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/* Copyright (C) 2022 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 <algorithm>
#include <queue>
#include "ObjectBase.h"
#include "ObjectManager.h"
#include "ps/XML/Xeromyces.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include <boost/random/uniform_int_distribution.hpp>
namespace
{
/**
* The maximal quality for an actor.
*/
static constexpr int MAX_QUALITY = 255;
/**
* How many quality levels a given actor can have.
*/
static constexpr int MAX_LEVELS_PER_ACTOR_DEF = 5;
int GetQuality(const CStr& value)
{
if (value == "low")
return 100;
else if (value == "medium")
return 150;
else if (value == "high")
return 200;
else
return value.ToInt();
}
} // anonymous namespace
CObjectBase::CObjectBase(CObjectManager& objectManager, CActorDef& actorDef, u8 qualityLevel)
: m_ObjectManager(objectManager), m_ActorDef(actorDef)
{
m_QualityLevel = qualityLevel;
m_Properties.m_CastShadows = false;
m_Properties.m_FloatOnWater = false;
// Remove leading art/actors/ & include quality level.
m_Identifier = m_ActorDef.m_Pathname.string8().substr(11) + CStr::FromInt(m_QualityLevel);
}
std::unique_ptr<CObjectBase> CObjectBase::CopyWithQuality(u8 newQualityLevel) const
{
std::unique_ptr<CObjectBase> ret = std::make_unique<CObjectBase>(m_ObjectManager, m_ActorDef, newQualityLevel);
// No need to actually change any quality-related stuff here, we assume that this is a copy for props.
ret->m_VariantGroups = m_VariantGroups;
ret->m_Material = m_Material;
ret->m_Properties = m_Properties;
return ret;
}
bool CObjectBase::Load(const CXeromyces& XeroFile, const XMBElement& root)
{
// Define all the elements used in the XML file
#define EL(x) int el_##x = XeroFile.GetElementID(#x)
#define AT(x) int at_##x = XeroFile.GetAttributeID(#x)
EL(castshadow);
EL(float);
EL(group);
EL(material);
AT(maxquality);
AT(minquality);
#undef AT
#undef EL
// Set up the group vector to avoid reallocation and copying later.
{
int groups = 0;
XERO_ITER_EL(root, child)
{
if (child.GetNodeName() == el_group)
++groups;
}
m_VariantGroups.reserve(groups);
}
// (This XML-reading code is rather worryingly verbose...)
auto shouldSkip = [&](XMBElement& node) {
XERO_ITER_ATTR(node, attr)
{
if (attr.Name == at_minquality && GetQuality(attr.Value) > m_QualityLevel)
return true;
else if (attr.Name == at_maxquality && GetQuality(attr.Value) <= m_QualityLevel)
return true;
}
return false;
};
XERO_ITER_EL(root, child)
{
int child_name = child.GetNodeName();
if (shouldSkip(child))
continue;
if (child_name == el_group)
{
std::vector<Variant>& currentGroup = m_VariantGroups.emplace_back();
currentGroup.reserve(child.GetChildNodes().size());
XERO_ITER_EL(child, variant)
{
if (shouldSkip(variant))
continue;
if (!LoadVariant(XeroFile, variant, currentGroup.emplace_back()))
return false;
}
if (currentGroup.size() == 0)
{
LOGERROR("Actor group has zero variants ('%s')", m_Identifier);
return false;
}
}
else if (child_name == el_castshadow)
m_Properties.m_CastShadows = true;
else if (child_name == el_float)
m_Properties.m_FloatOnWater = true;
else if (child_name == el_material)
m_Material = VfsPath("art/materials") / child.GetText().FromUTF8();
}
if (m_Material.empty())
m_Material = VfsPath("art/materials/default.xml");
return true;
}
bool CObjectBase::LoadVariant(const CXeromyces& XeroFile, const XMBElement& variant, Variant& currentVariant)
{
#define EL(x) int el_##x = XeroFile.GetElementID(#x)
#define AT(x) int at_##x = XeroFile.GetAttributeID(#x)
EL(animation);
EL(animations);
EL(color);
EL(decal);
EL(mesh);
EL(particles);
EL(prop);
EL(props);
EL(texture);
EL(textures);
EL(variant);
AT(actor);
AT(angle);
AT(attachpoint);
AT(depth);
AT(event);
AT(file);
AT(frequency);
AT(id);
AT(load);
AT(maxheight);
AT(minheight);
AT(name);
AT(offsetx);
AT(offsetz);
AT(selectable);
AT(sound);
AT(speed);
AT(width);
#undef AT
#undef EL
if (variant.GetNodeName() != el_variant)
{
LOGERROR("Invalid variant format (unrecognised root element '%s')", XeroFile.GetElementString(variant.GetNodeName()));
return false;
}
// Load variants first, so that they can be overriden if necessary.
