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https://gitea.wildfiregames.com/0ad/0ad
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Some tasks are invoked multiple times. Normally those tasks are broken up inside a loop and had to be continued there. With coroutines that is easier as it's possible to suspend inside a loop. Coroutines which are lambdas should not capture anythig as the lifetime of the captured values might end before the coroutine completes. For that purpose `std::bind_front` is used.
1682 lines
48 KiB
C++
1682 lines
48 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "MapReader.h"
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#include "graphics/Camera.h"
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#include "graphics/Color.h"
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#include "graphics/Entity.h"
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#include "graphics/GameView.h"
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#include "graphics/MapGenerator.h"
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#include "graphics/MapIO.h"
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#include "graphics/MiniPatch.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerrainTextureEntry.h"
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#include "graphics/TerrainTextureManager.h"
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#include "lib/alignment.h"
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#include "lib/code_annotation.h"
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#include "lib/debug.h"
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#include "lib/path.h"
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#include "lib/timer.h"
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#include "lib/utf8.h"
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#include "maths/Fixed.h"
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#include "maths/FixedVector3D.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "maths/NUSpline.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/Future.h"
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#include "ps/Loader.h"
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#include "ps/Profiler2.h"
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#include "ps/TaskManager.h"
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#include "ps/World.h"
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#include "ps/XMB/XMBData.h"
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#include "ps/XML/Xeromyces.h"
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#include "renderer/PostprocManager.h"
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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#include "scriptinterface/JSON.h"
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#include "scriptinterface/Object.h"
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#include "scriptinterface/ScriptContext.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptRequest.h"
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#include "scriptinterface/StructuredClone.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpCinemaManager.h"
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#include "simulation2/components/ICmpGarrisonHolder.h"
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#include "simulation2/components/ICmpObstruction.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpTerrain.h"
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#include "simulation2/components/ICmpTurretHolder.h"
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#include "simulation2/components/ICmpVisual.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/helpers/CinemaPath.h"
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#include "simulation2/helpers/Position.h"
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#include "simulation2/system/CmpPtr.h"
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#include <algorithm>
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#include <atomic>
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#include <functional>
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#include <js/PropertyAndElement.h>
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#include <ranges>
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#include <string>
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#include <string_view>
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#include <utility>
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extern bool IsQuitRequested();
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#if defined(_MSC_VER) && _MSC_VER > 1900
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#pragma warning(disable: 4456) // Declaration hides previous local declaration.
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#pragma warning(disable: 4458) // Declaration hides class member.
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#endif
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// TODO: Maybe this should be optimized depending on the map size.
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constexpr int MAP_GENERATION_CONTEXT_SIZE{96 * MiB};
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CMapReader::CMapReader() = default;
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// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
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void CMapReader::LoadMap(const VfsPath& pathname, const ScriptContext& cx, JS::HandleValue settings, CTerrain *pTerrain_,
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WaterManager* pWaterMan_, SkyManager* pSkyMan_,
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CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_,
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CSimulation2 *pSimulation2_, const CSimContext* pSimContext_, int playerID_, bool skipEntities)
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{
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pTerrain = pTerrain_;
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pLightEnv = pLightEnv_;
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pGameView = pGameView_;
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pWaterMan = pWaterMan_;
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pSkyMan = pSkyMan_;
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pCinema = pCinema_;
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pTrigMan = pTrigMan_;
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pPostproc = pPostproc_;
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pSimulation2 = pSimulation2_;
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pSimContext = pSimContext_;
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m_PlayerID = playerID_;
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m_SkipEntities = skipEntities;
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m_StartingCameraTarget = INVALID_ENTITY;
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m_ScriptSettings.init(cx.GetGeneralJSContext(), settings);
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m_FilenameXml = pathname.ChangeExtension(L".xml");
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// In some cases (particularly tests) we don't want to bother storing a large
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// mostly-empty .pmp file, so we let the XML file specify basic terrain instead.
