#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program 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. * */ #endregion #region ================== Namespaces using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Drawing2D; using System.Drawing.Imaging; using System.IO; using System.Linq; using System.Runtime.InteropServices; using System.Threading; using System.Windows.Forms; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data.Scripting; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.GZBuilder.MD3; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.ZDoom; using SlimDX; using SlimDX.Direct3D9; using Matrix = SlimDX.Matrix; using CodeImp.DoomBuilder.Controls; #endregion namespace CodeImp.DoomBuilder.Data { public sealed class DataManager { #region ================== Constants public const string INTERNAL_PREFIX = "internal:"; public const int CLASIC_IMAGE_NAME_LENGTH = 8; //mxd private const int MAX_SKYTEXTURE_SIZE = 2048; //mxd internal static readonly char[] CATEGORY_SPLITTER = { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }; //mxd private long UNKNOWN_THING; //mxd private long MISSING_THING; //mxd #endregion #region ================== Variables // Data containers private List containers; private DataReader currentreader; // Palette private Playpal palette; // Textures, Flats and Sprites private Dictionary textures; private Dictionary texturenamesshorttofull; //mxd private List texturenames; private Dictionary flats; private Dictionary flatnamesshorttofull; //mxd private Dictionary flatnamesfulltoshort; //mxd private List flatnames; private Dictionary sprites; private List texturesets; private List resourcetextures; private AllTextureSet alltextures; //mxd private Dictionary modeldefentries; //Thing.Type, Model entry private Dictionary gldefsentries; //Thing.Type, Light entry private MapInfo mapinfo; private Dictionary> reverbs; // private Dictionary glowingflats; // Texture name hash, Glowing Flat Data private Dictionary skyboxes; private string[] soundsequences; private string[] terrainnames; private string[] damagetypes; private Dictionary knowncolors; // Colors parsed from X11R6RGB lump. Color names are lowercase without spaces private CvarsCollection cvars; // Variables parsed from CVARINFO private Dictionary lockcolors; // Lock colors defined in LOCKDEFS private Dictionary lockableactions; // private Dictionary ambientsounds; //mxd. Text resources private Dictionary> scriptresources; // Background loading private Queue imageque; private Thread backgroundloader; private volatile bool updatedusedtextures; private bool notifiedbusy; // Image previews private PreviewManager previews; // Special images private ImageData missingtexture3d; private ImageData unknowntexture3d; private UnknownImage unknownimage; //mxd private ImageData hourglass3d; private ImageData crosshair; private ImageData crosshairbusy; private Dictionary internalspriteslookup; //mxd private ImageData whitetexture; private ImageData blacktexture; //mxd private ImageData thingtexture; //mxd //mxd. Texture Browser images private ImageData foldertexture; private ImageData folderuptexture; //mxd. Sky textures private CubeTexture skybox; // GZDoom skybox //mxd. Comment icons private ImageData[] commenttextures; // Used images private Dictionary usedtextures; //mxd private Dictionary usedflats; //mxd. Used only when MixTextursFlats is disabled // Things combined with things created from Decorate private DecorateParser decorate; private ZScriptParser zscript; private Dictionary zdoomclasses; private List thingcategories; private Dictionary thingtypes; // Timing private long loadstarttime; private long loadfinishtime; // Disposing private bool isdisposed; #endregion #region ================== Properties //mxd internal Dictionary ModeldefEntries { get { return modeldefentries; } } internal Dictionary GldefsEntries { get { return gldefsentries; } } public MapInfo MapInfo { get { return mapinfo; } } public Dictionary> Reverbs { get { return reverbs; } } public Dictionary GlowingFlats { get { return glowingflats; } } public string[] SoundSequences { get { return soundsequences; } } public string[] TerrainNames { get { return terrainnames; } } public string[] DamageTypes { get { return damagetypes; } } public Dictionary KnownColors { get { return knowncolors; } } internal Dictionary> ScriptResources { get { return scriptresources; } } internal CvarsCollection CVars { get { return cvars; } } public Dictionary LockColors { get { return lockcolors; } } public Dictionary LockableActions { get { return lockableactions; } } public Dictionary AmbientSounds { get { return ambientsounds; } } //mxd internal IEnumerable Containers { get { return containers; } } public Playpal Palette { get { return palette; } } public PreviewManager Previews { get { return previews; } } public ICollection Textures { get { return textures.Values; } } public ICollection Flats { get { return flats.Values; } } public List TextureNames { get { return texturenames; } } public List FlatNames { get { return flatnames; } } public bool IsDisposed { get { return isdisposed; } } public ImageData MissingTexture3D { get { return missingtexture3d; } } public ImageData UnknownTexture3D { get { return unknowntexture3d; } } public ImageData UnknownImage { get { return unknownimage; } } public ImageData Hourglass3D { get { return hourglass3d; } } public ImageData Crosshair3D { get { return crosshair; } } public ImageData CrosshairBusy3D { get { return crosshairbusy; } } public ImageData WhiteTexture { get { return whitetexture; } } public ImageData BlackTexture { get { return blacktexture; } } //mxd public ImageData ThingTexture { get { return thingtexture; } } //mxd internal ImageData FolderTexture { get { return foldertexture; } } //mxd internal ImageData FolderUpTexture { get { return folderuptexture; } } //mxd public ImageData[] CommentTextures { get { return commenttextures; } } //mxd internal CubeTexture SkyBox { get { return skybox; } } //mxd public List ThingCategories { get { return thingcategories; } } public ICollection ThingTypes { get { return thingtypes.Values; } } public DecorateParser Decorate { get { return decorate; } } public ZScriptParser ZScript { get { return zscript; } } internal ICollection TextureSets { get { return texturesets; } } internal ICollection ResourceTextureSets { get { return resourcetextures; } } internal AllTextureSet AllTextureSet { get { return alltextures; } } public bool IsLoading { get { if(imageque != null) return (backgroundloader != null) && backgroundloader.IsAlive && ((imageque.Count > 0) || previews.IsLoading); return false; } } internal const float DOOM_PIXEL_RATIO = 1.2f; public float VerticalViewStretch { get { if (mapinfo == null) return DOOM_PIXEL_RATIO; return mapinfo.PixelRatio; } } public float InvertedVerticalViewStretch { get { return 1.0f / VerticalViewStretch; } } #endregion #region ================== Constructor / Disposer // Constructor internal DataManager() { // We have no destructor GC.SuppressFinalize(this); // Load special images (mxd: the rest is loaded in LoadInternalTextures()) whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png") { UseColorCorrection = false }; whitetexture.LoadImage(); whitetexture.CreateTexture(); blacktexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Black.png") { UseColorCorrection = false }; //mxd blacktexture.LoadImage(); //mxd blacktexture.CreateTexture(); //mxd unknownimage = new UnknownImage(Properties.Resources.UnknownImage); //mxd. There should be only one! //mxd. Textures browser images foldertexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Folder96.png") { UseColorCorrection = false }; foldertexture.LoadImage(); folderuptexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Folder96Up.png") { UseColorCorrection = false }; folderuptexture.LoadImage(); //mxd. Create comment icons commenttextures = new ImageData[] { new ResourceImage("CodeImp.DoomBuilder.Resources.CommentRegular.png") { UseColorCorrection = false }, new ResourceImage("CodeImp.DoomBuilder.Resources.CommentInfo.png") { UseColorCorrection = false }, new ResourceImage("CodeImp.DoomBuilder.Resources.CommentQuestion.png") { UseColorCorrection = false }, new ResourceImage("CodeImp.DoomBuilder.Resources.CommentProblem.png") { UseColorCorrection = false }, new ResourceImage("CodeImp.DoomBuilder.Resources.CommentSmile.png") { UseColorCorrection = false }, }; //mxd. Load comment icons foreach(ImageData data in commenttextures) { data.LoadImage(); data.CreateTexture(); } } // Disposer internal void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up Unload(); missingtexture3d.Dispose(); missingtexture3d = null; unknowntexture3d.Dispose(); unknowntexture3d = null; hourglass3d.Dispose(); hourglass3d = null; crosshair.Dispose(); crosshair = null; crosshairbusy.Dispose(); crosshairbusy = null; whitetexture.Dispose(); whitetexture = null; blacktexture.Dispose(); //mxd blacktexture = null; //mxd thingtexture.Dispose(); //mxd thingtexture = null; //mxd unknownimage.Dispose(); //mxd unknownimage = null; //mxd foldertexture.Dispose(); //mxd foldertexture = null; //mxd folderuptexture.Dispose(); //mxd folderuptexture = null; //mxd for(int i = 0; i < commenttextures.Length; i++) //mxd { commenttextures[i].Dispose(); commenttextures[i] = null; } commenttextures = null; if(skybox != null) //mxd { skybox.Dispose(); skybox = null; } // Done isdisposed = true; } } #endregion #region ================== Loading / Unloading // This loads all data resources internal void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation) { //mxd. Don't modify original lists DataLocationList configlistcopy = new DataLocationList(configlist); DataLocationList maplistcopy = new DataLocationList(maplist); //mxd. If maplocation was already added as a resource, make sure it's singular and is the last in the list configlistcopy.Remove(maplocation); maplistcopy.Remove(maplocation); maplistcopy.Add(maplocation); Load(configlistcopy, maplistcopy); } // This loads all data resources internal void Load(DataLocationList configlist, DataLocationList maplist) { Dictionary texturesonly = new Dictionary(); Dictionary colormapsonly = new Dictionary(); Dictionary flatsonly = new Dictionary(); // Create collections containers = new List(); textures = new Dictionary(); flats = new Dictionary(); sprites = new Dictionary(); texturenames = new List(); flatnames = new List(); texturenamesshorttofull = new Dictionary(); //mxd flatnamesshorttofull = new Dictionary(); //mxd flatnamesfulltoshort = new Dictionary(); //mxd imageque = new Queue(); previews = new PreviewManager(); texturesets = new List(); usedtextures = new Dictionary(); //mxd usedflats = new Dictionary(); //mxd thingcategories = General.Map.Config.GetThingCategories(); thingtypes = General.Map.Config.GetThingTypes(); //mxd. Create even more collections! modeldefentries = new Dictionary(); gldefsentries = new Dictionary(); reverbs = new Dictionary>(StringComparer.Ordinal); glowingflats = new Dictionary(); skyboxes = new Dictionary(StringComparer.Ordinal); soundsequences = new string[0]; terrainnames = new string[0]; scriptresources = new Dictionary>(); damagetypes = new string[0]; knowncolors = new Dictionary(StringComparer.OrdinalIgnoreCase); cvars = new CvarsCollection(); ambientsounds = new Dictionary(); // Load texture sets foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets) texturesets.Add(new MatchingTextureSet(ts)); // Sort the texture sets texturesets.Sort(); // Special textures sets alltextures = new AllTextureSet(); resourcetextures = new List(); // Go for all locations DataLocationList locations = DataLocationList.Combined(configlist, maplist); //mxd string prevofficialiwad = string.Empty; //mxd foreach(DataLocation dl in locations) { // Nothing chosen yet DataReader c = null; // TODO: Make this work more elegant using reflection. // Make DataLocation.type of type Type and assign the // types of the desired reader classes. try { // Choose container type switch(dl.type) { //mxd. Load resource in read-only mode if: // 1. UseResourcesInReadonlyMode map option is set. // 2. OR file has "Read only" flag set. // 3. OR resource has "Exclude from testing parameters" flag set. // 4. OR resource is official IWAD. // WAD file container case DataLocation.RESOURCE_WAD: c = new WADReader(dl, General.Map.Options.UseResourcesInReadonlyMode || dl.notfortesting || new FileInfo(dl.location).IsReadOnly); if(((WADReader)c).WadFile.IsOfficialIWAD) //mxd { if(!string.IsNullOrEmpty(prevofficialiwad)) General.ErrorLogger.Add(ErrorType.Warning, "Using more than one official IWAD as a resource is not recommended. Consider removing \"" + prevofficialiwad + "\" or \"" + dl.GetDisplayName() + "\"."); prevofficialiwad = dl.GetDisplayName(); } break; // Directory container case DataLocation.RESOURCE_DIRECTORY: c = new DirectoryReader(dl, General.Map.Options.UseResourcesInReadonlyMode || dl.notfortesting); break; // PK3 file container case DataLocation.RESOURCE_PK3: c = new PK3Reader(dl, General.Map.Options.UseResourcesInReadonlyMode || dl.notfortesting || new FileInfo(dl.location).IsReadOnly); break; } } catch(Exception e) { // Unable to load resource General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + dl.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when creating data reader: " + e.Message); General.WriteLogLine(e.StackTrace); continue; } // Add container if(c != null) { containers.Add(c); resourcetextures.Add(c.TextureSet); } } // Load stuff LoadX11R6RGB(); //mxd LoadPalette(); Dictionary cachedparsers = new Dictionary(); //mxd int texcount = LoadTextures(texturesonly, texturenamesshorttofull, cachedparsers); int flatcount = LoadFlats(flatsonly, flatnamesshorttofull, cachedparsers); int colormapcount = LoadColormaps(colormapsonly); LoadSprites(cachedparsers); cachedparsers = null; //mxd //mxd. Load MAPINFO and CVARINFO. Should happen before parisng DECORATE Dictionary spawnnums, doomednums; LoadMapInfo(out spawnnums, out doomednums); LoadCvarInfo(); LoadLockDefs(); //mxd. Load Script Editor-only stuff... LoadExtraTextLumps(); LoadZScriptThings(); LoadDecorateThings(); int thingcount = ApplyZDoomThings(spawnnums, doomednums); int spritecount = LoadThingSprites(); LoadInternalSprites(); LoadInternalTextures(); //mxd //mxd. Load more stuff LoadReverbs(); LoadSndSeq(); LoadSndInfo(); LoadVoxels(); General.MainWindow.DisplayReady(); // Process colormaps (we just put them in as textures) foreach(KeyValuePair t in colormapsonly) { textures.Add(t.Key, t.Value); texturenames.Add(t.Value.Name); } // Process textures foreach(KeyValuePair t in texturesonly) { if(!textures.ContainsKey(t.Key)) { textures.Add(t.Key, t.Value); //mxd. Add both short and long names? if(t.Value.HasLongName) texturenames.Add(t.Value.ShortName); texturenames.Add(t.Value.Name); } } // Process flats foreach(KeyValuePair f in flatsonly) { flats.Add(f.Key, f.Value); //mxd. Add both short and long names? if(f.Value.HasLongName) flatnames.Add(f.Value.ShortName); flatnames.Add(f.Value.Name); } // Mixed textures and flats? if(General.Map.Config.MixTexturesFlats) { // Add textures to flats foreach(KeyValuePair t in texturesonly) { if(!flats.ContainsKey(t.Key)) { flats.Add(t.Key, t.Value); //mxd. Add both short and long names? if(t.Value.HasLongName) flatnames.Add(t.Value.ShortName); flatnames.Add(t.Value.Name); } else if(t.Value is TEXTURESImage || t.Value is SimpleTextureImage) //mxd. Textures defined in TEXTURES or placed between TX_START and TX_END markers override "regular" flats in ZDoom { //TODO: check this! flats[t.Key] = t.Value; } } //mxd foreach(KeyValuePair t in texturenamesshorttofull) if(!flatnamesshorttofull.ContainsKey(t.Key)) flatnamesshorttofull.Add(t.Key, t.Value); //mxd flatnamesfulltoshort = flatnamesshorttofull.ToDictionary(t => t.Value, t => t.Key); //flatnamesshorttofull.ToDictionary(kp => kp.Value, kp => kp.Key); // Add flats to textures foreach(KeyValuePair f in flatsonly) { if(!textures.ContainsKey(f.Key)) { textures.Add(f.Key, f.Value); //mxd. Add both short and long names? if(f.Value.HasLongName) texturenames.Add(f.Value.ShortName); texturenames.Add(f.Value.Name); } } //mxd foreach(KeyValuePair t in flatnamesshorttofull) if(!texturenamesshorttofull.ContainsKey(t.Key)) texturenamesshorttofull.Add(t.Key, t.Value); // Do the same on the data readers foreach(DataReader dr in containers) dr.TextureSet.MixTexturesAndFlats(); } //mxd. Should be done after loading textures... int hirestexcount = LoadHiResTextures(); //mxd. Create camera textures. Should be done after loading