XERO_ITER_ATTR(variant, attr)
{
if (attr.Name == at_file)
{
// Open up an external file to load.
// Don't crash hard when failures happen, but log them and continue
m_ActorDef.m_UsedFiles.insert(attr.Value);
CXeromyces XeroVariant;
if (XeroVariant.Load(g_VFS, "art/variants/" + attr.Value) == PSRETURN_OK)
{
XMBElement variantRoot = XeroVariant.GetRoot();
if (!LoadVariant(XeroVariant, variantRoot, currentVariant))
return false;
}
else
{
LOGERROR("Could not open path %s", attr.Value);
return false;
}
// Continue loading extra definitions in this variant to allow nested files
}
}
XERO_ITER_ATTR(variant, attr)
{
if (attr.Name == at_name)
currentVariant.m_VariantName = attr.Value.LowerCase();
else if (attr.Name == at_frequency)
currentVariant.m_Frequency = attr.Value.ToInt();
}
XERO_ITER_EL(variant, option)
{
int option_name = option.GetNodeName();
if (option_name == el_mesh)
{
currentVariant.m_ModelFilename = VfsPath("art/meshes") / option.GetText().FromUTF8();
}
else if (option_name == el_textures)
{
XERO_ITER_EL(option, textures_element)
{
if (textures_element.GetNodeName() != el_texture)
{
LOGERROR("<textures> can only contain <texture> elements.");
return false;
}
Samp samp;
XERO_ITER_ATTR(textures_element, se)
{
if (se.Name == at_file)
samp.m_SamplerFile = VfsPath("art/textures/skins") / se.Value.FromUTF8();
else if (se.Name == at_name)
samp.m_SamplerName = CStrIntern(se.Value);
}
currentVariant.m_Samplers.push_back(samp);
}
}
else if (option_name == el_decal)
{
XMBAttributeList attrs = option.GetAttributes();
Decal decal;
decal.m_SizeX = attrs.GetNamedItem(at_width).ToFloat();
decal.m_SizeZ = attrs.GetNamedItem(at_depth).ToFloat();
decal.m_Angle = DEGTORAD(attrs.GetNamedItem(at_angle).ToFloat());
decal.m_OffsetX = attrs.GetNamedItem(at_offsetx).ToFloat();
decal.m_OffsetZ = attrs.GetNamedItem(at_offsetz).ToFloat();
currentVariant.m_Decal = decal;
}
else if (option_name == el_particles)
{
XMBAttributeList attrs = option.GetAttributes();
VfsPath file = VfsPath("art/particles") / attrs.GetNamedItem(at_file).FromUTF8();
currentVariant.m_Particles = file;
// For particle hotloading, it's easiest to reload the entire actor,
// so remember the relevant particle file as a dependency for this actor
m_ActorDef.m_UsedFiles.insert(file);
}
else if (option_name == el_color)
{
currentVariant.m_Color = option.GetText();
}
else if (option_name == el_animations)
{
XERO_ITER_EL(option, anim_element)
{
if (anim_element.GetNodeName() != el_animation)
{
LOGERROR("<animations> can only contain <animations> elements.");
return false;
}
Anim anim;
XERO_ITER_ATTR(anim_element, ae)
{
if (ae.Name == at_name)
anim.m_AnimName = ae.Value;
else if (ae.Name == at_id)
anim.m_ID = ae.Value;
else if (ae.Name == at_frequency)
anim.m_Frequency = ae.Value.ToInt();
