0ad/source/ps/TemplateLoader.cpp
Yves 28bdd8540f Quite a lot of stack rooting related changes.
Changes GetProperty, SetProperty and HasProperty and a few other
functions to take handles. The conversions to CScriptVal or
CScriptValRooted at some places should be removed in the future. I've
done that to avoid an even larger patch.

Refs #2415
Refs #2462

This was SVN commit r15568.
2014-07-26 22:33:16 +00:00

472 lines
18 KiB
C++

/* Copyright (C) 2014 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 "TemplateLoader.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/XML/Xeromyces.h"
#include "lib/utf8.h"
static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/";
static const wchar_t ACTOR_ROOT[] = L"art/actors/";
static CParamNode NULL_NODE(false);
bool CTemplateLoader::LoadTemplateFile(const std::string& templateName, int depth)
{
// If this file was already loaded, we don't need to do anything
if (m_TemplateFileData.find(templateName) != m_TemplateFileData.end())
return true;
// Handle infinite loops more gracefully than running out of stack space and crashing
if (depth > 100)
{
LOGERROR(L"Probable infinite inheritance loop in entity template '%hs'", templateName.c_str());
return false;
}
// Handle special case "actor|foo"
if (templateName.find("actor|") == 0)
{
ConstructTemplateActor(templateName.substr(6), m_TemplateFileData[templateName]);
return true;
}
// Handle special case "preview|foo"
if (templateName.find("preview|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(8);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], false);
return true;
}
// Handle special case "corpse|foo"
if (templateName.find("corpse|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(7);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], true);
return true;
}
// Handle special case "foundation|foo"
if (templateName.find("foundation|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(11);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyFoundationSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "construction|foo"
if (templateName.find("construction|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(13);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyConstructionSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "resource|foo"
if (templateName.find("resource|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(9);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyResourceSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Normal case: templateName is an XML file:
VfsPath path = VfsPath(TEMPLATE_ROOT) / wstring_from_utf8(templateName + ".xml");
CXeromyces xero;
PSRETURN ok = xero.Load(g_VFS, path);
if (ok != PSRETURN_OK)
return false; // (Xeromyces already logged an error with the full filename)
int attr_parent = xero.GetAttributeID("parent");
CStr parentName = xero.GetRoot().GetAttributes().GetNamedItem(attr_parent);
if (!parentName.empty())
{
// To prevent needless complexity in template design, we don't allow |-separated strings as parents
if (parentName.find('|') != parentName.npos)
{
LOGERROR(L"Invalid parent '%hs' in entity template '%hs'", parentName.c_str(), templateName.c_str());
return false;
}
// Ensure the parent is loaded
if (!LoadTemplateFile(parentName, depth+1))
{
LOGERROR(L"Failed to load parent '%hs' of entity template '%hs'", parentName.c_str(), templateName.c_str());
return false;
}
CParamNode& parentData = m_TemplateFileData[parentName];
// Initialise this template with its parent
m_TemplateFileData[templateName] = parentData;
}
// Load the new file into the template data (overriding parent values)
CParamNode::LoadXML(m_TemplateFileData[templateName], xero, wstring_from_utf8(templateName).c_str());
return true;
}
static Status AddToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::string>& templates = *(std::vector<std::string>*)cbData;
// Strip the .xml extension
VfsPath pathstem = pathname.ChangeExtension(L"");
// Strip the root from the path
std::wstring name = pathstem.string().substr(ARRAY_SIZE(TEMPLATE_ROOT)-1);
// We want to ignore template_*.xml templates, since they should never be built in the editor
if (name.substr(0, 9) == L"template_")
return INFO::OK;
