void Bundle::loadFromDisk() { std::ifstream file; GetBundleFileHandleForReading(this->bundleName, file); if (file.good()) { XmlParser* parser = new XmlParser(); parser->ParseXmlFile(file); XmlTree* tree = parser->GetXmlTree(); VERIFY(tree != nullptr, "Got xml tree for bundle data in bundle %s", this->bundleName.c_str()); XmlNode* rootNode = tree->GetRootNode(); VERIFY(rootNode != nullptr, "Got root node for bundle data in bundle %s", this->bundleName.c_str()); VERIFY(rootNode->GetName() == BUNDLE_TAG, "Got bundle node for bundle data in bundle %s", this->bundleName.c_str()); XmlNode* dataNode = rootNode->GetFirstChildByNodeName(DATA_TAG); while(dataNode != nullptr) { std::string key = dataNode->GetAttributeValueS(KEY_ATTRIBUTE); std::string value = dataNode->GetAttributeValueS(VALUE_ATTRIBUTE); this->PutString(key, value); // dataNode = dataNode->GetNextSiblingByNodeName(DATA_TAG); } delete parser; } }
void LevelLoader::loadOtherDataFromXml(XmlNode* otherDataNode) { XmlNode* dynamicObjNode = otherDataNode->GetFirstChildByNodeName(DYNAMIC_OBJECT_TAG); while (dynamicObjNode != nullptr) { int objXmlId = dynamicObjNode->GetAttributeValueI(ID_ATTRIBUTE); std::string prefab = dynamicObjNode->GetAttributeValueS(PREFAB_ATTRIBUTE); int xGridPosition = dynamicObjNode->GetAttributeValueI(X_ATTRIBUTE); float yPosition = dynamicObjNode->GetAttributeValueF(Y_ATTRIBUTE); int zGridPosition = dynamicObjNode->GetAttributeValueI(Z_ATTRIBUTE); float rotation = dynamicObjNode->GetAttributeValueF(ROTATION_ATTRIBUTE) inRadians; GameObject* dynamicObj = PrefabLoader::InstantiateGameObjectFromPrefab(FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + prefab + PREFAB_EXTENSION, ENGINE->GetSceneGraph3D()); idsFromXml[objXmlId] = dynamicObj->GetId(); // Position and orient the object dynamicObj->GetTransform()->SetPosition(xGridPosition, yPosition, -zGridPosition); dynamicObj->GetTransform()->SetOrientation(rotation, YAXIS); // Check for overloaded components XmlNode* compNode = dynamicObjNode->GetFirstChildByNodeName(COMPONENT_TAG); while (compNode != nullptr) { PrefabLoader::LoadComponentFromComponentNodeInPrefab(dynamicObj, compNode); compNode = compNode->GetNextSiblingByNodeName(COMPONENT_TAG); } GridZone* zone = dynamicObj->GetComponent<GridZone>(); if (zone != nullptr) { SINGLETONS->GetGridManager()->placeZoneOnGrid(dynamicObj->GetId());//GetGrid()->AddGridZone(dynamicObj->GetId()); } dynamicObjNode = dynamicObjNode->GetNextSiblingByNodeName(DYNAMIC_OBJECT_TAG); } // TODO [Implement] Other things such as triggerables }
void LevelLoader::loadUnitDataFromXml(XmlNode* unitBaseNode) { // Start with player units XmlNode* unitNode = unitBaseNode->GetFirstChildByNodeName(""); while (unitNode != nullptr) { int unitXmlId = unitNode->GetAttributeValueI(ID_ATTRIBUTE); std::string unitPrefab = unitNode->GetAttributeValueS(PREFAB_ATTRIBUTE); GameObject* unitObj = PrefabLoader::InstantiateGameObjectFromPrefab(FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + unitPrefab + PREFAB_EXTENSION, ENGINE->GetSceneGraph3D()); idsFromXml[unitXmlId] = unitObj->GetId(); // Units require a GridNavigator component GridNavigator* gNav = unitObj->GetComponent<GridNavigator>(); ASSERT(gNav != nullptr, "Unit with id %d has GridNavigator component", unitObj->GetId()); // Read the initial position of the unit int gX = unitNode->GetAttributeValueI(X_ATTRIBUTE); int gZ = unitNode->GetAttributeValueI(Z_ATTRIBUTE); float rotation = unitNode->GetAttributeValueF(ROTATION_ATTRIBUTE) inRadians; // Add the unit to the grid SINGLETONS->GetGridManager()->placeUnitOnGrid(unitObj->GetId(), gX, gZ); // Orient the unit. unitObj->GetTransform()->SetOrientation(rotation, YAXIS); // Check unit type if (unitNode->GetName() == ENEMY_UNIT_TAG) { EnemyUnit* enemyUnit = unitObj->GetComponent<EnemyUnit>(); ASSERT(enemyUnit != nullptr, "Enemy unit with id %d has EnemyUnit component", unitObj->GetId()); enemyUnit->Activate(); AiPerception* aiPerception = unitObj->GetComponent<AiPerception>(); ASSERT(aiPerception != nullptr, "Enemy unit with id %d has AiPerception component", unitObj->GetId()); aiPerception->Activate(); AiRoutine* aiRoutine = unitObj->GetComponent<AiRoutine>(); ASSERT(aiRoutine != nullptr, "Enemy unit with id %d has AiRoutine component", unitObj->GetId()); // Load the AI routine. XmlNode* aiCommandNode = unitNode->GetFirstChildByNodeName(AI_COMMAND_TAG); std::vector<std::string> commands; while (aiCommandNode != nullptr) { std::string command = aiCommandNode->GetValue(); commands.push_back(command); aiCommandNode = aiCommandNode->GetNextSiblingByNodeName(AI_COMMAND_TAG); } aiRoutine->SetBehavior(commands); } GridZone* zone = unitObj->GetComponent<GridZone>(); if (zone != nullptr) { SINGLETONS->GetGridManager()->placeZoneOnGrid(unitObj->GetId());//GetGrid()->AddGridZone(dynamicObj->GetId()); } unitNode = unitNode->GetNextSiblingByNodeName(""); } }