else if (ae.Name == at_file)
anim.m_FileName = VfsPath("art/animation") / ae.Value.FromUTF8();
else if (ae.Name == at_speed)
anim.m_Speed = ae.Value.ToInt() > 0 ? ae.Value.ToInt() / 100.f : 1.f;
else if (ae.Name == at_event)
anim.m_ActionPos = Clamp(ae.Value.ToFloat(), 0.f, 1.f);
else if (ae.Name == at_load)
anim.m_ActionPos2 = Clamp(ae.Value.ToFloat(), 0.f, 1.f);
else if (ae.Name == at_sound)
anim.m_SoundPos = Clamp(ae.Value.ToFloat(), 0.f, 1.f);
}
currentVariant.m_Anims.push_back(anim);
}
}
else if (option_name == el_props)
{
XERO_ITER_EL(option, prop_element)
{
ENSURE(prop_element.GetNodeName() == el_prop);
Prop prop;
XERO_ITER_ATTR(prop_element, pe)
{
if (pe.Name == at_attachpoint)
prop.m_PropPointName = pe.Value;
else if (pe.Name == at_actor)
prop.m_ModelName = pe.Value.FromUTF8();
else if (pe.Name == at_minheight)
prop.m_minHeight = pe.Value.ToFloat();
else if (pe.Name == at_maxheight)
prop.m_maxHeight = pe.Value.ToFloat();
else if (pe.Name == at_selectable)
prop.m_selectable = pe.Value != "false";
}
currentVariant.m_Props.push_back(prop);
}
}
}
return true;
}
std::vector<u8> CObjectBase::CalculateVariationKey(const std::vector<const std::set<CStr>*>& selections) const
{
// (TODO: see CObjectManager::FindObjectVariation for an opportunity to
// call this function a bit less frequently)
// Calculate a complete list of choices, one per group, based on the
// supposedly-complete selections (i.e. not making random choices at this
// stage).
// In each group, if one of the variants has a name matching a string in the
// first 'selections', set use that one.
// Otherwise, try with the next (lower priority) selections set, and repeat.
// Otherwise, choose the first variant (arbitrarily).
std::vector<u8> choices;
std::multimap<CStr, CStrW> chosenProps;
for (std::vector<std::vector<CObjectBase::Variant> >::const_iterator grp = m_VariantGroups.begin();
grp != m_VariantGroups.end();
++grp)
{
// Ignore groups with nothing inside. (A warning will have been
// emitted by the loading code.)
if (grp->size() == 0)
continue;
int match = -1; // -1 => none found yet
// If there's only a single variant, choose that one
if (grp->size() == 1)
{
match = 0;
}
else
{
// Determine the first variant that matches the provided strings,
// starting with the highest priority selections set:
for (const std::set<CStr>* selset : selections)
{
ENSURE(grp->size() < 256); // else they won't fit in 'choices'
for (size_t i = 0; i < grp->size(); ++i)
{
if (selset->count((*grp)[i].m_VariantName))
{
match = (u8)i;
break;
}
}
// Stop after finding the first match
if (match != -1)
break;
}
// If no match, just choose the first
if (match == -1)
match = 0;
}
choices.push_back(match);
// Remember which props were chosen, so we can call CalculateVariationKey on them
// at the end.