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// If there's an .xml file and no .pmp, then we're probably in this XML-only mode
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only_xml = false;
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if (!VfsFileExists(pathname) && VfsFileExists(m_FilenameXml))
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{
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only_xml = true;
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}
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file_format_version = CMapIO::FILE_VERSION; // default if there's no .pmp
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if (!only_xml)
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{
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// [25ms]
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unpacker.Read(pathname, "PSMP");
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file_format_version = unpacker.GetVersion();
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}
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// check oldest supported version
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if (file_format_version < FILE_READ_VERSION)
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throw PSERROR_Game_World_MapLoadFailed("Could not load terrain file - too old version!");
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// delete all existing entities
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if (pSimulation2)
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pSimulation2->ResetState();
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// reset post effects
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if (pPostproc)
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pPostproc->SetPostEffect(L"default");
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// load map or script settings script
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if (settings.isUndefined())
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->LoadScriptSettings();
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}, this), L"CMapReader::LoadScriptSettings", 50);
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else
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->LoadRMSettings();
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}, this), L"CMapReader::LoadRMSettings", 50);
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// load player settings script (must be done before reading map)
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->LoadPlayerSettings();
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}, this), L"CMapReader::LoadPlayerSettings", 50);
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// unpack the data
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if (!only_xml)
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PS::Loader::Register([this]
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{
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return UnpackTerrain();
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}, L"CMapReader::UnpackMap", 1200);
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// read the corresponding XML file
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->ReadXML();
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}, this), L"CMapReader::ReadXML", 50);
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// apply terrain data to the world
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->ApplyTerrainData();
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}, this), L"CMapReader::ApplyTerrainData", 5);
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// read entities
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PS::Loader::Register([this]
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{
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return ReadXMLEntities();
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}, L"CMapReader::ReadXMLEntities", 5800);
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// apply misc data to the world
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->ApplyData();
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}, this), L"CMapReader::ApplyData", 5);
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// load map settings script (must be done after reading map)
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->LoadMapSettings();
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}, this), L"CMapReader::LoadMapSettings", 5);
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}
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// LoadRandomMap: try to load the map data; reinitialise the scene to new data if successful
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void CMapReader::LoadRandomMap(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, CTerrain *pTerrain_,
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WaterManager* pWaterMan_, SkyManager* pSkyMan_,
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CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_,
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CSimulation2 *pSimulation2_, int playerID_)
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{
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pSimulation2 = pSimulation2_;
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pSimContext = pSimulation2 ? &pSimulation2->GetSimContext() : NULL;
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m_ScriptSettings.init(cx.GetGeneralJSContext(), settings);
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pTerrain = pTerrain_;
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pLightEnv = pLightEnv_;
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pGameView = pGameView_;
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pWaterMan = pWaterMan_;
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pSkyMan = pSkyMan_;
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pCinema = pCinema_;
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pTrigMan = pTrigMan_;
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pPostproc = pPostproc_;
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m_PlayerID = playerID_;
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m_SkipEntities = false;
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m_StartingCameraTarget = INVALID_ENTITY;
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// delete all existing entities
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if (pSimulation2)
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pSimulation2->ResetState();
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only_xml = false;
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// copy random map settings (before entity creation)
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->LoadRMSettings();
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}, this), L"CMapReader::LoadRMSettings", 50);
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// load player settings script (must be done before reading map)
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->LoadPlayerSettings();
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}, this), L"CMapReader::LoadPlayerSettings", 50);
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// load map generator with random map script
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PS::Loader::Register([this, scriptFile]
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{
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return RunMapGeneration(scriptFile);
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}, L"CMapReader::RunMapGeneration", 20000);
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// parse RMS results into terrain structure
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->ParseTerrain();
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}, this), L"CMapReader::ParseTerrain", 500);
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// parse RMS results into environment settings
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->ParseEnvironment();
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}, this), L"CMapReader::ParseEnvironment", 5);
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// parse RMS results into camera settings
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->ParseCamera();
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}, this), L"CMapReader::ParseCamera", 5);
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// apply terrain data to the world
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->ApplyTerrainData();
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}, this), L"CMapReader::ApplyTerrainData", 5);
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// parse RMS results into entities
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PS::Loader::Register([this]
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{
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return ParseEntities();
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}, L"CMapReader::ParseEntities", 1010);
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// apply misc data to the world
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->ApplyData();
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}, this), L"CMapReader::ApplyData", 5);
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// load map settings script (must be done after reading map)
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PS::Loader::Register(std::bind_front([](CMapReader* mapReader) -> PS::Loader::Task
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{
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co_return mapReader->LoadMapSettings();
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}, this), L"CMapReader::LoadMapSettings", 5);
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}
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// UnpackTerrain: unpack the terrain from the end of the input data stream
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// - data: map size, heightmap, list of textures used by map, texture tile assignments
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PS::Loader::Task CMapReader::UnpackTerrain()
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{
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{
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m_PatchesPerSide = (ssize_t)unpacker.UnpackSize();
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// unpack heightmap [600us]
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size_t verticesPerSide = m_PatchesPerSide*PATCH_SIZE+1;
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m_Heightmap.resize(SQR(verticesPerSide));
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unpacker.UnpackRaw(&m_Heightmap[0], SQR(verticesPerSide)*sizeof(u16));
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}
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// unpack # textures
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const std::size_t numTerrainTex{unpacker.UnpackSize()};
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m_TerrainTextures.reserve(numTerrainTex);
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// unpack texture names; find handle for each texture.
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// interruptible.