textures. LoadAnimdefs(); //mxd LoadTerrain(); // Sort names texturenames.Sort(); flatnames.Sort(); // biwa. Moved model processing after texture processing, since the model might need one of those textures Dictionary actorsbyclass = CreateActorsByClassList(); LoadModeldefs(actorsbyclass); foreach (Thing t in General.Map.Map.Things) t.UpdateCache(); LoadGldefs(actorsbyclass); // Sort things foreach (ThingCategory tc in thingcategories) tc.SortIfNeeded(); // Update the used textures General.Map.Data.UpdateUsedTextures(); // Add texture names to texture sets foreach(KeyValuePair img in textures) { // Add to all sets foreach(MatchingTextureSet ms in texturesets) ms.AddTexture(img.Value); // Add to all alltextures.AddTexture(img.Value); } // Add flat names to texture sets foreach(KeyValuePair img in flats) { // Add to all sets foreach(MatchingTextureSet ms in texturesets) ms.AddFlat(img.Value); // Add to all alltextures.AddFlat(img.Value); } //mxd. Create skybox texture(s) SetupSkybox(); // [ZZ] clear texture/flat cache in ImageSelectorPanel ImageSelectorPanel.ClearCachedPreviews(); // Start background loading StartBackgroundLoader(); // Output info General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + hirestexcount + " hires textures, " + colormapcount + " colormaps, " + spritecount + " sprites, " + thingcount + " decorate things, " + modeldefentries.Count + " model/voxel definitions, " + gldefsentries.Count + " dynamic light definitions, " + glowingflats.Count + " glowing flat definitions, " + skyboxes.Count + " skybox definitions, " + reverbs.Count + " sound environment definitions"); } // This unloads all data private void Unload() { // Stop background loader StopBackgroundLoader(); // Dispose preview manager previews.Dispose(); previews = null; // Dispose decorate decorate.Dispose(); // Dispose resources foreach(KeyValuePair i in textures) i.Value.Dispose(); foreach(KeyValuePair i in flats) i.Value.Dispose(); foreach(KeyValuePair i in sprites) i.Value.Dispose(); palette = null; //mxd. Dispose models foreach(ModelData md in modeldefentries.Values) md.Dispose(); // Dispose containers foreach(DataReader c in containers) c.Dispose(); containers.Clear(); // Trash collections decorate = null; containers = null; textures = null; flats = null; sprites = null; modeldefentries = null; //mxd gldefsentries = null; //mxd reverbs = null; //mxd glowingflats = null; //mxd skyboxes = null; //mxd soundsequences = null; //mxd terrainnames = null; //mxd scriptresources = null; //mxd damagetypes = null; //mxd knowncolors = null; //mxd cvars = null; //mxd texturenames = null; flatnames = null; imageque = null; mapinfo = null; //mxd } //mxd. Called before Clock is reset internal void OnBeforeClockReset() { if(loadstarttime > 0) loadstarttime -= Clock.CurrentTime; } #endregion #region ================== Suspend / Resume // This suspends data resources internal void Suspend() { // Stop background loader StopBackgroundLoader(); // Go for all containers foreach(DataReader d in containers) { // Suspend General.WriteLogLine("Suspended data resource \"" + d.Location.location + "\""); d.Suspend(); } } // This resumes data resources internal void Resume() { // Go for all containers foreach(DataReader d in containers) { try { // Resume General.WriteLogLine("Resumed data resource \"" + d.Location.location + "\""); d.Resume(); } catch(Exception e) { // Unable to load resource General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + d.Location.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when resuming data reader: " + e.Message + ")"); General.WriteLogLine(e.StackTrace); } } // Start background loading StartBackgroundLoader(); } #endregion #region ================== Background Loading // This starts background loading private void StartBackgroundLoader() { // Timing loadstarttime = Clock.CurrentTime; loadfinishtime = 0; // If a loader is already running, stop it first if(backgroundloader != null) StopBackgroundLoader(); // Start a low priority thread to load images in background General.WriteLogLine("Starting background resource loading..."); backgroundloader = new Thread(BackgroundLoad); backgroundloader.Name = "Background Loader"; backgroundloader.Priority = ThreadPriority.Lowest; backgroundloader.IsBackground = true; backgroundloader.Start(); } // This stops background loading private void StopBackgroundLoader() { General.WriteLogLine("Stopping background resource loading..."); if(backgroundloader != null) { // Stop the thread and wait for it to end backgroundloader.Interrupt(); backgroundloader.Join(); // Reset load states on all images in the list while(imageque.Count > 0) { ImageData img = imageque.Dequeue(); switch(img.ImageState) { case ImageLoadState.Loading: img.ImageState = ImageLoadState.None; break; case ImageLoadState.Unloading: img.ImageState = ImageLoadState.Ready; break; } switch(img.PreviewState) { case ImageLoadState.Loading: img.PreviewState = ImageLoadState.None; break; case ImageLoadState.Unloading: img.PreviewState = ImageLoadState.Ready; break; } } // Done notifiedbusy = false; backgroundloader = null; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, IntPtr.Zero, IntPtr.Zero); } } // The background loader private void BackgroundLoad() { try { do { // Do we have to update the used-in-map status? if(updatedusedtextures) BackgroundUpdateUsedTextures(); // Get next item ImageData image = null; lock(imageque) { // Fetch next image to process if(imageque.Count > 0) image = imageque.Dequeue(); } // Any image to process? if(image != null) { // Load this image? if(image.IsReferenced && (image.ImageState != ImageLoadState.Ready)) { image.LoadImage(); } // Unload this image? else if(!image.IsReferenced && image.AllowUnload && (image.ImageState != ImageLoadState.None)) { // Still unreferenced? image.UnloadImage(); } } // Doing something? if(image != null) { // Wait a bit and update icon if(!notifiedbusy) { notifiedbusy = true; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, IntPtr.Zero, IntPtr.Zero); } Thread.Sleep(0); } else { // Process previews only when we don't have images to process // because these are lower priority than the actual images if(previews.BackgroundLoad()) { // Wait a bit and update icon if(!notifiedbusy) { notifiedbusy = true; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, IntPtr.Zero, IntPtr.Zero); } Thread.Sleep(0); } else { // Timing if(loadfinishtime == 0) { //mxd. Release PK3 files foreach(DataReader reader in containers) { if(reader is PK3Reader) (reader as PK3Reader).BathMode = false; } loadfinishtime = Clock.CurrentTime; string deltatimesec = ((loadfinishtime - loadstarttime) / 1000.0f).ToString("########0.00"); General.WriteLogLine("Resources loading took " + deltatimesec + " seconds"); loadstarttime = 0; //mxd //mxd. Show more detailed message if(notifiedbusy) { notifiedbusy = false; IntPtr strptr = Marshal.StringToCoTaskMemAuto(deltatimesec); General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.ResourcesLoaded, strptr, IntPtr.Zero); } } else if(notifiedbusy) //mxd. Sould never happen (?) { notifiedbusy = false; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, IntPtr.Zero, IntPtr.Zero); } // Wait longer to release CPU resources Thread.Sleep(50); } } } while(true); } catch(ThreadInterruptedException) { } } // This adds an image for background loading or unloading internal void ProcessImage(ImageData img) { // Load this image? if((img.ImageState == ImageLoadState.None) && img.IsReferenced) { // Add for loading img.ImageState = ImageLoadState.Loading; lock(imageque) { imageque.Enqueue(img); } } // Unload this image? if((img.ImageState == ImageLoadState.Ready) && !img.IsReferenced && img.AllowUnload) { // Add for unloading img.ImageState = ImageLoadState.Unloading; lock(imageque) { imageque.Enqueue(img); } } // Update icon General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, IntPtr.Zero, IntPtr.Zero); } //mxd. This loads a model internal bool ProcessModel(int type) { if(modeldefentries[type].LoadState != ModelLoadState.None) return true; //create models ModelReader.Load(modeldefentries[type], containers, General.Map.Graphics.Device); if(modeldefentries[type].Model != null) { modeldefentries[type].LoadState = ModelLoadState.Ready; return true; } modeldefentries.Remove(type); return