// Erase all existing props which are overridden by this variant:
const Variant& var((*grp)[match]);
for (const Prop& prop : var.m_Props)
chosenProps.erase(prop.m_PropPointName);
// and then insert the new ones:
for (const Prop& prop : var.m_Props)
if (!prop.m_ModelName.empty())
chosenProps.insert(make_pair(prop.m_PropPointName, prop.m_ModelName));
}
// Load each prop, and add their CalculateVariationKey to our key:
for (std::multimap<CStr, CStrW>::iterator it = chosenProps.begin(); it != chosenProps.end(); ++it)
{
if (auto [success, prop] = m_ObjectManager.FindActorDef(it->second); success)
{
std::vector<u8> propChoices = prop.GetBase(m_QualityLevel)->CalculateVariationKey(selections);
choices.insert(choices.end(), propChoices.begin(), propChoices.end());
}
}
return choices;
}
const CObjectBase::Variation CObjectBase::BuildVariation(const std::vector<u8>& variationKey) const
{
Variation variation;
// variationKey should correspond with m_Variants, giving the id of the
// chosen variant from each group. (Except variationKey has some bits stuck
// on the end for props, but we don't care about those in here.)
std::vector<std::vector<CObjectBase::Variant> >::const_iterator grp = m_VariantGroups.begin();
std::vector<u8>::const_iterator match = variationKey.begin();
for ( ;
grp != m_VariantGroups.end() && match != variationKey.end();
++grp, ++match)
{
// Ignore groups with nothing inside. (A warning will have been
// emitted by the loading code.)
if (grp->size() == 0)
continue;
size_t id = *match;
if (id >= grp->size())
{
// This should be impossible
debug_warn(L"BuildVariation: invalid variant id");
continue;
}
// Get the matched variant
const CObjectBase::Variant& var ((*grp)[id]);
// Apply its data:
if (! var.m_ModelFilename.empty())
variation.model = var.m_ModelFilename;
if (var.m_Decal.m_SizeX && var.m_Decal.m_SizeZ)
variation.decal = var.m_Decal;
if (! var.m_Particles.empty())
variation.particles = var.m_Particles;
if (! var.m_Color.empty())
variation.color = var.m_Color;
// If one variant defines one prop attached to e.g. "root", and this
// variant defines two different props with the same attachpoint, the one
// original should be erased, and replaced by the two new ones.
//
// So, erase all existing props which are overridden by this variant:
for (std::vector<CObjectBase::Prop>::const_iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
variation.props.erase(it->m_PropPointName);
// and then insert the new ones:
for (std::vector<CObjectBase::Prop>::const_iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
if (! it->m_ModelName.empty()) // if the name is empty then the overridden prop is just deleted
variation.props.insert(make_pair(it->m_PropPointName, *it));
// Same idea applies for animations.
// So, erase all existing animations which are overridden by this variant:
for (std::vector<CObjectBase::Anim>::const_iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
variation.anims.erase(it->m_AnimName);
// and then insert the new ones:
for (std::vector<CObjectBase::Anim>::const_iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
variation.anims.insert(make_pair(it->m_AnimName, *it));
// Same for samplers, though perhaps not strictly necessary:
for (std::vector<CObjectBase::Samp>::const_iterator it = var.m_Samplers.begin(); it != var.m_Samplers.end(); ++it)
variation.samplers.erase(it->m_SamplerName.string());
for (std::vector<CObjectBase::Samp>::const_iterator it = var.m_Samplers.begin(); it != var.m_Samplers.end(); ++it)
variation.samplers.insert(make_pair(it->m_SamplerName.string(), *it));
}
return variation;
}
std::set<CStr> CObjectBase::CalculateRandomRemainingSelections(uint32_t seed, const std::vector<std::set<CStr>>& initialSelections) const
{
rng_t rng;
rng.seed(seed);
std::set<CStr> remainingSelections = CalculateRandomRemainingSelections(rng, initialSelections);
for (const std::set<CStr>& sel : initialSelections)
remainingSelections.insert(sel.begin(), sel.end());
return remainingSelections; // now actually a complete set of selections
}
std::set<CStr> CObjectBase::CalculateRandomRemainingSelections(rng_t& rng, const std::vector<std::set<CStr>>& initialSelections) const
{
std::set<CStr> remainingSelections;
std::multimap<CStr, CStrW> chosenProps;
// Calculate a complete list of selections, so there is at least one
// (and in most cases only one) per group.
