0ad/source/simulation2/components/CCmpTemplateManager.cpp
Ykkrosh d3048906cb # Unit animation improvements.
Animate props much more sensibly.
Move ammo code out of CUnit.
Move animation logic out of CModel.
Launch projectiles from the correct location.
Use entity's speeds and sounds in actor viewer.
Add -nosound option to disable audio, and allow audio by default in
Atlas.
Remove some obsolete options.

This was SVN commit r7609.
2010-06-05 00:49:14 +00:00

441 lines
15 KiB
C++

/* Copyright (C) 2010 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 "simulation2/system/Component.h"
#include "ICmpTemplateManager.h"
#include "simulation2/MessageTypes.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/XML/RelaxNG.h"
#include "ps/XML/Xeromyces.h"
static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/";
static const wchar_t ACTOR_ROOT[] = L"art/actors/";
class CCmpTemplateManager : public ICmpTemplateManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeGloballyToMessageType(MT_Destroy);
}
DEFAULT_COMPONENT_ALLOCATOR(TemplateManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CSimContext& context, const CParamNode& UNUSED(paramNode))
{
m_Validator.LoadGrammar(context.GetComponentManager().GenerateSchema());
// TODO: handle errors loading the grammar here?
// TODO: support hotloading changes to the grammar
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& serialize)
{
size_t count = 0;
for (std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.begin(); it != m_LatestTemplates.end(); ++it)
{
if (ENTITY_IS_LOCAL(it->first))
continue;
++count;
}
serialize.NumberU32_Unbounded("num entities", (u32)count);
for (std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.begin(); it != m_LatestTemplates.end(); ++it)
{
if (ENTITY_IS_LOCAL(it->first))
continue;
serialize.NumberU32_Unbounded("id", it->first);
serialize.StringASCII("template", it->second, 0, 256);
}
// TODO: maybe we should do some kind of interning thing instead of printing so many strings?
// TODO: will need to serialize techs too, because we need to be giving out
// template data before other components (like the tech components) have been deserialized
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(context, paramNode);
u32 numEntities;
deserialize.NumberU32_Unbounded(numEntities);
for (u32 i = 0; i < numEntities; ++i)
{
entity_id_t ent;
std::string templateName;
deserialize.NumberU32_Unbounded(ent);
deserialize.StringASCII(templateName, 0, 256);
m_LatestTemplates[ent] = templateName;
}
}
virtual void HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Destroy:
{
const CMessageDestroy& msgData = static_cast<const CMessageDestroy&> (msg);
// Clean up m_LatestTemplates so it doesn't record any data for destroyed entities
m_LatestTemplates.erase(msgData.entity);
break;
}
}
}
virtual const CParamNode* LoadTemplate(entity_id_t ent, const std::string& templateName, int playerID);
virtual const CParamNode* GetTemplate(std::string templateName);
virtual const CParamNode* LoadLatestTemplate(entity_id_t ent);
virtual std::string GetCurrentTemplateName(entity_id_t ent);
virtual std::vector<std::wstring> FindAllTemplates();
private:
// Entity template XML validator
RelaxNGValidator m_Validator;
// Map from template name (XML filename or special |-separated string) to the most recently
// loaded non-broken template data. This includes files that will fail schema validation.
// (Failed loads won't remove existing entries under the same name, so we behave more nicely
// when hotloading broken files)
std::map<std::string, CParamNode> m_TemplateFileData;
// Map from template name to schema validation status.
// (Some files, e.g. inherited parent templates, may not be valid themselves but we still need to load
// them and use them; we only reject invalid templates that were requested directly by GetTemplate/etc)
std::map<std::string, bool> m_TemplateSchemaValidity;
// Remember the template used by each entity, so we can return them
// again for deserialization.
// TODO: should store player ID etc.
std::map<entity_id_t, std::string> m_LatestTemplates;
// (Re)loads the given template, regardless of whether it exists already,
// and saves into m_TemplateFileData. Also loads any parents that are not yet
// loaded. Returns false on error.
// @param templateName XML filename to load (not a |-separated string)
bool LoadTemplateFile(const std::string& templateName, int depth);
// Constructs a standard static-decorative-object template for the given actor
void ConstructTemplateActor(const std::string& actorName, CParamNode& out);
// Copy the non-interactive components of an entity template (position, actor, etc) into
// a new entity template
void CopyPreviewSubset(CParamNode& out, const CParamNode& in);
// Copy the components of an entity necessary for a construction foundation
// (position, actor, armour, health, etc) into a new entity template
void CopyFoundationSubset(CParamNode& out, const CParamNode& in);
};
REGISTER_COMPONENT_TYPE(TemplateManager)