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for (std::size_t curTerrainTex{0}; curTerrainTex != numTerrainTex; ++curTerrainTex)
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{
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CStr texturename;
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unpacker.UnpackString(texturename);
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if (CTerrainTextureManager::IsInitialised())
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{
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CTerrainTextureEntry* texentry = g_TexMan.FindTexture(texturename);
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m_TerrainTextures.push_back(texentry);
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}
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co_yield 100 * (curTerrainTex + 1) / numTerrainTex;
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}
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// unpack tile data [3ms]
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ssize_t tilesPerSide = m_PatchesPerSide*PATCH_SIZE;
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m_Tiles.resize(size_t(SQR(tilesPerSide)));
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unpacker.UnpackRaw(&m_Tiles[0], sizeof(STileDesc)*m_Tiles.size());
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co_return 0;
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}
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int CMapReader::ApplyTerrainData()
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{
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if (m_PatchesPerSide == 0)
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{
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// we'll probably crash when trying to use this map later
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throw PSERROR_Game_World_MapLoadFailed("Error loading map: no terrain data.\nCheck application log for details.");
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}
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if (!only_xml)
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{
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// initialise the terrain
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pTerrain->Initialize(m_PatchesPerSide, &m_Heightmap[0]);
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if (CTerrainTextureManager::IsInitialised())
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{
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// setup the textures on the minipatches
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STileDesc* tileptr = &m_Tiles[0];
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for (ssize_t j=0; j<m_PatchesPerSide; j++) {
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for (ssize_t i=0; i<m_PatchesPerSide; i++) {
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for (ssize_t m=0; m<PATCH_SIZE; m++) {
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for (ssize_t k=0; k<PATCH_SIZE; k++) {
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CMiniPatch& mp = pTerrain->GetPatch(i,j)->m_MiniPatches[m][k]; // can't fail
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mp.Tex = m_TerrainTextures[tileptr->m_Tex1Index];
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mp.Priority = tileptr->m_Priority;
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tileptr++;
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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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CmpPtr<ICmpTerrain> cmpTerrain(*pSimContext, SYSTEM_ENTITY);
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if (cmpTerrain)
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cmpTerrain->ReloadTerrain();
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return 0;
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}
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// ApplyData: take all the input data, and rebuild the scene from it
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int CMapReader::ApplyData()
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{
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// copy over the lighting parameters
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if (pLightEnv)
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*pLightEnv = m_LightEnv;
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(*pSimContext, SYSTEM_ENTITY);
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if (pGameView && cmpPlayerManager)
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{
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// Default to global camera (with constraints)
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pGameView->ResetCameraTarget(pGameView->GetCamera()->GetFocus());
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// TODO: Starting rotation?
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CmpPtr<ICmpPlayer> cmpPlayer(*pSimContext, cmpPlayerManager->GetPlayerByID(m_PlayerID));
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if (cmpPlayer && cmpPlayer->HasStartingCamera())
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{
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// Use player starting camera
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CFixedVector3D pos = cmpPlayer->GetStartingCameraPos();
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pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
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}
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else if (m_StartingCameraTarget != INVALID_ENTITY)
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{
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// Point camera at entity
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CmpPtr<ICmpPosition> cmpPosition(*pSimContext, m_StartingCameraTarget);
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if (cmpPosition)
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{
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CFixedVector3D pos = cmpPosition->GetPosition();
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pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat()));
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}
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}
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}
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return 0;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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PSRETURN CMapSummaryReader::LoadMap(const VfsPath& pathname)
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{
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VfsPath filename_xml = pathname.ChangeExtension(L".xml");
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CXeromyces xmb_file;
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if (xmb_file.Load(g_VFS, filename_xml, "scenario") != PSRETURN_OK)
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return PSRETURN_File_ReadFailed;
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// Define all the relevant elements used in the XML file
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#define EL(x) int el_##x = xmb_file.GetElementID(#x)
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#define AT(x) int at_##x = xmb_file.GetAttributeID(#x)
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EL(scenario);
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EL(scriptsettings);
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#undef AT
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#undef EL
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XMBElement root = xmb_file.GetRoot();
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ENSURE(root.GetNodeName() == el_scenario);
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XERO_ITER_EL(root, child)
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{
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int child_name = child.GetNodeName();
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if (child_name == el_scriptsettings)
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{
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m_ScriptSettings = child.GetText();
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}
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}
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return PSRETURN_OK;
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}
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void CMapSummaryReader::GetMapSettings(const ScriptInterface& scriptInterface, JS::MutableHandleValue ret)
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{
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ScriptRequest rq(scriptInterface);
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Script::CreateObject(rq, ret);
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if (m_ScriptSettings.empty())
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return;
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JS::RootedValue scriptSettingsVal(rq.cx);
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Script::ParseJSON(rq, m_ScriptSettings, &scriptSettingsVal);
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Script::SetProperty(rq, ret, "settings", scriptSettingsVal, false);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Holds various state data while reading maps, so that loading can be
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// interrupted (e.g. to update the progress display) then later resumed.
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class CXMLReader
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{
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NONCOPYABLE(CXMLReader);
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public:
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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.
|
|
PS::Loader::Task 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
|
|
|
|
// # 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);
|
|
PS::Loader::Task ReadEntities(XMBElement parent);
|
|
};
|
|
|
|
|
|
void CXMLReader::Init(const VfsPath& xml_filename)
|
|
{
|
|
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
|
|
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<ICmpWaterManager> 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<ICmpCinemaManager> 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 /*parent*/)
|
|
{
|
|
}
|
|
|
|
PS::Loader::Task CXMLReader::ReadEntities(XMBElement parent)
|
|
{
|
|
XMBElementList entities = parent.GetChildNodes();
|
|
|
|
ENSURE(m_MapReader.pSimulation2);
|
|
CSimulation2& sim = *m_MapReader.pSimulation2;
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager(sim, SYSTEM_ENTITY);
|
|
|
|
for (XMBElement entity : entities)
|
|
{
|
|
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<entity_id_t> Garrison;
|
|
std::vector<std::pair<std::string, entity_id_t>> 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();
|
|
|
|
// <template>
|
|
if (element_name == el_template)
|
|
{
|
|
TemplateName = setting.GetText().FromUTF8();
|
|
}
|
|
// <player>
|
|
else if (element_name == el_player)
|
|
{
|
|
PlayerID = setting.GetText().ToInt();
|
|
}
|
|
// <position>
|
|
else if (element_name == el_position)
|
|
{
|
|
XMBAttributeList positionAttrs = setting.GetAttributes();
|
|
Position = CFixedVector3D(
|
|
fixed::FromString(positionAttrs.GetNamedItem(at_x)),
|
|
fixed::FromString(positionAttrs.GetNamedItem(at_y)),
|
|
fixed::FromString(positionAttrs.GetNamedItem(at_z)));
|
|
}
|
|
// <orientation>
|
|
else if (element_name == el_orientation)
|
|
{
|
|
XMBAttributeList orientationAttrs = setting.GetAttributes();
|
|
Orientation = CFixedVector3D(
|
|
fixed::FromString(orientationAttrs.GetNamedItem(at_x)),
|
|
fixed::FromString(orientationAttrs.GetNamedItem(at_y)),
|
|
fixed::FromString(orientationAttrs.GetNamedItem(at_z)));
|
|
// TODO: what happens if some attributes are missing?