false; } // This updates the used-in-map status on all textures and flats private void BackgroundUpdateUsedTextures() { if(General.Map.Config.MixTexturesFlats) { lock(usedtextures) { // Set used on all textures foreach(KeyValuePair i in textures) { i.Value.SetUsedInMap(usedtextures.ContainsKey(i.Key)); if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value); } // Set used on all flats foreach(KeyValuePair i in flats) { i.Value.SetUsedInMap(usedtextures.ContainsKey(i.Key)); if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value); } } } //mxd. Use separate collections else { lock(usedtextures) { // Set used on all textures foreach(KeyValuePair i in textures) { i.Value.SetUsedInMap(usedtextures.ContainsKey(i.Key)); if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value); } } lock(usedflats) { // Set used on all flats foreach(KeyValuePair i in flats) { i.Value.SetUsedInMap(usedflats.ContainsKey(i.Key)); if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value); } } } // Done updatedusedtextures = false; } #endregion #region ================== Palette // This loads the PLAYPAL palette private void LoadPalette() { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // Load palette palette = containers[i].LoadPalette(); if(palette != null) break; } // Make empty palette when still no palette found if(palette == null) { General.ErrorLogger.Add(ErrorType.Warning, "None of the loaded resources define a color palette. Did you forget to configure an IWAD for this game configuration?"); palette = new Playpal(); } } #endregion #region ================== Colormaps // This loads the colormaps private int LoadColormaps(Dictionary list) { int counter = 0; // Go for all opened containers foreach(DataReader dr in containers) { // Load colormaps ICollection images = dr.LoadColormaps(); if(images != null) { // Go for all colormaps foreach(ImageData img in images) { // Add or replace in flats list list.Remove(img.LongName); list.Add(img.LongName, img); counter++; // Add to preview manager previews.AddImage(img); } } } // Output info return counter; } // This returns a specific colormap stream internal Stream GetColormapData(string pname) { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this flat? Stream colormap = containers[i].GetColormapData(pname); if(colormap != null) return colormap; } // No such patch found return null; } #endregion #region ================== Textures // This loads the textures private int LoadTextures(Dictionary list, Dictionary nametranslation, Dictionary cachedparsers) { PatchNames pnames = new PatchNames(); int counter = 0; // Go for all opened containers foreach(DataReader dr in containers) { // Load PNAMES info // Note that pnames is NOT set to null in the loop // because if a container has no pnames, the pnames // of the previous (higher) container should be used. PatchNames newpnames = dr.LoadPatchNames(); if(newpnames != null) pnames = newpnames; // Load textures IEnumerable images = dr.LoadTextures(pnames, cachedparsers); if(images != null) { // Go for all textures foreach(ImageData img in images) { // Add or replace in textures list list[img.LongName] = img; counter++; //mxd. Also add as short name when texture name is longer than 8 chars // Or remove when a wad image with short name overrides previously added // resource image with long name if(img.HasLongName) { long longshortname = Lump.MakeLongName(Path.GetFileNameWithoutExtension(img.Name), false); nametranslation[longshortname] = img.LongName; } else if(img is TextureImage && nametranslation.ContainsKey(img.LongName)) { nametranslation.Remove(img.LongName); } // Add to preview manager previews.AddImage(img); } } } // Output info return counter; } // This returns a specific patch stream internal Stream GetPatchData(string pname, bool longname, ref string patchlocation) { // Go for all opened containers for(int i = containers.Count - 1; i > -1; i--) { // This contain provides this patch? Stream patch = containers[i].GetPatchData(pname, longname, ref patchlocation); if(patch != null) return patch; } // No such patch found return null; } // This returns a specific texture stream internal Stream GetTextureData(string pname, bool longname, ref string texturelocation) { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This container provides this patch? Stream patch = containers[i].GetTextureData(pname, longname, ref texturelocation); if(patch != null) return patch; } // No such patch found return null; } // This checks if a given texture is known public bool GetTextureExists(string name) { return GetTextureExists(Lump.MakeLongName(name)); //mxd } // This checks if a given texture is known public bool GetTextureExists(long longname) { return textures.ContainsKey(longname) || texturenamesshorttofull.ContainsKey(longname); } // This returns an image by string public ImageData GetTextureImage(string name) { // Get the long name long longname = Lump.MakeLongName(name); return GetTextureImage(longname); } // This returns an image by long public ImageData GetTextureImage(long longname) { // Does this texture exist? if(textures.ContainsKey(longname) && (textures[longname] is TEXTURESImage || textures[longname] is HiResImage)) return textures[longname]; //TEXTURES and HiRes textures should still override regular ones... if(texturenamesshorttofull.ContainsKey(longname)) return textures[texturenamesshorttofull[longname]]; //mxd if(textures.ContainsKey(longname)) return textures[longname]; // Return null image return unknownimage; //mxd } //mxd. This tries to find and load any image with given name internal Bitmap GetTextureBitmap(string name) { Vector2D unused = new Vector2D(); return GetTextureBitmap(name, out unused); } internal Bitmap GetTextureBitmap(string name, out Vector2D scale) { // Check the textures first... ImageData img = GetTextureImage(name); if(img is UnknownImage && !General.Map.Config.MixTexturesFlats) img = GetFlatImage(name); if(!(img is UnknownImage)) { if(!img.IsImageLoaded) img.LoadImage(); if(!img.LoadFailed) { // HiResImage will not give us it's actual scale Bitmap texture = img.GetBitmap(); lock (texture) { scale = new Vector2D((float)img.Width / texture.Width, (float)img.Height / texture.Height); } return texture; } } // Try to find any image... scale = new Vector2D(1.0f, 1.0f); for(int i = containers.Count - 1; i >= 0; i--) { // This container has a lump with given name? if(containers[i] is PK3StructuredReader) { string foundname = ((PK3StructuredReader)containers[i]).FindFirstFile(name, true); if(string.IsNullOrEmpty(foundname)) continue; name = foundname; } else if(!(containers[i] is WADReader)) { throw new NotImplementedException("Unsupported container type!"); } if(!containers[i].FileExists(name)) continue; MemoryStream mem = containers[i].LoadFile(name); if(mem == null) continue; // Is it an image? IImageReader reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette); if(!(reader is UnknownImageReader)) { // Load the image mem.Seek(0, SeekOrigin.Begin); Bitmap result; try { result = reader.ReadAsBitmap(mem); } catch(InvalidDataException) { // Data cannot be read! result = null; } // Found it? if(result != null) return result; } } // No such image found return null; } //mxd public string GetFullTextureName(string name) { if(string.IsNullOrEmpty(name)) return name; if(Path.GetFileNameWithoutExtension(name) == name && name.Length > CLASIC_IMAGE_NAME_LENGTH) name = name.Substring(0, CLASIC_IMAGE_NAME_LENGTH); long hash = MurmurHash2.Hash(name.Trim().ToUpperInvariant()); if(textures.ContainsKey(hash) && (textures[hash] is TEXTURESImage || textures[hash] is HiResImage)) return textures[hash].Name; //TEXTURES and HiRes textures should still override regular ones... if(texturenamesshorttofull.ContainsKey(hash)) return textures[texturenamesshorttofull[hash]].Name; if(textures.ContainsKey(hash)) return textures[hash].Name; return name; } //mxd internal long GetFullLongTextureName(long hash) { if(textures.ContainsKey(hash) && (textures[hash] is TEXTURESImage || textures[hash] is HiResImage)) return hash; //TEXTURES and HiRes textures should still override regular ones... return (General.Map.Config.UseLongTextureNames && texturenamesshorttofull.ContainsKey(hash) ? texturenamesshorttofull[hash] : hash); } //mxd private void