// In each group, if one of the variants has a name matching a string in
// 'selections', use that one.
// If more than one matches, choose randomly from those matching ones.
// If none match, choose randomly from all variants.
//
// When choosing randomly, make use of each variant's frequency. If all
// variants have frequency 0, treat them as if they were 1.
CObjectManager::VariantDiversity diversity = m_ObjectManager.GetVariantDiversity();
for (std::vector<std::vector<Variant> >::const_iterator grp = m_VariantGroups.begin();
grp != m_VariantGroups.end();
++grp)
{
// Ignore groups with nothing inside. (A warning will have been
// emitted by the loading code.)
if (grp->size() == 0)
continue;
int match = -1; // -1 => none found yet
// If there's only a single variant, choose that one
if (grp->size() == 1)
{
match = 0;
}
else
{
// See if a variant (or several, but we only care about the first)
// is already matched by the selections we've made, keeping their
// priority order into account
for (size_t s = 0; s < initialSelections.size(); ++s)
{
for (size_t i = 0; i < grp->size(); ++i)
{
if (initialSelections[s].count((*grp)[i].m_VariantName))
{
match = (int)i;
break;
}
}
if (match >= 0)
break;
}
// If there was one, we don't need to do anything now because there's
// already something to choose. Otherwise, choose randomly from the others.
if (match == -1)
{
// Sum the frequencies
int totalFreq = 0;
for (size_t i = 0; i < grp->size(); ++i)
totalFreq += (*grp)[i].m_Frequency;
// Someone might be silly and set all variants to have freq==0, in
// which case we just pretend they're all 1
bool allZero = (totalFreq == 0);
if (allZero)
totalFreq = (int)grp->size();
// Choose a random number in the interval [0..totalFreq) to choose one of the variants.
// If the diversity is "none", force 0 to return the first valid variant.
int randNum = diversity == CObjectManager::VariantDiversity::NONE ? 0 : boost::random::uniform_int_distribution<int>(0, totalFreq-1)(rng);
for (size_t i = 0; i < grp->size(); ++i)
{
randNum -= (allZero ? 1 : (*grp)[i].m_Frequency);
if (randNum < 0)
{
// (If this change to 'remainingSelections' interferes with earlier choices, then
// we'll get some non-fatal inconsistencies that just break the randomness. But that
// shouldn't happen, much.)
// (As an example, suppose you have a group with variants "a" and "b", and another
// with variants "a" and "c"; now if random selection choses "b" for the first
// and "a" for the second, then the selection of "a" from the second group will
// cause "a" to be used in the first instead of the "b").
match = (int)i;
// In limited diversity, somewhat-randomly continue. This cuts variants to about a third,
// though not quite because we must pick a variant so the actual probability is more complex.
// (It's also dependent on actor files not containing too many 0-frequency variants)
if (diversity == CObjectManager::VariantDiversity::LIMITED && (i % 3 != 0))
{
// Reset to 0 or we'll just pick every subsequent variant.
randNum = 0;
continue;
}
break;
}
}
ENSURE(match != -1);
// This should always succeed; otherwise it
// wouldn't have chosen any of the variants.
remainingSelections.insert((*grp)[match].m_VariantName);
}
}
// Remember which props were chosen, so we can call CalculateRandomVariation on them
// at the end.
