yupplemayham/YuppleMayham/include/utility/xmlloader.h

246 lines
6.3 KiB
C++

#ifndef _H_XMLLOADER_H
#define _H_XMLLOADER_H
#include <functional>
#include <glm/glm.hpp>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include <filesystem>
#include <fstream>
#include <sstream>
#include <tinyxml2.h>
struct Tile;
// Except for the player, these definitions are mostly overrides of the monster
// data
struct EntityData {
bool isPlayer;
bool animated;
int x = 0, y = 0;
float hp;
std::string monsterDef;
std::string graphic;
std::string weapon = "gun/pistol";
std::string script;
};
struct MapData {
std::string name;
struct TileSet {
int startID = 1;
std::string path;
};
std::vector<TileSet> tileSets;
int width = 0, height = 0;
float tileSize = 32.f;
// 3D array, 0: layer, 1: y, 2: x
// Holding tile startID + ids, 0 is an empty tile
std::vector<std::vector<std::vector<int>>> tiles;
};
struct TileSetData {
std::string name;
std::string type;
std::string file;
int width = 0, height = 0;
int columns = 0;
int tileCount = 0;
float tileSize = 64.f;
struct TileData {
int id = 0;
std::string type;
bool walkable = true;
struct ObjectData {
int id = 0;
std::string name;
glm::vec2 pos;
glm::vec2 size;
bool collidable = false;
bool pickup = false;
};
std::vector<std::shared_ptr<ObjectData>> objects;
};
std::vector<std::shared_ptr<TileData>> tiles;
};
struct SceneData {
std::string id;
std::string type;
std::string bgFile;
const MapData *map;
std::vector<EntityData> entities;
};
// Store our script as a string so we only need to read the file at boot
struct ScriptData {
std::string id;
std::string fileName;
std::string script;
};
struct WeaponData {
std::string id;
float fireSpeed = 250.0f;
int clipSize = 21;
int maxAmmo = 512;
std::string script = "";
std::string graphic;
bool animated = false;
float sizeX = 50.f, sizeY = 50.f;
float offsetX = 0.f, offsetY = 0.f;
float bulletSizeX = 50.f, bulletSizeY = 50.f;
std::string bulletGraphic;
bool bulletAnimated = false;
float bulletSpread = 1.0f, bulletSpeed = 3.0f, bulletDrop = 500.f;
float modMin = 0.5f, modMax = 1.0f;
};
// ID is the new tactic I've decided on.
// Each animationable object will be given a prefix
// denoting their type and object so <type>/<object>
// This prefix will be used to look up the animation on
// the animation map
struct AnimationData {
std::string id;
std::string spriteAtlas;
bool directional = false;
bool oneShot;
float FPS = 1.f;
float frameSize;
};
// This holds a lot of defaults, but the scene can
// override a large portion of the definitions here
struct MonsterData {
std::string id;
std::string anim;
std::string weapon;
bool aggressive = false;
std::string behaviour;
float hp;
};
struct SoundData {
std::string id; // <type>/<object>/<state>
std::string path;
bool spatial;
};
class XMLLoader {
public:
XMLLoader() {}
bool loadScenes(const char *sceneFolder);
bool loadWeapons(const char *weaponFolder);
bool loadAnimations(const char *animationFolder);
bool loadTileSets(const char *tileSetFolder);
bool loadMaps(const char *mapFolder);
bool loadMonsters(const char *monsterFolder);
// luaLoader is the function we use to load the lua file.
// This will be defined in our resource manager
bool loadScripts(const char *scriptFolder,
std::function<bool(ScriptData *)> luaLoader);
bool loadSoundEffects(const char *soundFolder);
const SceneData *getSceneData(const std::string &id) const {
try {
return scenes.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
const ScriptData *getScriptData(const std::string &id) const {
try {
return scripts.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
const MapData *getMapData(const std::string &name) const {
try {
return maps.at(name).get();
} catch (std::exception &) {
return nullptr;
}
}
const WeaponData *getWeaponData(const std::string &id) const {
try {
return weapons.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
const AnimationData *getAnimationData(const std::string &id) const {
try {
return animations.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
const TileSetData *getTileSetData(const std::string &name) const {
try {
return tileSets.at(name).get();
} catch (std::exception &) {
return nullptr;
}
}
const SoundData *getSoundData(const std::string &id) const {
try {
return sounds.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
// return a full set of animations, may need further optimization.
// one idea is when loading animations we create a seperate map that holds
// each set by their reference, so we can just do a simple, hash table lookup.
std::vector<AnimationData *>
getAnimationSet(const std::string &prefix) const {
std::vector<AnimationData *> animSet;
animSet.reserve(animations.size());
for (const auto &[id, anim] : animations) {
if (id.starts_with(prefix))
animSet.push_back(anim.get());
}
animSet.shrink_to_fit();
return animSet;
}
void clearData() {
scenes.clear();
weapons.clear();
animations.clear();
maps.clear();
tileSets.clear();
}
protected:
bool loadXmlScene(const char *xmlFile, SceneData *out);
bool loadEntityData(const char *xmlFile, SceneData *out);
bool loadTile(tinyxml2::XMLElement *tileElement, TileSetData::TileData *out);
bool loadObject(tinyxml2::XMLElement *objectElement,
TileSetData::TileData::ObjectData *out);
private:
std::unordered_map<std::string, std::unique_ptr<SceneData>> scenes;
std::unordered_map<std::string, std::unique_ptr<ScriptData>> scripts;
std::unordered_map<std::string, std::unique_ptr<WeaponData>> weapons;
std::unordered_map<std::string, std::unique_ptr<AnimationData>> animations;
std::unordered_map<std::string, std::unique_ptr<MonsterData>> monsters;
std::unordered_map<std::string, std::unique_ptr<MapData>> maps;
std::unordered_map<std::string, std::unique_ptr<TileSetData>> tileSets;
std::unordered_map<std::string, std::unique_ptr<SoundData>> sounds;
};
#endif // _H_XMLLOADER_H