LoadInternalTextures() { missingtexture3d = LoadInternalTexture("MissingTexture3D.png"); unknowntexture3d = LoadInternalTexture("UnknownTexture3D.png"); thingtexture = LoadInternalTexture("ThingTexture2D.png"); hourglass3d = LoadInternalTexture("Hourglass3D.png"); crosshair = LoadInternalTexture("Crosshair.png"); crosshairbusy = LoadInternalTexture("CrosshairBusy.png"); thingtexture.UseColorCorrection = false; thingtexture.CreateTexture(); } //mxd private static ImageData LoadInternalTexture(string name) { ImageData result; string path = Path.Combine(General.TexturesPath, name); if(File.Exists(path)) { result = new FileImage(name, path) { AllowUnload = false }; } else { General.ErrorLogger.Add(ErrorType.Warning, "Unable to load editor texture \"" + name + "\". Using built-in one instead."); result = new ResourceImage("CodeImp.DoomBuilder.Resources." + name); } result.LoadImage(); return result; } #endregion #region ================== Flats // This loads the flats private int LoadFlats(Dictionary list, Dictionary nametranslation, Dictionary cachedparsers) { int counter = 0; // Go for all opened containers foreach(DataReader dr in containers) { // Load flats IEnumerable images = dr.LoadFlats(cachedparsers); if(images != null) { // Go for all flats foreach(ImageData img in images) { // Add or replace in flats list list[img.LongName] = img; //mxd counter++; //mxd. Also add as short name when texture name is longer than 8 chars // Or remove when a wad image with short name overrides previously added // resource image with long name if(img.HasLongName) { long longshortname = Lump.MakeLongName(Path.GetFileNameWithoutExtension(img.Name), false); nametranslation[longshortname] = img.LongName; } else if(img is FlatImage && nametranslation.ContainsKey(img.LongName)) { nametranslation.Remove(img.LongName); } // Add to preview manager previews.AddImage(img); } } } // Output info return counter; } // This returns a specific flat stream internal Stream GetFlatData(string pname, bool longname, ref string flatlocation) { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this flat? Stream flat = containers[i].GetFlatData(pname, longname, ref flatlocation); if(flat != null) return flat; } // No such patch found return null; } // This checks if a flat is known public bool GetFlatExists(string name) { return GetFlatExists(Lump.MakeLongName(name)); //mxd } // This checks if a flat is known public bool GetFlatExists(long longname) { // [ZZ] return nonexistent name for bad flats. if (flats.ContainsKey(longname)) { // [ZZ] long name is long. a doom flat with a long name is invalid. ImageData id = flats[longname]; if (id is PK3FileImage && ((PK3FileImage)id).IsBadForLongTextureNames) return false; return true; } return flatnamesshorttofull.ContainsKey(longname); } // This returns an image by string public ImageData GetFlatImage(string name) { // Get the long name long longname = Lump.MakeLongName(name); return GetFlatImage(longname); } // This returns an image by long public ImageData GetFlatImage(long longname) { // Does this flat exist? if(flats.ContainsKey(longname) && (flats[longname] is TEXTURESImage || flats[longname] is HiResImage)) return flats[longname]; //TEXTURES and HiRes flats should still override regular ones... if(flatnamesshorttofull.ContainsKey(longname)) return flats[flatnamesshorttofull[longname]]; //mxd if (flats.ContainsKey(longname)) { // [ZZ] long name is long. a doom flat with a long name is invalid. ImageData id = flats[longname]; if (id is PK3FileImage && ((PK3FileImage)id).IsBadForLongTextureNames) return unknownimage; return id; } // Return null image return unknownimage; //mxd } // This returns an image by long and doesn't check if it exists /*public ImageData GetFlatImageKnown(long longname) { // Return flat return flatnamesshorttofull.ContainsKey(longname) ? flats[flatnamesshorttofull[longname]] : flats[longname]; //mxd }*/ //mxd. Gets full flat name by short flat name public string GetFullFlatName(string name) { if(Path.GetFileNameWithoutExtension(name) == name && name.Length > CLASIC_IMAGE_NAME_LENGTH) name = name.Substring(0, CLASIC_IMAGE_NAME_LENGTH); long hash = MurmurHash2.Hash(name.ToUpperInvariant()); if(flats.ContainsKey(hash) && (flats[hash] is TEXTURESImage || flats[hash] is HiResImage)) return flats[hash].Name; //TEXTURES and HiRes flats should still override regular ones... if(flatnamesshorttofull.ContainsKey(hash)) return flats[flatnamesshorttofull[hash]].Name; if(flats.ContainsKey(hash)) return flats[hash].Name; return name; } //mxd internal long GetFullLongFlatName(long hash) { if(flats.ContainsKey(hash) && (flats[hash] is TEXTURESImage || flats[hash] is HiResImage)) return hash; //TEXTURES and HiRes flats should still override regular ones... return (General.Map.Config.UseLongTextureNames && flatnamesshorttofull.ContainsKey(hash) ? flatnamesshorttofull[hash] : hash); } //mxd internal long GetShortLongFlatName(long hash) { return (flatnamesfulltoshort.ContainsKey(hash) ? flatnamesfulltoshort[hash] : hash); } #endregion #region ================== mxd. HiRes textures // This loads the textures private int LoadHiResTextures() { int counter = 0; // Go for all opened containers foreach(DataReader dr in containers) { //mxd. Load HiRes texures IEnumerable hiresimages = dr.LoadHiResTextures(); if(hiresimages != null) { // Go for all textures foreach(HiResImage img in hiresimages) { // Replace when HiRes image name exactly matches a regular texture name, // or when regular texture filename is 8 or less chars long //bool replaced = false; // Replace texture? long hash = GetFullLongTextureName(img.LongName); if(textures.ContainsKey(hash) && (hash == img.LongName || Path.GetFileNameWithoutExtension(textures[hash].Name).Length <= CLASIC_IMAGE_NAME_LENGTH)) { HiResImage replacer = new HiResImage(img); replacer.ApplySettings(textures[hash]); textures[img.LongName] = replacer; //replaced = true; // Add to preview manager previews.AddImage(replacer); counter++; } // Replace flat? hash = GetFullLongFlatName(img.LongName); if(flats.ContainsKey(hash) && (hash == img.LongName || Path.GetFileNameWithoutExtension(flats[hash].Name).Length <= CLASIC_IMAGE_NAME_LENGTH)) { HiResImage replacer = new HiResImage(img); replacer.ApplySettings(flats[hash]); flats[img.LongName] = replacer; //replaced = true; // Add to preview manager previews.AddImage(replacer); counter++; } // Replace sprite? if(sprites.ContainsKey(img.LongName)) { HiResImage replacer = new HiResImage(img); replacer.ApplySettings(sprites[img.LongName]); sprites[img.LongName] = replacer; //replaced = true; // Add to preview manager previews.AddImage(replacer); counter++; } // We don't load any graphics and most of the sprites, so this can result in a ton of false warnings... /*if(!replaced) { General.ErrorLogger.Add(ErrorType.Warning, "HiRes texture \"" + Path.Combine(dr.Location.GetDisplayName(), img.FilePathName.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar)) + "\" does not override any existing texture or flat."); dr.TextureSet.AddTexture(img); // Add to textures and flats textures[img.LongName] = img; flats[img.LongName] = img; // Add to preview manager previews.AddImage(img); } counter++;*/ } } } // Output info return counter; } //mxd. This returns a specific HiRes texture stream internal Stream GetHiResTextureData(string name, ref string hireslocation) { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This container provides this texture? Stream data = containers[i].GetHiResTextureData(name, ref hireslocation); if(data != null) return data; } // No such patch texture return null; } #endregion #region ================== Sprites // This loads the hard defined sprites (not all the lumps, we do that on a need-to-know basis, see LoadThingSprites) private int LoadSprites(Dictionary cachedparsers) { int counter = 0; // Load all defined sprites. Note that we do not use all sprites, // so we don't add them for previews just yet. foreach(DataReader dr in containers) { // Load sprites IEnumerable images = dr.LoadSprites(cachedparsers); if(images != null) { // Add or replace in sprites list foreach(ImageData img in images) { sprites[img.LongName] = img; counter++; } } } // Output info return counter; } // This loads the sprites that we really need for things private int LoadThingSprites() { //mxd. Get