|
|
}
|
|
// <obstruction>
|
|
else if (element_name == el_obstruction)
|
|
{
|
|
XMBAttributeList obstructionAttrs = setting.GetAttributes();
|
|
ControlGroup = obstructionAttrs.GetNamedItem(at_group).ToInt();
|
|
ControlGroup2 = obstructionAttrs.GetNamedItem(at_group2).ToInt();
|
|
}
|
|
// <garrison>
|
|
else if (element_name == el_garrison)
|
|
{
|
|
XMBElementList garrison = setting.GetChildNodes();
|
|
Garrison.reserve(garrison.size());
|
|
for (const XMBElement& garr_ent : garrison)
|
|
{
|
|
XMBAttributeList garrisonAttrs = garr_ent.GetAttributes();
|
|
Garrison.push_back(garrisonAttrs.GetNamedItem(at_uid).ToInt());
|
|
}
|
|
}
|
|
// <turrets>
|
|
else if (element_name == el_turrets)
|
|
{
|
|
XMBElementList turrets = setting.GetChildNodes();
|
|
Turrets.reserve(turrets.size());
|
|
for (const XMBElement& turretPoint : turrets)
|
|
{
|
|
XMBAttributeList turretAttrs = turretPoint.GetAttributes();
|
|
Turrets.emplace_back(
|
|
turretAttrs.GetNamedItem(at_turret),
|
|
turretAttrs.GetNamedItem(at_uid).ToInt()
|
|
);
|
|
}
|
|
}
|
|
// <actor>
|
|
else if (element_name == el_actor)
|
|
{
|
|
XMBAttributeList attrs = setting.GetAttributes();
|
|
CStr seedStr = attrs.GetNamedItem(at_seed);
|
|
if (!seedStr.empty())
|
|
{
|
|
Seed = seedStr.ToLong();
|
|
ENSURE(Seed >= 0);
|
|
}
|
|
}
|
|
else
|
|
debug_warn(L"Invalid map XML data");
|
|
}
|
|
|
|
entity_id_t player = cmpPlayerManager->GetPlayerByID(PlayerID);
|
|
CmpPtr<ICmpPlayer> cmpPlayer(sim, player);
|
|
|
|
// Don't add entities for removed players.
|
|
if (cmpPlayer && cmpPlayer->IsRemoved())
|
|
{
|
|
completed_jobs++;
|
|
co_yield 100 * completed_jobs / total_jobs;
|
|
continue;
|
|
}
|
|
|
|
entity_id_t ent = sim.AddEntity(TemplateName, EntityUid);
|
|
if (ent == INVALID_ENTITY || player == INVALID_ENTITY)
|
|
{
|
|
// Don't add entities with invalid player IDs
|
|
LOGERROR("Failed to load entity template '%s'", utf8_from_wstring(TemplateName));
|
|
}
|
|
else
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
|
|
if (cmpPosition)
|
|
{
|
|
cmpPosition->JumpTo(Position.X, Position.Z);
|
|
cmpPosition->SetYRotation(Orientation.Y);
|
|
// TODO: other parts of the position
|
|
}
|
|
|
|
if (!Garrison.empty())
|
|
{
|
|
CmpPtr<ICmpGarrisonHolder> cmpGarrisonHolder(sim, ent);
|
|
if (cmpGarrisonHolder)
|
|
cmpGarrisonHolder->SetInitEntities(std::move(Garrison));
|
|
else
|
|
LOGERROR("CXMLMapReader::ReadEntities() entity '%d' of player '%d' has no GarrisonHolder component and thus cannot garrison units.", ent, PlayerID);
|
|
}
|
|
|
|
// Needs to be before ownership changes to prevent initialising
|
|
// subunits too soon.
