/* Copyright (C) 2013 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 .
*/
#ifndef INCLUDED_MAPREADER
#define INCLUDED_MAPREADER
#include "MapIO.h"
#include "lib/res/handle.h"
#include "ps/CStr.h"
#include "LightEnv.h"
#include "ps/FileIo.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/system/Entity.h"
class CObjectEntry;
class CTerrain;
class WaterManager;
class SkyManager;
class CLightEnv;
class CCinemaManager;
class CPostprocManager;
class CTriggerManager;
class CSimulation2;
class CSimContext;
class CTerrainTextureEntry;
class ScriptInterface;
class CGameView;
class CXMLReader;
class CMapGenerator;
class CMapReader : public CMapIO
{
friend class CXMLReader;
public:
// constructor
CMapReader();
~CMapReader();
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
void LoadMap(const VfsPath& pathname, JSRuntime* rt, JS::HandleValue settings, CTerrain*, WaterManager*, SkyManager*, CLightEnv*, CGameView*,
CCinemaManager*, CTriggerManager*, CPostprocManager* pPostproc, CSimulation2*, const CSimContext*,
int playerID, bool skipEntities);
void LoadRandomMap(const CStrW& scriptFile, JSRuntime* rt, JS::HandleValue settings, CTerrain*, WaterManager*, SkyManager*, CLightEnv*, CGameView*, CCinemaManager*, CTriggerManager*, CPostprocManager* pPostproc_, CSimulation2*, int playerID);
private:
// Load script settings for use by scripts
int LoadScriptSettings();
// load player settings only
int LoadPlayerSettings();
// load map settings only
int LoadMapSettings();
// UnpackTerrain: unpack the terrain from the input stream
int UnpackTerrain();
//UnpackCinema: unpack the cinematic tracks from the input stream
int UnpackCinema();
// UnpackMap: unpack the given data from the raw data stream into local variables
int UnpackMap();
// ApplyData: take all the input data, and rebuild the scene from it
int ApplyData();
int ApplyTerrainData();
// read some misc data from the XML file
int ReadXML();
// read entity data from the XML file
int ReadXMLEntities();
// clean up everything used during delayed load
int DelayLoadFinished();
// Copy random map settings over to sim
int LoadRMSettings();
// Generate random map
int GenerateMap();
// Parse script data into terrain
int ParseTerrain();
// Parse script data into entities
int ParseEntities();
// Parse script data into environment
int ParseEnvironment();
// Parse script data into camera
int ParseCamera();
// size of map
ssize_t m_PatchesPerSide;
// heightmap for map
std::vector m_Heightmap;
// list of terrain textures used by map
std::vector m_TerrainTextures;
// tile descriptions for each tile
std::vector m_Tiles;
// lightenv stored in file
CLightEnv m_LightEnv;
// startup script
CStrW m_Script;
// random map data
CStrW m_ScriptFile;
DefPersistentRooted m_ScriptSettings;
DefPersistentRooted m_MapData;
CMapGenerator* m_MapGen;
// state latched by LoadMap and held until DelayedLoadFinished
CFileUnpacker unpacker;
CTerrain* pTerrain;
WaterManager* pWaterMan;
SkyManager* pSkyMan;
CPostprocManager* pPostproc;
CLightEnv* pLightEnv;
CGameView* pGameView;
CCinemaManager* pCinema;
CTriggerManager* pTrigMan;
CSimulation2* pSimulation2;
const CSimContext* pSimContext;
int m_PlayerID;
bool m_SkipEntities;
VfsPath filename_xml;
bool only_xml;
u32 file_format_version;
entity_id_t m_StartingCameraTarget;
CVector3D m_StartingCamera;
// UnpackTerrain generator state
size_t cur_terrain_tex;
size_t num_terrain_tex;
CXMLReader* xml_reader;
};
/**
* A restricted map reader that returns various summary information
* for use by scripts (particularly the GUI).
*/
class CMapSummaryReader
{
public:
/**
* Try to load a map file.
* @param pathname Path to .pmp or .xml file
*/
PSRETURN LoadMap(const VfsPath& pathname);
/**
* Returns a value of the form:
* @code
* {
* "settings": { ... contents of the map's ... }
* }
* @endcode
*/
void GetMapSettings(ScriptInterface& scriptInterface, JS::MutableHandleValue);
private:
CStr m_ScriptSettings;
};
#endif