const Variant& var ((*grp)[match]);
// Erase all existing props which are overridden by this variant:
for (const Prop& prop : var.m_Props)
chosenProps.erase(prop.m_PropPointName);
// and then insert the new ones:
for (const Prop& prop : var.m_Props)
if (!prop.m_ModelName.empty())
chosenProps.insert(make_pair(prop.m_PropPointName, prop.m_ModelName));
}
// Load each prop, and add their required selections to ours:
for (std::multimap<CStr, CStrW>::iterator it = chosenProps.begin(); it != chosenProps.end(); ++it)
{
if (auto [success, prop] = m_ObjectManager.FindActorDef(it->second); success)
{
std::vector<std::set<CStr> > propInitialSelections = initialSelections;
if (!remainingSelections.empty())
propInitialSelections.push_back(remainingSelections);
std::set<CStr> propRemainingSelections = prop.GetBase(m_QualityLevel)->CalculateRandomRemainingSelections(rng, propInitialSelections);
remainingSelections.insert(propRemainingSelections.begin(), propRemainingSelections.end());
// Add the prop's used files to our own (recursively) so we can hotload
// when any prop is changed
m_ActorDef.m_UsedFiles.insert(prop.m_UsedFiles.begin(), prop.m_UsedFiles.end());
}
}
return remainingSelections;
}
std::vector<std::vector<CStr> > CObjectBase::GetVariantGroups() const
{
std::vector<std::vector<CStr> > groups;
// Queue of objects (main actor plus props (recursively)) to be processed
std::queue<const CObjectBase*> objectsQueue;
objectsQueue.push(this);
// Set of objects already processed, so we don't do them more than once
std::set<const CObjectBase*> objectsProcessed;
while (!objectsQueue.empty())
{
const CObjectBase* obj = objectsQueue.front();
objectsQueue.pop();
// Ignore repeated objects (likely to be props)
if (objectsProcessed.find(obj) != objectsProcessed.end())
continue;
objectsProcessed.insert(obj);
// Iterate through the list of groups
for (size_t i = 0; i < obj->m_VariantGroups.size(); ++i)
{
// Copy the group's variant names into a new vector
std::vector<CStr> group;
group.reserve(obj->m_VariantGroups[i].size());
for (size_t j = 0; j < obj->m_VariantGroups[i].size(); ++j)
group.push_back(obj->m_VariantGroups[i][j].m_VariantName);
// If this group is identical to one elsewhere, don't bother listing
// it twice.
// Linear search is theoretically not very efficient, but hopefully
// we don't have enough props for that to matter...
bool dupe = false;
for (size_t j = 0; j < groups.size(); ++j)
{
if (groups[j] == group)
{
dupe = true;
break;
}
}
if (dupe)
continue;
// Add non-trivial groups (i.e. not just one entry) to the returned list
if (obj->m_VariantGroups[i].size() > 1)
groups.push_back(group);
// Add all props onto the queue to be considered
for (size_t j = 0; j < obj->m_VariantGroups[i].size(); ++j)
{
const std::vector<Prop>& props = obj->m_VariantGroups[i][j].m_Props;
for (size_t k = 0; k < props.size(); ++k)
if (!props[k].m_ModelName.empty())
if (auto [success, prop] = m_ObjectManager.FindActorDef(props[k].m_ModelName.c_str()); success)
objectsQueue.push(prop.GetBase(m_QualityLevel).get());
}
}
}
return groups;
}
void CObjectBase::GetQualitySplits(std::vector<u8>& splits) const
{
std::vector<u8>::iterator it = std::find_if(splits.begin(), splits.end(), [this](u8 qualityLevel) { return qualityLevel >= m_QualityLevel; });
if (it == splits.end() || *it != m_QualityLevel)
splits.emplace(it, m_QualityLevel);
for (const std::vector<Variant>& group : m_VariantGroups)
for (const Variant& variant : group)
for (const Prop& prop : variant.m_Props)
{
// TODO: we probably should clean those up after XML load.
if (prop.m_ModelName.empty())
continue;
auto [success, propActor] = m_ObjectManager.FindActorDef(prop.m_ModelName.c_str());
if (!success)
continue;
std::vector<u8> newSplits = propActor.QualityLevels();
if (newSplits.size() <= 1)
continue;
// This is not entirely optimal since we might loop though redundant quality levels, but that shouldn't matter.
