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levelinfo.cpp « Game « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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//-----------------------------------------------------------------------------
//           Name: levelinfo.cpp
//      Developer: Wolfire Games LLC
//    Description:
//        License: Read below
//-----------------------------------------------------------------------------
//
//
//   Copyright 2022 Wolfire Games LLC
//
//   Licensed under the Apache License, Version 2.0 (the "License");
//   you may not use this file except in compliance with the License.
//   You may obtain a copy of the License at
//
//       http://www.apache.org/licenses/LICENSE-2.0
//
//   Unless required by applicable law or agreed to in writing, software
//   distributed under the License is distributed on an "AS IS" BASIS,
//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//   See the License for the specific language governing permissions and
//   limitations under the License.
//
//-----------------------------------------------------------------------------
#include "levelinfo.h"

#include <Internal/levelxml.h>
#include <Internal/comma_separated_list.h>
#include <Internal/filesystem.h>
#include <Internal/returnpathutil.h>
#include <Internal/profiler.h>

#include <Asset/Asset/material.h>
#include <Logging/logdata.h>
#include <Game/detailobjectlayer.h>

#include <tinyxml.h>

void LevelInfo::Print() {
    LOGI << "XML version: " << xml_version_ << std::endl;
    LOGI << "Level name: " << level_name_ << std::endl;
    LOGI << "Shader: " << shader_ << std::endl;
    LOGI << "Script: " << script_ << std::endl;
    terrain_info_.Print();

    for (auto &ambient_sound : ambient_sounds_) {
        LOGI << "Ambient sound: " << ambient_sound << std::endl;
    }

    sky_info_.Print();

    for (unsigned i = 0; i < desc_list_.size(); ++i) {
        LOGI << "EntityDesc" << std::endl;
    }
}

void LevelInfo::SetDefaults() {
    xml_version_.clear();
    level_name_.clear();
    shader_ = "post";
    ambient_sounds_.clear();
    terrain_info_.SetDefaults();
    out_of_date_info_.ao = true;
    out_of_date_info_.nav_mesh = true;
    out_of_date_info_.shadow = true;
    sky_info_.SetDefaults();
    desc_list_.clear();
    script_.clear();
    nav_mesh_parameters_ = NavMeshParameters();
    shadows_ = true;
}

void LevelInfo::ReturnPaths(PathSet &path_set) {
    static const int kBufSize = 256;
    char buf[kBufSize];
    path_set.insert("level " + path_);
    for (auto &ambient_sound : ambient_sounds_) {
        path_set.insert("sound " + ambient_sound + "_1.wav");
        path_set.insert("sound " + ambient_sound + "_2.wav");
        path_set.insert("sound " + ambient_sound + "_3.wav");
    }
    terrain_info_.ReturnPaths(path_set);
    sky_info_.ReturnPaths(path_set);
    for (auto &script_path : script_paths_) {
        FormatString(buf, kBufSize, "Finding script paths: %s", script_path.first.c_str());
        PROFILER_ZONE_DYNAMIC_STRING(g_profiler_ctx, buf);
        ReturnPathUtil::ReturnPathsFromPath(script_path.second, path_set);
    }
    for (unsigned i = 0; i < desc_list_.size(); ++i) {
        FormatString(buf, kBufSize, "Finding desc_list paths: %d", i);
        PROFILER_ZONE_DYNAMIC_STRING(g_profiler_ctx, buf);
        desc_list_[i].ReturnPaths(path_set);
    }
}