset);
m_OldPositions.emplace_back(entityId, position);
}
else
{
DeletedObject deleted;
deleted.entityId = entityId;
deleted.templateName = cmpTemplateManager->GetCurrentTemplateName(entityId);
// If the entity has a position, but the ending position is not valid;
if (cmpPosition)
{
deleted.pos = cmpPosition->GetPosition();
deleted.rot = cmpPosition->GetRotation();
}
CmpPtr<ICmpOwnership> cmpOwnership(sim, entityId);
if (cmpOwnership)
deleted.owner = cmpOwnership->GetOwner();
CmpPtr<ICmpVisual> cmpVisual(sim, deleted.entityId);
if (cmpVisual)
deleted.actorSeed = cmpVisual->GetActorSeed();
m_DeletedObjects.push_back(deleted);
}
}
DeleteObjects(m_DeletedObjects);
ResizeTerrain(m_NewPatches, m_OffsetX, m_OffsetY);
SetMovedEntitiesPosition(m_NewPositions);
MakeDirty();
}
void Undo()
{
if (m_Heightmap == nullptr || m_Patches == nullptr)
{
// If there previously was no data, just resize to old (probably not originally valid).
ResizeTerrain(m_OldPatches, -m_OffsetX, -m_OffsetY);
}
else
{
CSimulation2& sim = *g_Game->GetSimulation2();
CmpPtr<ICmpTerrain> cmpTerrain(sim, SYSTEM_ENTITY);
CTerrain* terrain = cmpTerrain->GetCTerrain();
terrain->Initialize(m_OldPatches, m_Heightmap);
// Copy terrain data back.
for (ssize_t j = 0; j < m_OldPatches; ++j)
for (ssize_t i = 0; i < m_OldPatches; ++i)
{
CPatch& src = m_Patches[j * m_OldPatches + i];
CPatch& dst = *(terrain->GetPatch(i, j));
std::copy_n(&src.m_MiniPatches[0][0], PATCH_SIZE * PATCH_SIZE, &dst.m_MiniPatches[0][0]);
}
}
RestoreObjects(m_DeletedObjects);
SetMovedEntitiesPosition(m_OldPositions);
MakeDirty();
}
void Redo()
{
DeleteObjects(m_DeletedObjects);
ResizeTerrain(m_NewPatches, m_OffsetX, m_OffsetY);
SetMovedEntitiesPosition(m_NewPositions);
MakeDirty();
}
};
END_COMMAND(ResizeMap)
QUERYHANDLER(VFSFileExists)
{
msg->exists = VfsFileExists(*msg->path);
}
QUERYHANDLER(VFSFileRealPath)
{
VfsPath pathname(*msg->path);
if (pathname.empty())
return;
OsPath realPathname;
if (g_VFS->GetRealPath(pathname, realPathname) == INFO::OK)
msg->realPath = realPathname.string();
}
static Status AddToFilenames(const VfsPath& pathname, const CFileInfo& /*fileInfo*/, const uintptr_t cbData)
{
std::vector<std::wstring>& filenames = *(std::vector<std::wstring>*)cbData;
filenames.push_back(pathname.string().c_str());
return INFO::OK;
}
QUERYHANDLER(GetMapList)
{
#define GET_FILE_LIST(path, list) \
std::vector<std::wstring> list; \
vfs::ForEachFile(g_VFS, path, AddToFilenames, (uintptr_t)&list, L"*.xml", vfs::DIR_RECURSIVE); \
msg->list = list;
GET_FILE_LIST(L"maps/scenarios/", scenarioFilenames);
GET_FILE_LIST(L"maps/skirmishes/", skirmishFilenames);
GET_FILE_LIST(L"maps/tutorials/", tutorialFilenames);
#undef GET_FILE_LIST
}
QUERYHANDLER(GetVictoryConditionData)
{
msg->data = g_Game->GetSimulation2()->GetVictoryConditiondData();
}
}