// Custom implementation because this is inplace, std::set_union needs a 3rd vector.
std::vector<u8>::iterator v1 = splits.begin();
std::vector<u8>::iterator v2 = newSplits.begin();
while (v2 != newSplits.end())
{
if (v1 == splits.end() || *v1 > *v2)
{
v1 = ++splits.insert(v1, *v2);
++v2;
}
else if (*v1 == *v2)
{
++v1;
++v2;
}
else
++v1;
}
}
}
const CStr& CObjectBase::GetIdentifier() const
{
return m_Identifier;
}
bool CObjectBase::UsesFile(const VfsPath& pathname) const
{
return m_ActorDef.UsesFile(pathname);
}
CActorDef::CActorDef(CObjectManager& objectManager) : m_ObjectManager(objectManager)
{
}
std::set<CStr> CActorDef::PickSelectionsAtRandom(uint32_t seed) const
{
// Use the selections from the highest quality actor - this lets artists maintain compatibility (or not)
// when going to lower quality levels.
std::vector<std::set<CStr>> noSelections;
return GetBase(255)->CalculateRandomRemainingSelections(seed, noSelections);
}
std::vector<u8> CActorDef::QualityLevels() const
{
std::vector<u8> splits;
splits.reserve(m_ObjectBases.size());
for (const std::shared_ptr<CObjectBase>& base : m_ObjectBases)
splits.emplace_back(base->m_QualityLevel);
return splits;
}
const std::shared_ptr<CObjectBase>& CActorDef::GetBase(u8 QualityLevel) const
{
for (const std::shared_ptr<CObjectBase>& base : m_ObjectBases)
if (base->m_QualityLevel >= QualityLevel)
return base;
// This code path ought to be impossible to take,
// because by construction we must have at least one valid CObjectBase of quality MAX_QUALITY
// (which necessarily fits the u8 comparison above).
// However compilers will warn that we return a reference to a local temporary if I return nullptr,
// so just return something sane instead.
ENSURE(false);
return m_ObjectBases.back();
}
bool CActorDef::Load(const VfsPath& pathname)
{
m_UsedFiles.clear();
m_UsedFiles.insert(pathname);
m_ObjectBases.clear();
CXeromyces XeroFile;
if (XeroFile.Load(g_VFS, pathname, "actor") != PSRETURN_OK)
return false;
// Define all the elements used in the XML file
#define EL(x) int el_##x = XeroFile.GetElementID(#x)
#define AT(x) int at_##x = XeroFile.GetAttributeID(#x)
EL(actor);
EL(inline);
EL(qualitylevels);
AT(file);
AT(inline);
AT(quality);
AT(version);
#undef AT
#undef EL
XMBElement root = XeroFile.GetRoot();
if (root.GetNodeName() != el_actor && root.GetNodeName() != el_qualitylevels)
{
LOGERROR("Invalid actor format (actor '%s', unrecognised root element '%s')",
pathname.string8().c_str(), XeroFile.GetElementString(root.GetNodeName()));
return false;
}
m_Pathname = pathname;
if (root.GetNodeName() == el_actor)
{
std::unique_ptr<CObjectBase> base = std::make_unique<CObjectBase>(m_ObjectManager, *this, MAX_QUALITY);
if (!base->Load(XeroFile, root))
{
LOGERROR("Invalid actor (actor '%s')", pathname.string8());
return false;
}
m_ObjectBases.emplace_back(std::move(base));
}
else
{
XERO_ITER_ATTR(root, attr)
{
if (attr.Name == at_version && attr.Value.ToInt() != 1)
{
LOGERROR("Invalid actor format (actor '%s', version %i is not supported)",
pathname.string8().c_str(), attr.Value.ToInt());
return false;
}
}
u8 quality = 0;
XMBElement inlineActor;
XERO_ITER_EL(root, child)
{
if (child.GetNodeName() == el_inline)
inlineActor = child;
}
XERO_ITER_EL(root, actor)
{
if (actor.GetNodeName() != el_actor)
continue;
bool found_quality = false;
bool use_inline = false;
CStr file;
XERO_ITER_ATTR(actor, attr)
{
if (attr.Name == at_quality)
{
int v = GetQuality(attr.Value);
if (v > MAX_QUALITY)
{