templates.push_back(std::string(name.begin(), name.end()));
return INFO::OK;
}
static Status AddActorToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::string>& templates = *(std::vector<std::string>*)cbData;
// Strip the root from the path
std::wstring name = pathname.string().substr(ARRAY_SIZE(ACTOR_ROOT)-1);
templates.push_back("actor|" + std::string(name.begin(), name.end()));
return INFO::OK;
}
std::vector<std::string> CTemplateLoader::FindPlaceableTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType, ScriptInterface& scriptInterface)
{
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
std::vector<std::string> templates;
Status ok;
VfsPath templatePath;
if (templatesType == SIMULATION_TEMPLATES || templatesType == ALL_TEMPLATES)
{
JS::RootedValue placeablesFilter(cx, scriptInterface.ReadJSONFile("simulation/data/placeablesFilter.json").get());
std::vector<CScriptValRooted> folders;
if (scriptInterface.GetProperty(placeablesFilter, "templates", folders))
{
templatePath = VfsPath(TEMPLATE_ROOT) / path;
//I have every object inside, just run for each
for (std::vector<CScriptValRooted>::iterator iterator = folders.begin(); iterator != folders.end();++iterator)
{
JS::RootedValue val(cx, (*iterator).get());
std::string directoryPath;
std::wstring fileFilter;
scriptInterface.GetProperty(val, "directory", directoryPath);
scriptInterface.GetProperty(val, "file", fileFilter);
VfsPaths filenames;
if (vfs::GetPathnames(g_VFS, templatePath / (directoryPath + "/"), fileFilter.c_str(), filenames) != INFO::OK)
continue;
for (VfsPaths::iterator it = filenames.begin(); it != filenames.end(); ++it)
{
VfsPath filename = *it;
// Strip the .xml extension
VfsPath pathstem = filename.ChangeExtension(L"");
// Strip the root from the path
std::wstring name = pathstem.string().substr(ARRAY_SIZE(TEMPLATE_ROOT) - 1);
templates.push_back(std::string(name.begin(), name.end()));
}
}
}
}
if (templatesType == ACTOR_TEMPLATES || templatesType == ALL_TEMPLATES)
{
templatePath = VfsPath(ACTOR_ROOT) / path;
if (includeSubdirectories)
ok = vfs::ForEachFile(g_VFS, templatePath, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
else
ok = vfs::ForEachFile(g_VFS, templatePath, AddActorToTemplates, (uintptr_t)&templates, L"*.xml");
WARN_IF_ERR(ok);
}
if (templatesType != SIMULATION_TEMPLATES && templatesType != ACTOR_TEMPLATES && templatesType != ALL_TEMPLATES)
LOGERROR(L"Undefined template type (valid: all, simulation, actor)");
return templates;
}
std::vector<std::string> CTemplateLoader::FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType)
{
std::vector<std::string> templates;
Status ok;
VfsPath templatePath;
if (templatesType == SIMULATION_TEMPLATES || templatesType == ALL_TEMPLATES)
{
templatePath = VfsPath(TEMPLATE_ROOT) / path;
if (includeSubdirectories)
ok = vfs::ForEachFile(g_VFS, templatePath, AddToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
else
ok = vfs::ForEachFile(g_VFS, templatePath, AddToTemplates, (uintptr_t)&templates, L"*.xml");
WARN_IF_ERR(ok);
}
if (templatesType == ACTOR_TEMPLATES || templatesType == ALL_TEMPLATES)
{
templatePath = VfsPath(ACTOR_ROOT) / path;
if (includeSubdirectories)
ok = vfs::ForEachFile(g_VFS, templatePath, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
else
ok = vfs::ForEachFile(g_VFS, templatePath, AddActorToTemplates, (uintptr_t)&templates, L"*.xml");
WARN_IF_ERR(ok);
}
if (templatesType != SIMULATION_TEMPLATES && templatesType != ACTOR_TEMPLATES && templatesType != ALL_TEMPLATES)
LOGERROR(L"Undefined template type (valid: all, simulation, actor)");
return templates;
}
const CParamNode& CTemplateLoader::GetTemplateFileData(const std::string& templateName)
{
// Load the template if necessary
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName.c_str());
return NULL_NODE;
}
return m_TemplateFileData[templateName];
}
void CTemplateLoader::ConstructTemplateActor(const std::string& actorName, CParamNode& out)
{
// Load the base actor template if necessary
const char* templateName = "special/actor";
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName);
return;
}
// Copy the actor template
out = m_TemplateFileData[templateName];
// Initialise the actor's name and make it an Atlas selectable entity.