const CParamNode* CCmpTemplateManager::LoadTemplate(entity_id_t ent, const std::string& templateName, int UNUSED(playerID))
{
m_LatestTemplates[ent] = templateName;
const CParamNode* templateRoot = GetTemplate(templateName);
if (!templateRoot)
return NULL;
// TODO: Eventually we need to support techs in here, and return a different template per playerID
return templateRoot;
}
const CParamNode* CCmpTemplateManager::GetTemplate(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;
}
// Compute validity, if it's not computed before
if (m_TemplateSchemaValidity.find(templateName) == m_TemplateSchemaValidity.end())
m_TemplateSchemaValidity[templateName] = m_Validator.Validate(CStrW(templateName), m_TemplateFileData[templateName].ToXML());
// Refuse to return invalid templates
if (!m_TemplateSchemaValidity[templateName])
return NULL;
const CParamNode& templateRoot = m_TemplateFileData[templateName].GetChild("Entity");
if (!templateRoot.IsOk())
{
LOGERROR(L"Invalid root element in entity template '%hs'", templateName.c_str());
return NULL;
}
// TODO: the template ought to be validated with some schema, so we don't
// need to nicely report errors like invalid root elements here
return &templateRoot;
}
const CParamNode* CCmpTemplateManager::LoadLatestTemplate(entity_id_t ent)
{
std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.find(ent);
if (it == m_LatestTemplates.end())
return NULL;
return LoadTemplate(ent, it->second, -1);
}
std::string CCmpTemplateManager::GetCurrentTemplateName(entity_id_t ent)
{
std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.find(ent);
if (it == m_LatestTemplates.end())
return "";
return it->second;
}
bool CCmpTemplateManager::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]);
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;
}
// Normal case: templateName is an XML file:
VfsPath path = VfsPath(TEMPLATE_ROOT) / (std::wstring)CStrW(templateName + ".xml");
CXeromyces xero;
PSRETURN ok = xero.Load(path);
if (ok != PSRETURN_OK)
return false; // (Xeromyces already logged an error with the full filename)
int attr_parent = xero.GetAttributeID("parent");
utf16string parentStr = xero.GetRoot().GetAttributes().GetNamedItem(attr_parent);
if (!parentStr.empty())
{
std::string parentName(parentStr.begin(), parentStr.end());
// 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);
return true;
}
void CCmpTemplateManager::ConstructTemplateActor(const std::string& actorName, CParamNode& out)
{
std::string name = utf8_from_wstring(CParamNode::EscapeXMLString(CStrW(actorName)));
std::string xml = "<?xml version='1.0' encoding='utf-8'?>"
"<Entity>"
"<Position>"
"<Anchor>upright</Anchor>"
"<Altitude>0</Altitude>"
"<Floating>false</Floating>"
"</Position>"
"<VisualActor>"
"<Actor>" + name + "</Actor>"
"</VisualActor>"
"</Entity>";
out.LoadXMLString(out, xml.c_str());
}
static LibError AddToTemplates(const VfsPath& pathname, const FileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::wstring>& templates = *(std::vector<std::wstring>*)cbData;
// Strip the .xml extension
VfsPath pathstem = change_extension(pathname, 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(name);
return INFO::OK;
}
static LibError AddActorToTemplates(const VfsPath& pathname, const FileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::wstring>& templates = *(std::vector<std::wstring>*)cbData;
// Strip the root from the path
std::wstring name = pathname.string().substr(ARRAY_SIZE(ACTOR_ROOT)-1);
templates.push_back(L"actor|" + name);
return INFO::OK;
}
std::vector<std::wstring> CCmpTemplateManager::FindAllTemplates()
{
// TODO: eventually this should probably read all the template files and look for flags to
// determine which should be displayed in the editor (and in what categories etc); for now we'll
// just return all the files
std::vector<std::wstring> templates;
LibError ok;
// Find all the normal entity templates first
ok = fs_util::ForEachFile(g_VFS, TEMPLATE_ROOT, AddToTemplates, (uintptr_t)&templates, L"*.xml", fs_util::DIR_RECURSIVE);
WARN_ERR(ok);
// Add all the actors too
ok = fs_util::ForEachFile(g_VFS, ACTOR_ROOT, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", fs_util::DIR_RECURSIVE);
WARN_ERR(ok);
return templates;
}
void CCmpTemplateManager::CopyPreviewSubset(CParamNode& out, const CParamNode& in)
{
// 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("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Obstruction");
// 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><Inactive/></Obstruction></Entity>");
}
void CCmpTemplateManager::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("Obstruction");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Armour");
permittedComponentTypes.insert("Health");
permittedComponentTypes.insert("Cost");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// TODO: the foundation shouldn't be considered an obstruction by default, until construction has
// really started, to prevent players abusing it to block their opponents
// 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>");
}