all sprite names HashSet spritenames = new HashSet(StringComparer.Ordinal); // [ZZ] in order to properly replace different rotation count, we need more complex processing here. HashSet loadedspritenames = new HashSet(StringComparer.Ordinal); for (int i = containers.Count-1; i >= 0; i--) { IEnumerable result = containers[i].GetSpriteNames(); if (result != null) { // remove old sprites with this name result = result.Where(str => !loadedspritenames.Contains(str.Substring(0, 4))); // only sprites that we still don't have. remember, reverse iteration! // add new sprites with this name spritenames.UnionWith(result); // remember foreach (string spr in result) loadedspritenames.Add(spr.Substring(0, 4)); } } //mxd. Add sprites from sprites collection (because GetSpriteNames() doesn't return TEXTURES sprites) foreach(ImageData data in sprites.Values) spritenames.Add(data.Name); //mxd. Get names of all voxel models, which can be used "as is" (these do not require corresponding sprite to work) HashSet voxelnames = new HashSet(StringComparer.Ordinal); foreach(DataReader dr in containers) { IEnumerable result = dr.GetVoxelNames(); if(result != null) voxelnames.UnionWith(result); } // Go for all things foreach(ThingTypeInfo ti in General.Map.Data.ThingTypes) { // Valid sprite name? if(ti.Sprite.Length == 0 || ti.Sprite.Length > CLASIC_IMAGE_NAME_LENGTH) continue; //mxd //mxd. Find all sprite angles bool isvoxel = ti.SetupSpriteFrame(spritenames, voxelnames); //mxd. Create voxel sprite? if(isvoxel) { if(!sprites.ContainsKey(Lump.MakeLongName(ti.Sprite))) { // Make new voxel image VoxelImage image = new VoxelImage(ti.Sprite, ti.Sprite); // Add to collection sprites.Add(image.LongName, image); // Add to preview manager previews.AddImage(image); } } else { //mxd. Load all sprites foreach(SpriteFrameInfo info in ti.SpriteFrame) { ImageData image = null; // Sprite not in our collection yet? if(!sprites.ContainsKey(info.SpriteLongName)) { //mxd. Go for all opened containers bool spritefound = false; if(!string.IsNullOrEmpty(info.Sprite)) { for(int i = containers.Count - 1; i >= 0; i--) { // This container provides this sprite? if(containers[i].GetSpriteExists(info.Sprite)) { spritefound = true; break; } } } if(spritefound) { // Make new sprite image image = new SpriteImage(info.Sprite); // Add to collection sprites.Add(info.SpriteLongName, image); } else { if (!ti.Optional) General.ErrorLogger.Add(ErrorType.Error, "Unable to find sprite lump \"" + info.Sprite + "\" used by actor \"" + ti.Title + "\":" + ti.Index + ". Forgot to include required resources?"); } } else { image = sprites[info.SpriteLongName]; } // Add to preview manager if(image != null) previews.AddImage(image); } } } // Output info return sprites.Count; } // This returns a specific sprite stream internal Stream GetSpriteData(string pname, ref string spritelocation) { if(!string.IsNullOrEmpty(pname)) { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This container provides this sprite? Stream spritedata = containers[i].GetSpriteData(pname, ref spritelocation); if(spritedata != null) return spritedata; } } // No such sprite found return null; } // This tests if a given sprite can be found internal bool GetSpriteExists(string pname) { if(!string.IsNullOrEmpty(pname)) { long longname = Lump.MakeLongName(pname); if(sprites.ContainsKey(longname)) return true; // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this sprite? if(containers[i].GetSpriteExists(pname)) return true; } } // No such sprite found return false; } // This loads the internal sprites private void LoadInternalSprites() { // Add sprite icon files from directory string name; string[] files = Directory.GetFiles(General.SpritesPath, "*.png", SearchOption.TopDirectoryOnly); internalspriteslookup = new Dictionary(files.Length + 2); //mxd foreach(string spritefile in files) { ImageData img = new FileImage(Path.GetFileNameWithoutExtension(spritefile).ToLowerInvariant(), spritefile); img.LoadImage(); img.AllowUnload = false; name = INTERNAL_PREFIX + img.Name; long hash = Lump.MakeLongName(name, true); //mxd sprites[hash] = img; //mxd internalspriteslookup[name] = hash; //mxd } // Add some internal resources. // mxd. Doesn't seem to be used anywhere /*name = INTERNAL_PREFIX + "nothing"; if(!internalspriteslookup.ContainsKey(name)) { ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.Nothing.png"); img.LoadImage(); img.AllowUnload = false; long hash = Lump.MakeLongName(name, true); //mxd sprites[hash] = img; //mxd internalspriteslookup[name] = hash; //mxd }*/ name = INTERNAL_PREFIX + "unknownthing"; UNKNOWN_THING = Lump.MakeLongName(name, true); if(!internalspriteslookup.ContainsKey(name)) { ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownThing.png"); img.LoadImage(); img.AllowUnload = false; sprites[UNKNOWN_THING] = img; //mxd internalspriteslookup[name] = UNKNOWN_THING; //mxd } //mxd name = INTERNAL_PREFIX + "missingthing"; MISSING_THING = Lump.MakeLongName(name, true); if(!internalspriteslookup.ContainsKey(name)) { ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.MissingThing.png"); img.LoadImage(); img.AllowUnload = false; sprites[MISSING_THING] = img; //mxd internalspriteslookup[name] = MISSING_THING; //mxd } } // This returns an image by name public ImageData GetSpriteImage(string name) { // Is this referring to an internal sprite image? if((name.Length > INTERNAL_PREFIX.Length) && name.ToLowerInvariant().StartsWith(INTERNAL_PREFIX)) { // Get the internal sprite string internalname = name.ToLowerInvariant(); if(internalspriteslookup.ContainsKey(internalname)) //mxd return sprites[internalspriteslookup[internalname]]; return sprites[UNKNOWN_THING]; //mxd } else { // Get the long name long longname = Lump.MakeLongName(name); // Sprite already loaded? if(sprites.ContainsKey(longname)) { // Return exiting sprite return sprites[longname]; } else { //mxd. Go for all opened containers bool spritefound = false; if(!string.IsNullOrEmpty(name)) { for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this sprite? if(containers[i].GetSpriteExists(name)) { spritefound = true; break; } } } // Found anything? if(spritefound) { // Make new sprite image SpriteImage image = new SpriteImage(name); // Add to collection sprites.Add(longname, image); // Return result return image; } else //mxd { ImageData img = string.IsNullOrEmpty(name) ? sprites[UNKNOWN_THING] : sprites[MISSING_THING]; // Add to collection sprites.Add(longname, img); // Return image return img; } } } } //mxd. Returns all sprite names, which start with given string internal IEnumerable GetSpriteNames() { HashSet result = new HashSet(StringComparer.OrdinalIgnoreCase); foreach(DataReader reader in containers) result.UnionWith(reader.GetSpriteNames()); return result; } #endregion #region ================== mxd. Voxels // This returns a specific voxel stream internal Stream GetVoxelData(string pname, ref string voxellocation) { if(!string.IsNullOrEmpty(pname)) { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This container provides this sprite? Stream spritedata = containers[i].GetVoxelData(pname, ref voxellocation); if(spritedata != null) return spritedata; } } // No such voxel found return null; } #endregion #region ================== Things private void LoadZScriptThings() { // Create new parser zscript = new ZScriptParser { OnInclude = LoadZScriptFromLocation }; // Only load these when the game configuration supports the use of decorate if (!string.IsNullOrEmpty(General.Map.Config.DecorateGames)) { // Go for all opened containers foreach (DataReader dr in containers) { // Load Decorate info cumulatively (the last Decorate is added to the previous) // I'm not sure if this is the right thing to do though. currentreader = dr; IEnumerable streams = dr.GetDecorateData("ZSCRIPT"); foreach (TextResourceData data in streams) { // Parse the data data.Stream.Seek(0, SeekOrigin.Begin); zscript.Parse(data, true); //mxd. DECORATE lumps are interdepandable. Can't carry on... if (zscript.HasError) { zscript.LogError(); break; } } } zscript.Finalize(); if (zscript.HasError) zscript.LogError(); //mxd. Add to text resources collection scriptresources[zscript.ScriptType] = new HashSet(zscript.ScriptResources.Values); currentreader = null; } if (zscript.HasError) zscript.ClearActors(); } // This