std::wstring actorNameW = wstring_from_utf8(actorName);
std::string name = utf8_from_wstring(CParamNode::EscapeXMLString(actorNameW));
std::string xml = "<Entity>"
"<VisualActor><Actor>" + name + "</Actor><ActorOnly/></VisualActor>"
// arbitrary-sized Footprint definition to make actors' selection outlines show up in Atlas
"<Footprint><Circle radius='2.0'/><Height>1.0</Height></Footprint>"
"<Selectable>"
"<EditorOnly/>"
"<Overlay><Texture><MainTexture>actor.png</MainTexture><MainTextureMask>actor_mask.png</MainTextureMask></Texture></Overlay>"
"</Selectable>"
"</Entity>";
CParamNode::LoadXMLString(out, xml.c_str(), actorNameW.c_str());
}
void CTemplateLoader::CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse)
{
// We only want to include components which are necessary (for the visual previewing of an entity)
// and safe (i.e. won't do anything that affects the synchronised simulation state), so additions
// to this list should be carefully considered
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("BuildRestrictions");
// Need these for the Actor Viewer:
permittedComponentTypes.insert("Attack");
permittedComponentTypes.insert("UnitMotion");
permittedComponentTypes.insert("Sound");
// (This set could be initialised once and reused, but it's not worth the effort)
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Disable the Obstruction component (if there is one) so it doesn't affect pathfinding
// (but can still be used for testing this entity for collisions against others)
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Obstruction><Active>false</Active></Obstruction></Entity>");
if (!corpse)
{
// Previews should not cast shadows
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "<Entity><VisualActor><DisableShadows/></VisualActor></Entity>");
// Previews should always be visible in fog-of-war/etc
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range><RetainInFog>false</RetainInFog><AlwaysVisible>true</AlwaysVisible></Vision></Entity>");
}
if (corpse)
{
// Corpses should include decay components and un-inactivate them
if (out.GetChild("Entity").GetChild("Decay").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Decay><Inactive disable=''/></Decay></Entity>");
// Corpses shouldn't display silhouettes (especially since they're often half underground)
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "<Entity><VisualActor><SilhouetteDisplay>false</SilhouetteDisplay></VisualActor></Entity>");
// Corpses should remain visible in fog-of-war
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range><RetainInFog>true</RetainInFog><AlwaysVisible>false</AlwaysVisible></Vision></Entity>");
}
}
void CTemplateLoader::CopyFoundationSubset(CParamNode& out, const CParamNode& in)
{
// TODO: this is all kind of yucky and hard-coded; it'd be nice to have a more generic
// extensible scriptable way to define these subsets
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("BuildRestrictions");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Armour");
permittedComponentTypes.insert("Health");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("Cost");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("Vision");
permittedComponentTypes.insert("AIProxy");
permittedComponentTypes.insert("RallyPoint");
permittedComponentTypes.insert("RallyPointRenderer");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Switch the actor to foundation mode
CParamNode::LoadXMLString(out, "<Entity><VisualActor><Foundation/></VisualActor></Entity>");
// Add the Foundation component, to deal with the construction process
CParamNode::LoadXMLString(out, "<Entity><Foundation/></Entity>");
// Initialise health to 1
CParamNode::LoadXMLString(out, "<Entity><Health><Initial>1</Initial></Health></Entity>");
// Foundations shouldn't initially block unit movement
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Obstruction><DisableBlockMovement>true</DisableBlockMovement><DisableBlockPathfinding>true</DisableBlockPathfinding></Obstruction></Entity>");
// Don't provide population bonuses yet (but still do take up population cost)
if (out.GetChild("Entity").GetChild("Cost").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Cost><PopulationBonus>0</PopulationBonus></Cost></Entity>");
// Foundations should be visible themselves in fog-of-war if their base template is,
// but shouldn't have any vision range
if (out.GetChild("Entity").GetChild("Vision").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range></Vision></Entity>");
}
void CTemplateLoader::CopyConstructionSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for buildings rising during construction
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}
void CTemplateLoader::CopyResourceSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for animals which die and leave a gatherable corpse.
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Minimap");
permittedComponentTypes.insert("ResourceSupply");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("AIProxy");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}