/* Copyright (C) 2014 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Camera.h" #include "CinemaTrack.h" #include "GameView.h" #include "LightEnv.h" #include "MapReader.h" #include "MapWriter.h" #include "Patch.h" #include "Terrain.h" #include "TerrainTextureEntry.h" #include "TerrainTextureManager.h" #include "maths/MathUtil.h" #include "maths/NUSpline.h" #include "ps/CLogger.h" #include "ps/Loader.h" #include "ps/Filesystem.h" #include "ps/XML/XMLWriter.h" #include "renderer/PostprocManager.h" #include "renderer/SkyManager.h" #include "renderer/WaterManager.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpObstruction.h" #include "simulation2/components/ICmpOwnership.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpTemplateManager.h" #include "simulation2/components/ICmpVisual.h" #include "simulation2/components/ICmpWaterManager.h" /////////////////////////////////////////////////////////////////////////////////////////////////// // CMapWriter constructor: nothing to do at the minute CMapWriter::CMapWriter() { } /////////////////////////////////////////////////////////////////////////////////////////////////// // SaveMap: try to save the current map to the given file void CMapWriter::SaveMap(const VfsPath& pathname, CTerrain* pTerrain, WaterManager* pWaterMan, SkyManager* pSkyMan, CLightEnv* pLightEnv, CCamera* pCamera, CCinemaManager* pCinema, CPostprocManager* pPostproc, CSimulation2* pSimulation2) { CFilePacker packer(FILE_VERSION, "PSMP"); // build necessary data PackMap(packer, pTerrain); try { // write it out packer.Write(pathname); } catch (PSERROR_File_WriteFailed&) { LOGERROR("Failed to write map '%s'", pathname.string8()); return; } VfsPath pathnameXML = pathname.ChangeExtension(L".xml"); WriteXML(pathnameXML, pWaterMan, pSkyMan, pLightEnv, pCamera, pCinema, pPostproc, pSimulation2); } /////////////////////////////////////////////////////////////////////////////////////////////////// // GetHandleIndex: return the index of the given handle in the given list; or 0xFFFF if // handle isn't in list static u16 GetEntryIndex(const CTerrainTextureEntry* entry, const std::vector& entries) { const size_t limit = std::min(entries.size(), size_t(0xFFFEu)); // paranoia for (size_t i=0;i& textures, std::vector& tiles) { // the list of all handles in use std::vector entries; // resize tile array to required size tiles.resize(SQR(pTerrain->GetVerticesPerSide()-1)); STileDesc* tileptr=&tiles[0]; // now iterate through all the tiles const ssize_t patchesPerSide=pTerrain->GetPatchesPerSide(); for (ssize_t j=0;jGetPatch(i,j)->m_MiniPatches[m][k]; // can't fail u16 index=u16(GetEntryIndex(mp.GetTextureEntry(),entries)); if (index==0xFFFF) { index=(u16)entries.size(); entries.push_back(mp.GetTextureEntry()); } tileptr->m_Tex1Index=index; tileptr->m_Tex2Index=0xFFFF; tileptr->m_Priority=mp.GetPriority(); tileptr++; } } } } // now find the texture names for each handle for (size_t i=0;iGetTag(); } textures.push_back(texturename); } } /////////////////////////////////////////////////////////////////////////////////////////////////// // PackMap: pack the current world into a raw data stream void CMapWriter::PackMap(CFilePacker& packer, CTerrain* pTerrain) { // now pack everything up PackTerrain(packer, pTerrain); } /////////////////////////////////////////////////////////////////////////////////////////////////// // PackTerrain: pack the terrain onto the end of the output data stream // - data: map size, heightmap, list of textures used by map, texture tile assignments void CMapWriter::PackTerrain(CFilePacker& packer, CTerrain* pTerrain) { // pack map size const ssize_t mapsize = pTerrain->GetPatchesPerSide(); packer.PackSize(mapsize); // pack heightmap packer.PackRaw(pTerrain->GetHeightMap(),sizeof(u16)*SQR(pTerrain->GetVerticesPerSide())); // the list of textures used by map std::vector terrainTextures; // descriptions of each tile std::vector tiles; // build lists by scanning through the terrain EnumTerrainTextures(pTerrain, terrainTextures, tiles); // pack texture names const size_t numTextures = terrainTextures.size(); packer.PackSize(numTextures); for (size_t i=0;iGetSkySet()); { XML_Element("SunColor"); XML_Attribute("r", pLightEnv->m_SunColor.X); // yes, it's X/Y/Z... XML_Attribute("g", pLightEnv->m_SunColor.Y); XML_Attribute("b", pLightEnv->m_SunColor.Z); } { XML_Element("SunElevation"); XML_Attribute("angle", pLightEnv->m_Elevation); } { XML_Element("SunRotation"); XML_Attribute("angle", pLightEnv->m_Rotation); } { XML_Element("TerrainAmbientColor"); XML_Attribute("r", pLightEnv->m_TerrainAmbientColor.X); XML_Attribute("g", pLightEnv->m_TerrainAmbientColor.Y); XML_Attribute("b", pLightEnv->m_TerrainAmbientColor.Z); } { XML_Element("UnitsAmbientColor"); XML_Attribute("r", pLightEnv->m_UnitsAmbientColor.X); XML_Attribute("g", pLightEnv->m_UnitsAmbientColor.Y); XML_Attribute("b", pLightEnv->m_UnitsAmbientColor.Z); } { XML_Element("Fog"); XML_Setting("FogFactor", pLightEnv->m_FogFactor); XML_Setting("FogThickness", pLightEnv->m_FogMax); { XML_Element("FogColor"); XML_Attribute("r", pLightEnv->m_FogColor.X); XML_Attribute("g", pLightEnv->m_FogColor.Y); XML_Attribute("b", pLightEnv->m_FogColor.Z); } } { XML_Element("Water"); { XML_Element("WaterBody"); CmpPtr