loads the things from Decorate private void LoadDecorateThings() { // Create new parser decorate = new DecorateParser(zscript.AllActorsByClass) { OnInclude = LoadDecorateFromLocation }; // Only load these when the game configuration supports the use of decorate if(!string.IsNullOrEmpty(General.Map.Config.DecorateGames)) { // Go for all opened containers foreach(DataReader dr in containers) { // Load Decorate info cumulatively (the last Decorate is added to the previous) // I'm not sure if this is the right thing to do though. currentreader = dr; IEnumerable decostreams = dr.GetDecorateData("DECORATE"); foreach(TextResourceData data in decostreams) { // Parse the data data.Stream.Seek(0, SeekOrigin.Begin); decorate.Parse(data, true); //mxd. DECORATE lumps are interdepandable. Can't carry on... if(decorate.HasError) { decorate.LogError(); break; } } } //mxd. Add to text resources collection scriptresources[decorate.ScriptType] = new HashSet(decorate.ScriptResources.Values); currentreader = null; } if (decorate.HasError) decorate.ClearActors(); } // [ZZ] this retrieves ZDoom actor structure by class name. public ActorStructure GetZDoomActor(string classname) { classname = classname.ToLowerInvariant(); ActorStructure outv; if (!zdoomclasses.TryGetValue(classname, out outv)) return null; return outv; } // [ZZ] this merges in the parsed actor lists from zscript+decorate using the original DECORATE merging code private int ApplyZDoomThings(Dictionary spawnnumsoverride, Dictionary doomednumsoverride) { int counter = 0; /////////////// ====================== DAMAGETYPES //mxd. Create DamageTypes list // Combine damage types from config and decorate HashSet dtset = new HashSet(StringComparer.OrdinalIgnoreCase); dtset.UnionWith(General.Map.Config.DamageTypes); if (!decorate.HasError) dtset.UnionWith(decorate.DamageTypes); // Sort values List dtypes = new List(dtset); dtypes.Sort(); // Apply to collection damagetypes = new string[dtypes.Count]; dtypes.CopyTo(damagetypes); /////////////// ====================== /DAMAGETYPES // Step 0. Create ThingTypeInfo by classname collection... Dictionary thingtypesbyclass = new Dictionary(thingtypes.Count, StringComparer.OrdinalIgnoreCase); foreach (ThingTypeInfo info in thingtypes.Values) if (!string.IsNullOrEmpty(info.ClassName)) thingtypesbyclass[info.ClassName] = info; // [ZZ] create combined array of actors to process. IEnumerable mergedActors = zscript.Actors.Union(decorate.Actors); IEnumerable mergedAllActors = zscript.AllActors.Union(decorate.AllActors); Dictionary mergedActorsByClass = decorate.ActorsByClass.Concat(zscript.ActorsByClass.Where(x => !decorate.ActorsByClass.ContainsKey(x.Key))).ToDictionary(k => k.Key, v => v.Value); Dictionary mergedAllActorsByClass = decorate.AllActorsByClass.Concat(zscript.AllActorsByClass.Where(x => !decorate.AllActorsByClass.ContainsKey(x.Key))).ToDictionary(k => k.Key, v => v.Value); zdoomclasses = mergedAllActorsByClass; // Step 1. Go for all actors in the decorate to make things or update things foreach (ActorStructure actor in mergedActors) { //mxd. Apply "replaces" DECORATE override... if (!string.IsNullOrEmpty(actor.ReplacesClass) && thingtypesbyclass.ContainsKey(actor.ReplacesClass)) { // Update info thingtypesbyclass[actor.ReplacesClass].ModifyByDecorateActor(actor, true); // Count counter++; } // Check if we want to add this actor else if (actor.DoomEdNum > 0) { // Check if we can find this thing in our existing collection if (thingtypes.ContainsKey(actor.DoomEdNum)) { // Update the thing thingtypes[actor.DoomEdNum].ModifyByDecorateActor(actor); } else { // Find the category to put the actor in ThingCategory cat = GetThingCategory(null, thingcategories, GetCategoryInfo(actor)); //mxd // Add new thing ThingTypeInfo t = new ThingTypeInfo(cat, actor); cat.AddThing(t); thingtypes.Add(t.Index, t); } // Count counter++; } } //mxd. Step 2. Apply DoomEdNum MAPINFO overrides, remove actors disabled in MAPINFO if (doomednumsoverride.Count > 0) { List toremove = new List(); foreach (KeyValuePair group in doomednumsoverride) { // Remove thing from the list? if (group.Value == "none") { toremove.Add(group.Key); continue; } // Skip if already added. if (thingtypes.ContainsKey(group.Key) && thingtypes[group.Key].ClassName.ToLowerInvariant() == group.Value) { continue; } // Try to find the actor... ActorStructure actor = null; //... in ActorsByClass if (mergedActorsByClass.ContainsKey(group.Value)) { actor = mergedActorsByClass[group.Value]; } // Try finding in ArchivedActors else if (mergedAllActorsByClass.ContainsKey(group.Value)) { actor = mergedAllActorsByClass[group.Value]; } if (actor != null) { // Find the category to put the actor in ThingCategory cat = GetThingCategory(null, thingcategories, GetCategoryInfo(actor)); //mxd // Add a new ThingTypeInfo, replacing already existing one if necessary ThingTypeInfo info = new ThingTypeInfo(cat, actor, group.Key); thingtypes[group.Key] = info; cat.AddThing(info); } // Check thingtypes... else if (thingtypesbyclass.ContainsKey(group.Value)) { ThingTypeInfo t = new ThingTypeInfo(group.Key, thingtypesbyclass[group.Value]); // Add new thing, replacing already existing one if necessary t.Category.AddThing(t); thingtypes[group.Key] = t; } // Loudly give up... else { General.ErrorLogger.Add(ErrorType.Warning, "Failed to apply MAPINFO DoomEdNum override \"" + group.Key + " = " + group.Value + "\": failed to find corresponding actor class..."); } } // Remove items foreach (int id in toremove) { if (thingtypes.ContainsKey(id)) { thingtypes[id].Category.RemoveThing(thingtypes[id]); thingtypes.Remove(id); } } } //mxd. Step 3. Gather DECORATE SpawnIDs Dictionary configspawnnums = new Dictionary(); // Update or create the main enums list if (General.Map.Config.Enums.ContainsKey("spawnthing")) { foreach (EnumItem item in General.Map.Config.Enums["spawnthing"]) configspawnnums.Add(item.GetIntValue(), item); } bool spawnidschanged = false; foreach (ActorStructure actor in mergedActors) { int spawnid = actor.GetPropertyValueInt("spawnid", 0); if (spawnid != 0) { configspawnnums[spawnid] = new EnumItem(spawnid.ToString(), (actor.HasPropertyWithValue("$title") ? actor.GetPropertyAllValues("$title") : actor.ClassName)); spawnidschanged = true; } } //mxd. Step 4. Update SpawnNums using MAPINFO overrides if (spawnnumsoverride.Count > 0) { // Modify by MAPINFO data foreach (KeyValuePair group in spawnnumsoverride) configspawnnums[group.Key] = new EnumItem(group.Key.ToString(), (thingtypes.ContainsKey(group.Key) ? thingtypes[group.Key].Title : group.Value)); spawnidschanged = true; } if (spawnidschanged) { // Update the main collection EnumList newenums = new EnumList(); newenums.AddRange(configspawnnums.Values); newenums.Sort((a, b) => a.Title.CompareTo(b.Title)); General.Map.Config.Enums["spawnthing"] = newenums; // Update all ArgumentInfos... foreach (ThingTypeInfo info in thingtypes.Values) { foreach (ArgumentInfo ai in info.Args) if (ai.Enum.Name == "spawnthing") ai.Enum = newenums; } foreach (LinedefActionInfo info in General.Map.Config.LinedefActions.Values) { foreach (ArgumentInfo ai in info.Args) if (ai.Enum.Name == "spawnthing") ai.Enum = newenums; } } return counter; } //mxd private static ThingCategory GetThingCategory(ThingCategory parent, List categories, DecorateCategoryInfo catinfo) { // Find the category to put the actor in ThingCategory cat = null; string catname = (catinfo.Category.Count > 0 ? catinfo.Category[0].Trim().ToLowerInvariant() : string.Empty); //catnames[0].ToLowerInvariant().Trim(); if(string.IsNullOrEmpty(catname)) catname = "custom"; // First search by Title... foreach(ThingCategory c in categories) { if(string.Equals(c.Title, catname, StringComparison.OrdinalIgnoreCase)) { cat = c; break; } } // Make full name if(parent != null) catname = parent.Name.ToLowerInvariant() + "." + catname; //...then - by Name if(cat == null) { foreach(ThingCategory c in categories) { if(string.Equals(c.Name, catname, StringComparison.OrdinalIgnoreCase)) { cat = c; break; } } } // Make the category if needed if(cat == null) { string cattitle = (catinfo.Category.Count > 0 ? catinfo.Category[0].Trim() : string.Empty); if(string.IsNullOrEmpty(cattitle)) cattitle = "User-defined"; cat = new ThingCategory(parent, catname, cattitle, catinfo); categories.Add(cat); // ^.