|
|
if (!Turrets.empty())
|
|
{
|
|
CmpPtr<ICmpTurretHolder> cmpTurretHolder(sim, ent);
|
|
if (cmpTurretHolder)
|
|
cmpTurretHolder->SetInitEntities(std::move(Turrets));
|
|
else
|
|
LOGERROR("CXMLMapReader::ReadEntities() entity '%d' of player '%d' has no TurretHolder component and thus cannot use turrets.", ent, PlayerID);
|
|
}
|
|
|
|
CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
|
|
if (cmpOwnership)
|
|
cmpOwnership->SetOwner(PlayerID);
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(sim, ent);
|
|
if (cmpObstruction)
|
|
{
|
|
if (ControlGroup != INVALID_ENTITY)
|
|
cmpObstruction->SetControlGroup(ControlGroup);
|
|
if (ControlGroup2 != INVALID_ENTITY)
|
|
cmpObstruction->SetControlGroup2(ControlGroup2);
|
|
|
|
cmpObstruction->ResolveFoundationCollisions();
|
|
}
|
|
|
|
CmpPtr<ICmpVisual> cmpVisual(sim, ent);
|
|
if (cmpVisual)
|
|
{
|
|
if (Seed != -1)
|
|
cmpVisual->SetActorSeed((u32)Seed);
|
|
// TODO: variation/selection strings
|
|
}
|
|
|
|
if (PlayerID == m_MapReader.m_PlayerID && (TemplateName.ends_with(L"civil_centre") || m_MapReader.m_StartingCameraTarget == INVALID_ENTITY))
|
|
{
|
|
// Focus on civil centre or first entity owned by player
|
|
m_MapReader.m_StartingCameraTarget = ent;
|
|
}
|
|
}
|
|
|
|
completed_jobs++;
|
|
co_yield 100 * completed_jobs / total_jobs;
|
|
}
|
|
|
|
co_return 0;
|
|
}
|
|
|
|
void CXMLReader::ReadXML()
|
|
{
|
|
for (XMBElement node : nodes)
|
|
{
|
|
CStr name = xmb_file.GetElementString(node.GetNodeName());
|
|
if (name == "Terrain")
|
|
{
|
|
ReadTerrain(node);
|
|
}
|
|
else if (name == "Environment")
|
|
{
|
|
ReadEnvironment(node);
|
|
}
|
|
else if (name == "Camera")
|
|
{
|
|
ReadCamera(node);
|
|
}
|
|
else if (name == "ScriptSettings")
|
|
{
|
|
// Already loaded - this is to prevent an assertion
|
|
}
|
|
else if (name == "Entities")
|
|
{
|
|
// Handled by ProgressiveReadEntities instead
|
|
}
|
|
else if (name == "Paths")
|
|
{
|
|
ReadPaths(node);
|
|
}
|
|
else if (name == "Triggers")
|
|
{
|
|
ReadTriggers(node);
|
|
}
|
|
else if (name == "Script")
|
|
{
|
|
if (m_MapReader.pSimulation2)
|
|
m_MapReader.pSimulation2->SetStartupScript(node.GetText());
|
|
}
|
|
else
|
|
{
|
|
debug_printf("Invalid XML element in map file: %s\n", name.c_str());
|
|
debug_warn(L"Invalid map XML data");
|
|
}
|
|
}
|
|
}
|
|
|
|
PS::Loader::Task CXMLReader::ProgressiveReadEntities()
|
|
{
|
|
if (m_MapReader.m_SkipEntities)
|
|
co_return 0;
|
|
|
|
for (XMBElement node : nodes)
|
|
{
|
|
CStr name = xmb_file.GetElementString(node.GetNodeName());
|
|
if (name != "Entities")
|
|
continue;
|
|
|
|
PS::Loader::Task subTask{ReadEntities(node)};
|
|
while (!subTask.IsDone())
|
|
{
|
|
co_yield subTask.GetProgress();
|
|
subTask.Step(-1);
|
|
}
|
|
if (subTask.Get() < 0)
|
|
co_return subTask.Get();
|
|
}
|
|
|
|
co_return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
// load script settings from map
|
|
int CMapReader::LoadScriptSettings()
|
|
{
|
|
if (!m_XmlReader)
|
|
m_XmlReader = std::make_unique<CXMLReader>(m_FilenameXml, *this);
|
|
|
|
// parse the script settings
|
|
if (pSimulation2)
|
|
pSimulation2->SetMapSettings(m_XmlReader->ReadScriptSettings());
|
|
|
|
return 0;
|
|
}
|
|
|
|
// load player settings script
|
|
int CMapReader::LoadPlayerSettings()
|
|
{
|
|
if (pSimulation2)
|
|
pSimulation2->LoadPlayerSettings(true);
|
|
return 0;
|
|
}
|
|
|
|
// load map settings script
|
|
int CMapReader::LoadMapSettings()
|
|
{
|
|
if (pSimulation2)
|
|
pSimulation2->LoadMapSettings();
|
|
return 0;
|
|
}
|
|
|
|
int CMapReader::ReadXML()
|
|
{
|
|
if (!m_XmlReader)
|
|
m_XmlReader = std::make_unique<CXMLReader>(m_FilenameXml, *this);
|
|
|
|
m_XmlReader->ReadXML();
|
|
|
|
return 0;
|
|
}
|
|
|
|
// progressive
|
|
PS::Loader::Task CMapReader::ReadXMLEntities()
|
|
{
|
|
if (!m_XmlReader)
|
|
m_XmlReader = std::make_unique<CXMLReader>(m_FilenameXml, *this);
|
|
|
|
PS::Loader::Task task{m_XmlReader->ProgressiveReadEntities()};
|
|
while (!task.IsDone())
|
|
{
|
|
co_yield task.GetProgress();
|
|
// Do as litle as possible.