void LevelLoader::loadStaticDataFromXml(XmlNode* staticNode) { XmlNode* staticObjNode = staticNode->GetFirstChildByNodeName(STATIC_OBJECT_TAG); while (staticObjNode != nullptr) { int objXmlId = staticObjNode->GetAttributeValueI(ID_ATTRIBUTE); std::string prefab = staticObjNode->GetAttributeValueS(PREFAB_ATTRIBUTE); int westBound = staticObjNode->GetAttributeValueI(X_ATTRIBUTE); float yPosition = staticObjNode->GetAttributeValueF(Y_ATTRIBUTE); int southBound = staticObjNode->GetAttributeValueI(Z_ATTRIBUTE); int objWidth = staticObjNode->GetAttributeValueI(WIDTH_ATTRIBUTE); int objHeight = staticObjNode->GetAttributeValueI(HEIGHT_ATTRIBUTE); float rotation = staticObjNode->GetAttributeValueF(ROTATION_ATTRIBUTE) inRadians; GameObject* staticObj = PrefabLoader::InstantiateGameObjectFromPrefab(FRAMEWORK->GetFileSystemUtils()->GetDevicePrefabsResourcesPath() + prefab + PREFAB_EXTENSION, ENGINE->GetSceneGraph3D()); idsFromXml[objXmlId] = staticObj->GetId(); // Add the object to the grid SINGLETONS->GetGridManager()->placeStaticObjectOnGrid(staticObj->GetId(), westBound, southBound, objWidth, objHeight); staticObj->GetTransform()->Translate(yPosition, YAXIS); staticObj->GetTransform()->SetOrientation(rotation, YAXIS); staticObjNode = staticObjNode->GetNextSiblingByNodeName(STATIC_OBJECT_TAG); } }
void LevelLoader::LoadLevelFromFile(std::string levelFilename) { FRAMEWORK->GetLogger()->dbglog("\nLoading level from level file: %s", levelFilename.c_str()); XmlParser* parser = new XmlParser(); parser->ParseXmlFile(FRAMEWORK->GetFileSystemUtils()->GetDeviceBaseResourcesPath() + "levels/" + levelFilename); #ifdef DEBUG parser->Print(); #endif // DEBUG XmlTree* xmlTree = parser->GetXmlTree(); ASSERT(xmlTree != nullptr, "Got valid xmlTree from parser for level file %s", levelFilename.c_str()); XmlNode* levelNode = xmlTree->GetRootNode(); ASSERT(levelNode != nullptr && levelNode->GetName() == LEVEL_TAG, "Got valid level node from xml tree for level file %s", levelFilename.c_str()); std::string bgm = levelNode->GetAttributeValueS(BGM_ATTRIBUTE); if (bgm != "") { AudioSource* bgmSource = SINGLETONS->GetMenuManager()->GetBGMSource(); bgmSource->LoadAudioClip(LEVEL_BGM, "audio/" + bgm); } XmlNode* gridNode = levelNode->GetFirstChildByNodeName(GRID_TAG); VERIFY(gridNode != nullptr, "Level definition contains <%s> node", GRID_TAG); SINGLETONS->GetGridManager()->loadGridDataFromXml(gridNode); // Create the shady camera before we load any objects because their AudioSource components will need it createCamera(); XmlNode* staticNode = levelNode->GetFirstChildByNodeName(STATIC_TAG); // The level doesn't need to have a STATIC_TAG node if (staticNode != nullptr) { loadStaticDataFromXml(staticNode); } XmlNode* otherDataNode = levelNode->GetFirstChildByNodeName(OTHER_TAG); // The level doesn't need to have an OTHER_TAG node if (otherDataNode != nullptr) { loadOtherDataFromXml(otherDataNode); } XmlNode* unitBaseNode = levelNode->GetFirstChildByNodeName(UNITS_TAG); VERIFY(unitBaseNode != nullptr, "Level definition contains <%s> node", UNITS_TAG); loadUnitDataFromXml(unitBaseNode); XmlNode* linkBaseNode = levelNode->GetFirstChildByNodeName(LINKS_TAG); VERIFY(linkBaseNode != nullptr, "Level definition contains <%s> node", LINKS_TAG); if (linkBaseNode != nullptr) { loadLinkDataFromXml(linkBaseNode); loadParentConnectionsFromXml(linkBaseNode); loadEndConditionsFromXml(linkBaseNode); } XmlNode* cameraNode = levelNode->GetFirstChildByNodeName(CAMERA_TAG); VERIFY(cameraNode != nullptr, "Level definition contains <%s> node", CAMERA_TAG); loadCameraDataFromXml(cameraNode); delete parser; SINGLETONS->GetMenuManager()->PlayBGM(LEVEL_BGM); idsFromXml.clear(); LevelLoader::adjustLighting(); LevelLoader::postLoadLevel(); }