cmpWaterManager(sim, SYSTEM_ENTITY); ENSURE(cmpWaterManager); XML_Setting("Type", pWaterMan->m_WaterType); { XML_Element("Color"); XML_Attribute("r", pWaterMan->m_WaterColor.r); XML_Attribute("g", pWaterMan->m_WaterColor.g); XML_Attribute("b", pWaterMan->m_WaterColor.b); } { XML_Element("Tint"); XML_Attribute("r", pWaterMan->m_WaterTint.r); XML_Attribute("g", pWaterMan->m_WaterTint.g); XML_Attribute("b", pWaterMan->m_WaterTint.b); } XML_Setting("Height", cmpWaterManager->GetExactWaterLevel(0, 0)); XML_Setting("Waviness", pWaterMan->m_Waviness); XML_Setting("Murkiness", pWaterMan->m_Murkiness); XML_Setting("WindAngle", pWaterMan->m_WindAngle); } } { XML_Element("Postproc"); { XML_Setting("Brightness", pLightEnv->m_Brightness); XML_Setting("Contrast", pLightEnv->m_Contrast); XML_Setting("Saturation", pLightEnv->m_Saturation); XML_Setting("Bloom", pLightEnv->m_Bloom); XML_Setting("PostEffect", pPostproc->GetPostEffect()); } } } { XML_Element("Camera"); { XML_Element("Position"); CVector3D pos = pCamera->m_Orientation.GetTranslation(); XML_Attribute("x", pos.X); XML_Attribute("y", pos.Y); XML_Attribute("z", pos.Z); } CVector3D in = pCamera->m_Orientation.GetIn(); // Convert to spherical coordinates float rotation = atan2(in.X, in.Z); float declination = atan2(sqrt(in.X*in.X + in.Z*in.Z), in.Y) - (float)M_PI/2; { XML_Element("Rotation"); XML_Attribute("angle", rotation); } { XML_Element("Declination"); XML_Attribute("angle", declination); } } { std::string settings = sim.GetMapSettingsString(); if (!settings.empty()) { XML_Element("ScriptSettings"); XML_CDATA(("\n" + settings + "\n").c_str()); } } { XML_Element("Entities"); CmpPtr cmpTemplateManager(sim, SYSTEM_ENTITY); ENSURE(cmpTemplateManager); // This will probably need to be changed in the future, but for now we'll // just save all entities that have a position CSimulation2::InterfaceList ents = sim.GetEntitiesWithInterface(IID_Position); for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it) { entity_id_t ent = it->first; // Don't save local entities (placement previews etc) if (ENTITY_IS_LOCAL(ent)) continue; XML_Element("Entity"); XML_Attribute("uid", ent); XML_Setting("Template", cmpTemplateManager->GetCurrentTemplateName(ent)); CmpPtr cmpOwnership(sim, ent); if (cmpOwnership) XML_Setting("Player", (int)cmpOwnership->GetOwner()); CmpPtr cmpPosition(sim, ent); if (cmpPosition) { CFixedVector3D pos; if (cmpPosition->IsInWorld()) pos = cmpPosition->GetPosition(); CFixedVector3D rot = cmpPosition->GetRotation(); { XML_Element("Position"); XML_Attribute("x", pos.X); XML_Attribute("z", pos.Z); // TODO: height offset etc } { XML_Element("Orientation"); XML_Attribute("y", rot.Y); // TODO: X, Z maybe } } CmpPtr cmpObstruction(sim, ent); if (cmpObstruction) { // TODO: Currently only necessary because Atlas // does not set up control groups for its walls. cmpObstruction->ResolveFoundationCollisions(); entity_id_t group = cmpObstruction->GetControlGroup(); entity_id_t group2 = cmpObstruction->GetControlGroup2(); // Don't waste space writing the default control groups. if (group != ent || group2 != INVALID_ENTITY) { XML_Element("Obstruction"); if (group != ent) XML_Attribute("group", group); if (group2 != INVALID_ENTITY) XML_Attribute("group2", group2); } } CmpPtr cmpVisual(sim, ent); if (cmpVisual) { u32 seed = cmpVisual->GetActorSeed(); if (seed != (u32)ent) { XML_Element("Actor"); XML_Attribute("seed", seed); } // TODO: variation/selection strings } } } const std::map& paths = pCinema->GetAllPaths(); std::map::const_iterator it = paths.begin(); { XML_Element("Paths"); for ( ; it != paths.end(); ++it ) { CStrW name = it->first; float timescale = it->second.GetTimescale(); XML_Element("Path"); XML_Attribute("name", name); XML_Attribute("timescale", timescale); const std::vector& nodes = it->second.GetAllNodes(); const CCinemaData* data = it->second.GetData(); { XML_Element("Distortion"); XML_Attribute("mode", data->m_Mode); XML_Attribute("style", data->m_Style); XML_Attribute("growth", data->m_Growth); XML_Attribute("switch", data->m_Switch); } for ( ssize_t j=nodes.size()-1; j >= 0; --j ) { XML_Element("Node"); { XML_Element("Position"); XML_Attribute("x", nodes[j].Position.X); XML_Attribute("y", nodes[j].Position.Y); XML_Attribute("z", nodes[j].Position.Z); } { XML_Element("Rotation"); XML_Attribute("x", nodes[j].Rotation.X); XML_Attribute("y", nodes[j].Rotation.Y); XML_Attribute("z", nodes[j].Rotation.Z); } XML_Setting("Time", nodes[j].Distance); } } } } if (!XML_StoreVFS(g_VFS, filename)) LOGERROR("Failed to write map '%s'", filename.string8()); }