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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);
}
}
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