|
|
task.Step(-1);
|
|
}
|
|
|
|
m_XmlReader.reset();
|
|
|
|
co_return task.Get();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
int CMapReader::LoadRMSettings()
|
|
{
|
|
// copy random map settings over to sim
|
|
ENSURE(pSimulation2);
|
|
pSimulation2->SetMapSettings(m_ScriptSettings);
|
|
|
|
return 0;
|
|
}
|
|
|
|
[[noreturn]] void ThrowMapGenerationError()
|
|
{
|
|
throw PSERROR_Game_World_MapLoadFailed{
|
|
"Error generating random map.\nCheck application log for details."};
|
|
}
|
|
|
|
PS::Loader::Task CMapReader::RunMapGeneration(const CStrW& scriptFile)
|
|
{
|
|
std::atomic<int> progress{1};
|
|
|
|
// The settings are stringified to pass them to the task.
|
|
Future<Script::StructuredClone> task = {g_TaskManager,
|
|
[&progress, scriptFile, settings = Script::StringifyJSON(ScriptRequest{
|
|
pSimulation2->GetScriptInterface()}, &m_ScriptSettings)](const StopToken stopToken)
|
|
{
|
|
PROFILE2("Map Generation");
|
|
|
|
const VfsPath scriptPath{scriptFile.empty() ? L"" :
|
|
static_cast<std::wstring>(RANDOM_MAP_PREFIX) + scriptFile};
|
|
|
|
const std::shared_ptr<ScriptContext> mapgenContext{ScriptContext::CreateContext(
|
|
MAP_GENERATION_CONTEXT_SIZE)};
|
|
|
|
ScriptInterface mapgenInterface{"Engine", "MapGenerator", mapgenContext,
|
|
[](const VfsPath& path){
|
|
// Only allow to load modules inside the maps folder.
|
|
return path.string().find(RANDOM_MAP_PREFIX) == 0;
|
|
}};
|
|
|
|
return RunMapGenerationScript(stopToken, progress, mapgenInterface, scriptPath, settings);
|
|
}};
|
|
|
|
while (!task.IsDone())
|
|
{
|
|
co_yield progress.load();
|
|
co_await std::suspend_always{};
|
|
|
|
if (IsQuitRequested())
|
|
{
|
|
LOGWARNING("Quit requested!");
|
|
co_return -1;
|
|
}
|
|
}
|
|
|
|
const Script::StructuredClone results{task.Get()};
|
|
if (!results)
|
|
ThrowMapGenerationError();
|
|
|
|
// Parse data into simulation context
|
|
ScriptRequest rq(pSimulation2->GetScriptInterface());
|
|
JS::RootedValue data{rq.cx};
|
|
Script::ReadStructuredClone(rq, results, &data);
|
|
|
|
if (data.isUndefined())
|
|
ThrowMapGenerationError();
|
|
|
|
m_MapData.init(rq.cx, data);
|
|
|
|
co_return 0;
|
|
};
|
|
|
|
|
|
int CMapReader::ParseTerrain()
|
|
{
|
|
PROFILE2("ParseTerrain");
|
|
ScriptRequest rq(pSimulation2->GetScriptInterface());
|
|
|
|
// parse terrain from map data
|
|
// an error here should stop the loading process
|
|
const auto getTerrainProperty = [&](JS::HandleValue val, const char* prop, auto&& out)
|
|
{
|
|
if (Script::GetProperty(rq, val, prop, std::forward<decltype(out)>(out)))
|
|
return;
|
|
|
|
LOGERROR("CMapReader::ParseTerrain() failed to get '%s' property", prop);
|
|
throw PSERROR_Game_World_MapLoadFailed(
|
|
"Error parsing terrain data.\nCheck application log for details");
|
|
};
|
|
|
|
u32 size;
|
|
getTerrainProperty(m_MapData, "size", size);
|
|
|
|
m_PatchesPerSide = size / PATCH_SIZE;
|
|
|
|
// flat heightmap of u16 data
|
|
getTerrainProperty(m_MapData, "height", m_Heightmap);
|
|
|
|
// load textures
|
|
std::vector<std::string> textureNames;
|
|
getTerrainProperty(m_MapData, "textureNames", textureNames);
|
|
|
|
for (const std::string& textureName : textureNames)
|
|
{
|
|
if (CTerrainTextureManager::IsInitialised())
|
|
{
|
|
CTerrainTextureEntry* texentry = g_TexMan.FindTexture(textureName);
|
|
m_TerrainTextures.push_back(texentry);
|
|
}
|
|
}
|
|
|
|
// build tile data
|
|
m_Tiles.resize(SQR(size));
|
|
|
|
JS::RootedValue tileData(rq.cx);
|
|
getTerrainProperty(m_MapData, "tileData", &tileData);
|
|
|
|
// parse tile data object into flat arrays
|
|
std::vector<u16> tileIndex;
|
|
std::vector<u16> tilePriority;
|
|
getTerrainProperty(tileData, "index", tileIndex);
|
|
getTerrainProperty(tileData, "priority", tilePriority);
|
|
|
|
ENSURE(SQR(size) == tileIndex.size() && SQR(size) == tilePriority.size());
|
|
|
|
// reorder by patches and store
|
|
for (size_t x = 0; x < size; ++x)
|
|
{
|
|
size_t patchX = x / PATCH_SIZE;
|
|
size_t offX = x % PATCH_SIZE;
