// ============================================================== // This file is part of Glest (www.glest.org) // // Copyright (C) 2001-2008 Martiņo Figueroa // // You can redistribute this code 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 // ============================================================== #include "tileset.h" #include #include #include "logger.h" #include "util.h" #include "renderer.h" #include "game_util.h" #include "leak_dumper.h" #include "platform_util.h" using namespace Shared::Util; using namespace Shared::Xml; using namespace Shared::Graphics; namespace Glest{ namespace Game{ // ===================================================== // class AmbientSounds // ===================================================== void AmbientSounds::load(const string &dir, const XmlNode *xmlNode){ string path; //day const XmlNode *dayNode= xmlNode->getChild("day-sound"); enabledDay= dayNode->getAttribute("enabled")->getBoolValue(); if(enabledDay){ path= dayNode->getAttribute("path")->getRestrictedValue(); day.open(dir + "/" + path); alwaysPlayDay= dayNode->getAttribute("play-always")->getBoolValue(); } //night const XmlNode *nightNode= xmlNode->getChild("night-sound"); enabledNight= nightNode->getAttribute("enabled")->getBoolValue(); if(enabledNight){ path= nightNode->getAttribute("path")->getRestrictedValue(); night.open(dir + "/" + path); alwaysPlayNight= nightNode->getAttribute("play-always")->getBoolValue(); } //rain const XmlNode *rainNode= xmlNode->getChild("rain-sound"); enabledRain= rainNode->getAttribute("enabled")->getBoolValue(); if(enabledRain){ path= rainNode->getAttribute("path")->getRestrictedValue(); rain.open(dir + "/" + path); } //snow const XmlNode *snowNode= xmlNode->getChild("snow-sound"); enabledSnow= snowNode->getAttribute("enabled")->getBoolValue(); if(enabledSnow){ path= snowNode->getAttribute("path")->getRestrictedValue(); snow.open(dir + "/" + path); } //dayStart const XmlNode *dayStartNode= xmlNode->getChild("day-start-sound"); enabledDayStart= dayStartNode->getAttribute("enabled")->getBoolValue(); if(enabledDayStart){ path= dayStartNode->getAttribute("path")->getRestrictedValue(); dayStart.load(dir + "/" + path); } //nightStart const XmlNode *nightStartNode= xmlNode->getChild("night-start-sound"); enabledNightStart= nightStartNode->getAttribute("enabled")->getBoolValue(); if(enabledNightStart){ path= nightStartNode->getAttribute("path")->getRestrictedValue(); nightStart.load(dir + "/" + path); } } // ===================================================== // class Tileset // ===================================================== void Tileset::loadTileset(const vector pathList, const string &tilesetName, Checksum* checksum) { for(int idx = 0; idx < pathList.size(); idx++) { const string path = pathList[idx] + "/" + tilesetName; if(isdir(path.c_str()) == true) { load(path, checksum); break; } } } void Tileset::load(const string &dir, Checksum *checksum){ random.init(time(NULL)); string name= lastDir(dir); string path= dir+"/"+name+".xml"; #ifdef _WINDOWS DWORD fileAttributes = GetFileAttributes(path.c_str()); if( (fileAttributes & FILE_ATTRIBUTE_HIDDEN) == FILE_ATTRIBUTE_HIDDEN) { return; } #endif checksum->addFile(path); try{ Logger::getInstance().add("Tileset: "+formatString(name), true); Renderer &renderer= Renderer::getInstance(); //parse xml XmlTree xmlTree; xmlTree.load(path); const XmlNode *tilesetNode= xmlTree.getRootNode(); //surfaces const XmlNode *surfacesNode= tilesetNode->getChild("surfaces"); for(int i=0; igetChild("surface", i); int childCount= surfaceNode->getChildCount(); surfPixmaps[i].resize(childCount); surfProbs[i].resize(childCount); for(int j=0; jgetChild("texture", j); surfPixmaps[i][j].init(3); surfPixmaps[i][j].load(dir +"/"+textureNode->getAttribute("path")->getRestrictedValue()); surfProbs[i][j]= textureNode->getAttribute("prob")->getFloatValue(); } } //object models const XmlNode *objectsNode= tilesetNode->getChild("objects"); for(int i=0; igetChild("object", i); int childCount= objectNode->getChildCount(); objectTypes[i].init(childCount, i, objectNode->getAttribute("walkable")->getBoolValue()); for(int j=0; jgetChild("model", j); const XmlAttribute *pathAttribute= modelNode->getAttribute("path"); objectTypes[i].loadModel(dir +"/"+ pathAttribute->getRestrictedValue()); } } //ambient sounds ambientSounds.load(dir, tilesetNode->getChild("ambient-sounds")); //parameters const XmlNode *parametersNode= tilesetNode->getChild("parameters"); //water const XmlNode *waterNode= parametersNode->getChild("water"); waterTex= renderer.newTexture3D(rsGame); waterTex->setMipmap(false); waterTex->setWrapMode(Texture::wmRepeat); waterEffects= waterNode->getAttribute("effects")->getBoolValue(); int waterFrameCount= waterNode->getChildCount(); waterTex->getPixmap()->init(waterFrameCount, 4); for(int i=0; igetChild("texture", i); waterTex->getPixmap()->loadSlice(dir +"/"+ waterFrameNode->getAttribute("path")->getRestrictedValue(), i); } //fog const XmlNode *fogNode= parametersNode->getChild("fog"); fog= fogNode->getAttribute("enabled")->getBoolValue(); if(fog){ fogMode= fogNode->getAttribute("mode")->getIntValue(1, 2); fogDensity= fogNode->getAttribute("density")->getFloatValue(); fogColor.x= fogNode->getAttribute("color-red")->getFloatValue(0.f, 1.f); fogColor.y= fogNode->getAttribute("color-green")->getFloatValue(0.f, 1.f); fogColor.z= fogNode->getAttribute("color-blue")->getFloatValue(0.f, 1.f); } //sun and moon light colors const XmlNode *sunLightColorNode= parametersNode->getChild("sun-light"); sunLightColor.x= sunLightColorNode->getAttribute("red")->getFloatValue(); sunLightColor.y= sunLightColorNode->getAttribute("green")->getFloatValue(); sunLightColor.z= sunLightColorNode->getAttribute("blue")->getFloatValue(); const XmlNode *moonLightColorNode= parametersNode->getChild("moon-light"); moonLightColor.x= moonLightColorNode->getAttribute("red")->getFloatValue(); moonLightColor.y= moonLightColorNode->getAttribute("green")->getFloatValue(); moonLightColor.z= moonLightColorNode->getAttribute("blue")->getFloatValue(); //weather const XmlNode *weatherNode= parametersNode->getChild("weather"); float sunnyProb= weatherNode->getAttribute("sun")->getFloatValue(0.f, 1.f); float rainyProb= weatherNode->getAttribute("rain")->getFloatValue(0.f, 1.f) + sunnyProb; float rnd= fabs(random.randRange(-1.f, 1.f)); if(rnd