LOGERROR("Quality levels can only go up to %i (file %s)", MAX_QUALITY, pathname.string8());
return false;
}
if (v <= quality)
{
LOGERROR("Elements must be in increasing quality order (file %s)", pathname.string8());
return false;
}
quality = v;
found_quality = true;
}
else if (attr.Name == at_file)
{
if (attr.Value.empty())
LOGWARNING("Empty actor file specified (file %s)", pathname.string8());
file = attr.Value;
}
else if (attr.Name == at_inline)
use_inline = true;
}
if (!found_quality)
quality = MAX_QUALITY;
std::unique_ptr<CObjectBase> base = std::make_unique<CObjectBase>(m_ObjectManager, *this, quality);
if (use_inline)
{
if (inlineActor.GetNodeName() == -1)
{
LOGERROR("Actor quality level refers to inline definition, but no inline definition found (file %s)", pathname.string8());
return false;
}
if (!base->Load(XeroFile, inlineActor))
{
LOGERROR("Invalid inline actor (actor '%s')", pathname.string8());
return false;
}
}
else if (file.empty())
{
if (!base->Load(XeroFile, actor))
{
LOGERROR("Invalid actor (actor '%s')", pathname.string8());
return false;
}
}
else
{
if (actor.GetChildNodes().size() > 0)
LOGWARNING("Actor definition refers to file but has children elements, they will be ignored (file %s)", pathname.string8());
// Open up an external file to load.
// Don't crash hard when failures happen, but log them and continue
CXeromyces XeroActor;
if (XeroActor.Load(g_VFS, VfsPath("art/actors/") / file, "actor") == PSRETURN_OK)
{
const XMBElement& root = XeroActor.GetRoot();
if (root.GetNodeName() == XeroActor.GetElementID("qualitylevels"))
{
LOGERROR("Included actors cannot define quality levels (opening %s from file %s)", file, pathname.string8());
return false;
}
if (!base->Load(XeroActor, root))
{
LOGERROR("Invalid actor (actor '%s' loaded from '%s')", file, pathname.string8());
return false;
}
}
else
{
LOGERROR("Could not open actor file at path %s (file %s)", file, pathname.string8());
return false;
}
m_UsedFiles.insert(file);
}
m_ObjectBases.emplace_back(std::move(base));
}
if (quality != MAX_QUALITY)
{
LOGERROR("The highest quality level must be %i, but the highest level found was %i (file %s)", MAX_QUALITY, quality, pathname.string8().c_str());
return false;
}
}
// For each quality level, check if we need to further split (because of props).
std::vector<u8> splits = QualityLevels();
for (const std::shared_ptr<CObjectBase>& base : m_ObjectBases)
base->GetQualitySplits(splits);
ENSURE(splits.size() >= 1);
if (splits.size() > MAX_LEVELS_PER_ACTOR_DEF)
{
LOGERROR("Too many quality levels (%i) for actor %s (max %i)", splits.size(), pathname.string8().c_str(), MAX_LEVELS_PER_ACTOR_DEF);
return false;
}
std::vector<std::shared_ptr<CObjectBase>>::iterator it = m_ObjectBases.begin();
std::vector<u8>::const_iterator qualityLevels = splits.begin();
while (it != m_ObjectBases.end())
if ((*it)->m_QualityLevel > *qualityLevels)
{
it = ++m_ObjectBases.emplace(it, (*it)->CopyWithQuality(*qualityLevels));
++qualityLevels;
}
else if ((*it)->m_QualityLevel == *qualityLevels)
{
++it;
++qualityLevels;
}
else
++it;
return true;
}
bool CActorDef::UsesFile(const VfsPath& pathname) const
{
return m_UsedFiles.find(pathname) != m_UsedFiles.end();
}
void CActorDef::LoadErrorPlaceholder(const VfsPath& pathname)
{
m_UsedFiles.clear();
m_ObjectBases.clear();
m_UsedFiles.emplace(pathname);
m_Pathname = pathname;
m_ObjectBases.emplace_back(std::make_shared<CObjectBase>(m_ObjectManager, *this, MAX_QUALITY));
}
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