|
|
for (size_t y = 0; y < size; ++y)
|
|
{
|
|
size_t patchY = y / PATCH_SIZE;
|
|
size_t offY = y % PATCH_SIZE;
|
|
|
|
STileDesc tile;
|
|
tile.m_Tex1Index = tileIndex[y*size + x];
|
|
tile.m_Tex2Index = 0xFFFF;
|
|
tile.m_Priority = tilePriority[y*size + x];
|
|
|
|
m_Tiles[(patchY * m_PatchesPerSide + patchX) * SQR(PATCH_SIZE) + (offY * PATCH_SIZE + offX)] = tile;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
struct ParseEntitiesState
|
|
{
|
|
ScriptRequest rq;
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager;
|
|
std::vector<Entity> entities;
|
|
size_t currentEntityIndex{0};
|
|
|
|
ParseEntitiesState(CSimulation2& sim)
|
|
: rq(sim.GetScriptInterface()), cmpPlayerManager(sim, SYSTEM_ENTITY) {}
|
|
};
|
|
|
|
PS::Loader::Task CMapReader::ParseEntities()
|
|
{
|
|
PROFILE2("ParseEntities");
|
|
|
|
CSimulation2& sim{*pSimulation2};
|
|
ScriptRequest rq{sim.GetScriptInterface()};
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager{sim, SYSTEM_ENTITY};
|
|
|
|
std::vector<Entity> entities;
|
|
if (!Script::GetProperty(rq, m_MapData, "entities", entities))
|
|
LOGWARNING("CMapReader::ParseEntities() failed to get 'entities' property");
|
|
|
|
for (std::size_t index{0}; index != entities.size(); ++index)
|
|
{
|
|
co_yield Clamp<int>(index * 80 / entities.size(), 20, 100);
|
|
|
|
const Entity& currEnt{entities[index]};
|
|
// Get current entity struct
|
|
entity_id_t player = cmpPlayerManager->GetPlayerByID(currEnt.playerID);
|
|
CmpPtr<ICmpPlayer> cmpPlayer(sim, player);
|
|
// Don't add entities for removed players.
|
|
if (cmpPlayer && cmpPlayer->IsRemoved())
|
|
continue;
|
|
|
|
entity_id_t ent = sim.AddEntity(currEnt.templateName, currEnt.entityID);
|
|
if (ent == INVALID_ENTITY || player == INVALID_ENTITY)
|
|
{ // Don't add entities with invalid player IDs
|
|
LOGERROR("Failed to load entity template '%s'", utf8_from_wstring(currEnt.templateName));
|
|
}
|
|
else
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(sim, ent);
|
|
if (cmpPosition)
|
|
{
|
|
cmpPosition->JumpTo(currEnt.position.X * (int)TERRAIN_TILE_SIZE, currEnt.position.Z * (int)TERRAIN_TILE_SIZE);
|
|
cmpPosition->SetYRotation(currEnt.rotation.Y);
|
|
// TODO: other parts of the position
|
|
}
|
|
|
|
CmpPtr<ICmpOwnership> cmpOwnership(sim, ent);
|
|
if (cmpOwnership)
|
|
cmpOwnership->SetOwner(currEnt.playerID);
|
|
|
|
// Detect and fix collisions between foundation-blocking entities.
|
|
// This presently serves to copy wall tower control groups to wall
|
|
// segments, allowing players to expand RMS-generated walls.
|
|
CmpPtr<ICmpObstruction> cmpObstruction(sim, ent);
|
|
if (cmpObstruction)
|
|
cmpObstruction->ResolveFoundationCollisions();
|
|
|
|
if (currEnt.playerID == m_PlayerID && (currEnt.templateName.ends_with(L"civil_centre") || m_StartingCameraTarget == INVALID_ENTITY))
|
|
{
|
|
// Focus on civil centre or first entity owned by player
|
|
m_StartingCameraTarget = currEnt.entityID;
|
|
}
|
|
}
|
|
}
|
|
|
|
co_return 0;
|
|
}
|
|
|
|
int CMapReader::ParseEnvironment()
|
|
{
|
|
// parse environment settings from map data
|
|
ScriptRequest rq(pSimulation2->GetScriptInterface());
|
|
|
|
const auto getEnvironmentProperty = [&](JS::HandleValue val, const char* prop, auto&& out)
|
|
{
|
|
if (!Script::GetProperty(rq, val, prop, std::forward<decltype(out)>(out)))
|
|
LOGWARNING("CMapReader::ParseEnvironment() failed to get '%s' property", prop);
|
|
};
|
|
|
|
JS::RootedValue envObj(rq.cx);
|
|
getEnvironmentProperty(m_MapData, "Environment", &envObj);
|
|
|
|
if (envObj.isUndefined())
|
|
{
|
|
LOGWARNING("CMapReader::ParseEnvironment(): Environment settings not found");
|
|
return 0;
|
|
}
|
|
|
|
if (pPostproc)
|
|
pPostproc->SetPostEffect(L"default");
|
|
|
|
std::wstring skySet;
|
|
getEnvironmentProperty(envObj, "SkySet", skySet);
|
|
if (pSkyMan)
|
|
pSkyMan->SetSkySet(skySet);
|
|
|
|
CColor sunColor;
|
|
getEnvironmentProperty(envObj, "SunColor", sunColor);
|
|
m_LightEnv.m_SunColor = RGBColor(sunColor.r, sunColor.g, sunColor.b);
|
|
|
|
getEnvironmentProperty(envObj, "SunElevation", m_LightEnv.m_Elevation);
|
|
getEnvironmentProperty(envObj, "SunRotation", m_LightEnv.m_Rotation);
|
|
|
|
CColor ambientColor;
|
|
getEnvironmentProperty(envObj, "AmbientColor", ambientColor);
|
|
m_LightEnv.m_AmbientColor = RGBColor(ambientColor.r, ambientColor.g, ambientColor.b);
|
|
|
|
// Water properties
|
|
JS::RootedValue waterObj(rq.cx);
|
|
getEnvironmentProperty(envObj, "Water", &waterObj);
|
|
|
|
JS::RootedValue waterBodyObj(rq.cx);
|
|
getEnvironmentProperty(waterObj, "WaterBody", &waterBodyObj);
|
|
|
|
// Water level - necessary
|
|
float waterHeight;
|
|
getEnvironmentProperty(waterBodyObj, "Height", waterHeight);
|
|
|
|
CmpPtr<ICmpWaterManager> cmpWaterManager(*pSimulation2, SYSTEM_ENTITY);
|
|
ENSURE(cmpWaterManager);
|
|
cmpWaterManager->SetWaterLevel(entity_pos_t::FromFloat(waterHeight));
|
|
|
|
// If we have graphics, get rest of settings
|
|
if (pWaterMan)
|
|
{
|
|
getEnvironmentProperty(waterBodyObj, "Type", pWaterMan->m_WaterType);
|
|
if (pWaterMan->m_WaterType == L"default")
|
|
pWaterMan->m_WaterType = L"ocean";
|
|
getEnvironmentProperty(waterBodyObj, "Color", pWaterMan->m_WaterColor);
|
|
getEnvironmentProperty(waterBodyObj, "Tint", pWaterMan->m_WaterTint);
|
|
getEnvironmentProperty(waterBodyObj, "Waviness", pWaterMan->m_Waviness);
|
|
getEnvironmentProperty(waterBodyObj, "Murkiness", pWaterMan->m_Murkiness);
|
|
getEnvironmentProperty(waterBodyObj, "WindAngle", pWaterMan->m_WindAngle);
|
|
}
|
|
|
|
JS::RootedValue fogObject(rq.cx);
|
|
getEnvironmentProperty(envObj, "Fog", &fogObject);
|
|
|
|
getEnvironmentProperty(fogObject, "FogFactor", m_LightEnv.m_FogFactor);
|
|
getEnvironmentProperty(fogObject, "FogThickness", m_LightEnv.m_FogMax);
|
|
|
|
CColor fogColor;
|
|
getEnvironmentProperty(fogObject, "FogColor", fogColor);
|
|
m_LightEnv.m_FogColor = RGBColor(fogColor.r, fogColor.g, fogColor.b);
|
|
|
|
JS::RootedValue postprocObject(rq.cx);
|
|
getEnvironmentProperty(envObj, "Postproc", &postprocObject);
|
|
|
|
std::wstring postProcEffect;
|
|
getEnvironmentProperty(postprocObject, "PostprocEffect", postProcEffect);
|
|
|
|
if (pPostproc)
|
|
pPostproc->SetPostEffect(postProcEffect);
|
|
|
|
getEnvironmentProperty(postprocObject, "Brightness", m_LightEnv.m_Brightness);
|
|
getEnvironmentProperty(postprocObject, "Contrast", m_LightEnv.m_Contrast);
|
|
getEnvironmentProperty(postprocObject, "Saturation", m_LightEnv.m_Saturation);
|
|
getEnvironmentProperty(postprocObject, "Bloom", m_LightEnv.m_Bloom);
|
|
|
|
m_LightEnv.CalculateSunDirection();
|
|
return 0;
|
|
}
|
|
|
|
int CMapReader::ParseCamera()
|
|
{
|
|
ScriptRequest rq(pSimulation2->GetScriptInterface());
|
|
|
|
// parse camera settings from map data
|
|
// defaults if we don't find player starting camera
|
|
float declination = DEGTORAD(30.f), rotation = DEGTORAD(-45.f);
|
|
CVector3D translation = CVector3D(100, 150, -100);
|
|
|
|
const auto getCameraProperty = [&](JS::HandleValue val, const char* prop, auto&& out)
|
|
{
|
|
if (!Script::GetProperty(rq, val, prop, std::forward<decltype(out)>(out)))
|
|
LOGWARNING("CMapReader::ParseCamera() failed to get '%s' property", prop);
|
|
};
|
|
|
|
JS::RootedValue cameraObj(rq.cx);
|
|
getCameraProperty(m_MapData, "Camera", &cameraObj);
|
|
|
|
if (!cameraObj.isUndefined())
|
|
{ // If camera property exists, read values
|
|
CFixedVector3D pos;
|
|
getCameraProperty(cameraObj, "Position", pos);
|
|
translation = pos;
|
|
|
|
getCameraProperty(cameraObj, "Rotation", rotation);
|
|
getCameraProperty(cameraObj, "Declination", declination);
|
|
}
|
|
|
|
if (pGameView)
|
|
{
|
|
pGameView->GetCamera()->m_Orientation.SetXRotation(declination);
|
|
pGameView->GetCamera()->m_Orientation.RotateY(rotation);
|
|
pGameView->GetCamera()->m_Orientation.Translate(translation);
|
|
pGameView->GetCamera()->UpdateFrustum();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
CMapReader::~CMapReader() = default;
|