^ } // Still have subcategories? if(catinfo.Category.Count > 1) { catinfo.Category.RemoveAt(0); return GetThingCategory(cat, cat.Children, catinfo); } return cat; } //mxd private static DecorateCategoryInfo GetCategoryInfo(ActorStructure actor) { string catname = ZDTextParser.StripQuotes(actor.GetPropertyAllValues("$category")).Trim(); DecorateCategoryInfo catinfo = new DecorateCategoryInfo(); if(string.IsNullOrEmpty(catname)) { if(actor.CategoryInfo != null) { catinfo.Category = new List(actor.CategoryInfo.Category); catinfo.Properties = new Dictionary>(actor.CategoryInfo.Properties); } else { catinfo.Category = new List { "User-defined" }; } } else { catinfo.Category = catname.Split(CATEGORY_SPLITTER, StringSplitOptions.RemoveEmptyEntries).ToList(); //mxd } return catinfo; } // This loads Decorate data from a specific file or lump name private void LoadDecorateFromLocation(DecorateParser parser, string location) { //General.WriteLogLine("Including DECORATE resource '" + location + "'..."); IEnumerable decostreams = currentreader.GetDecorateData(location); foreach(TextResourceData data in decostreams) { // Parse this data parser.Parse(data, false); //mxd. DECORATE lumps are interdepandable. Can't carry on... if(parser.HasError) { parser.LogError(); return; } } } private void LoadZScriptFromLocation(ZScriptParser parser, string location) { IEnumerable streams = currentreader.GetZScriptData(location); foreach (TextResourceData data in streams) { // Parse this data parser.Parse(data, false); //mxd. DECORATE lumps are interdepandable. Can't carry on... if (parser.HasError) { parser.LogError(); return; } } } // This loads MODELDEF data from a specific file or lump name private void LoadModeldefFromLocation(ModeldefParser parser, string location) { IEnumerable streams = currentreader.GetModeldefData(location); foreach (TextResourceData data in streams) { // Parse this data parser.Parse(data, false); //mxd. DECORATE lumps are interdepandable. Can't carry on... if (parser.HasError) { parser.LogError(); return; } } } // This gets thing information by index public ThingTypeInfo GetThingInfo(int thingtype) { // Index in config? if(thingtypes.ContainsKey(thingtype)) { // Return from config return thingtypes[thingtype]; } // Create unknown thing info return new ThingTypeInfo(thingtype); } // This gets thing information by index // Returns null when thing type info could not be found public ThingTypeInfo GetThingInfoEx(int thingtype) { // Index in config? if(thingtypes.ContainsKey(thingtype)) { // Return from config return thingtypes[thingtype]; } // No such thing type known return null; } #endregion #region ================== mxd. Modeldef, Voxeldef, Gldefs, Mapinfo //mxd. This creates dictionary. Should be called after all DECORATE actors are parsed private Dictionary CreateActorsByClassList() { Dictionary actors = new Dictionary(StringComparer.OrdinalIgnoreCase); if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return actors; //read our new shiny ClassNames for default game things foreach(KeyValuePair ti in thingtypes) { if(!string.IsNullOrEmpty(ti.Value.ClassName)) { if(actors.ContainsKey(ti.Value.ClassName) && actors[ti.Value.ClassName] != ti.Key) General.ErrorLogger.Add(ErrorType.Warning, "Actor \"" + ti.Value.ClassName + "\" has several editor numbers (" + actors[ti.Value.ClassName] + " and " + ti.Key + "). Only the last one will be used."); actors[ti.Value.ClassName] = ti.Key; } } if(actors.Count == 0) General.ErrorLogger.Add(ErrorType.Warning, "Unable to find any DECORATE actor definitions!"); return actors; } //mxd public void ReloadModeldef() { if(modeldefentries != null) foreach(ModelData md in modeldefentries.Values) md.Dispose(); // Bail out when not supported by current game configuration if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return; General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading model definitions..."); LoadModeldefs(CreateActorsByClassList()); General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading voxel definitions..."); LoadVoxels(); foreach(Thing t in General.Map.Map.Things) t.UpdateCache(); // Rebuild geometry if in Visual mode if(General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode") { General.Editing.Mode.OnReloadResources(); } General.MainWindow.DisplayReady(); } //mxd public void ReloadGldefs() { // Bail out when not supported by current game configuration if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return; General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading GLDEFS..."); try { LoadGldefs(CreateActorsByClassList()); } catch(ArgumentNullException) { MessageBox.Show("GLDEFS reload failed. Try using 'Reload Resources' instead.\nCheck 'Errors and Warnings' window for more details."); General.MainWindow.DisplayReady(); return; } // Rebuild skybox texture SetupSkybox(); // Rebuild geometry if in Visual mode if(General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode") { General.Editing.Mode.OnReloadResources(); } General.MainWindow.DisplayReady(); } //mxd. This parses modeldefs. Should be called after all DECORATE actors are parsed private void LoadModeldefs(Dictionary actorsbyclass) { // Abort if no classnames are defined in DECORATE or game config... if(actorsbyclass.Count == 0) return; ModeldefParser parser = new ModeldefParser(actorsbyclass) { OnInclude = LoadModeldefFromLocation }; foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.MODELDEF, false, true); foreach(TextResourceData data in streams) { // Parse the data parser.Parse(data, true); // Modeldefs are independable, so parsing fail in one file should not affect the others if(parser.HasError) parser.LogError(); } } // Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; foreach(KeyValuePair e in parser.Entries) { if(actorsbyclass.ContainsKey(e.Key)) modeldefentries[actorsbyclass[e.Key]] = parser.Entries[e.Key]; else if(!decorate.ActorsByClass.ContainsKey(e.Key)) General.ErrorLogger.Add(ErrorType.Warning, "MODELDEF model \"" + e.Key + "\" doesn't match any Decorate actor class"); } } //mxd private void LoadVoxels() { // Bail out when not supported by current game configuration if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return; // Go for all things Dictionary> allsprites = new Dictionary>(StringComparer.Ordinal); foreach(ThingTypeInfo ti in thingtypes.Values) { // Valid sprite name? if(string.IsNullOrEmpty(ti.Sprite) || ti.Sprite.Length > CLASIC_IMAGE_NAME_LENGTH) continue; if(!allsprites.ContainsKey(ti.Sprite)) allsprites.Add(ti.Sprite, new List()); allsprites[ti.Sprite].Add(ti.Index); } VoxeldefParser parser = new VoxeldefParser(); HashSet processed = new HashSet(StringComparer.OrdinalIgnoreCase); // Parse VOXLEDEF foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.VOXELDEF, false, false); foreach(TextResourceData data in streams) { if(parser.Parse(data, true)) { foreach(KeyValuePair entry in parser.Entries) { foreach(KeyValuePair> sc in allsprites) { if(sc.Key.StartsWith(entry.Key, StringComparison.OrdinalIgnoreCase)) { foreach(int id in sc.Value) modeldefentries[id] = entry.Value; processed.Add(sc.Key); // Create preview image if it doesn't exist... ImageData sprite = GetSpriteImage(sc.Key); if(sprite == null) { // Make new voxel image sprite = new VoxelImage(sc.Key, entry.Value.ModelNames[0]); // Add to collection sprites.Add(sprite.LongName, sprite); // Add to preview manager previews.AddImage(sprite); } // Apply VOXELDEF settings to the preview image... VoxelImage vi = sprite as VoxelImage; if(vi != null) { vi.AngleOffset = (int)Math.Round(entry.Value.AngleOffset); vi.OverridePalette = entry.Value.OverridePalette; } } } } } // Report errors? if(parser.HasError) parser.LogError(); } } // Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; // Get voxel models foreach(KeyValuePair> sc in allsprites) { if(processed.Contains(sc.Key)) continue; VoxelImage vi = GetSpriteImage(sc.Key) as VoxelImage; if(vi != null) { // It's a model without a definition, and it corresponds to a sprite we can display, so let's add it ModelData data = new ModelData { IsVoxel = true }; data.ModelNames.Add(vi.VoxelName); foreach(int id in sc.Value) modeldefentries[id] = data; } } } //mxd. This parses gldefs. Should be called after all DECORATE actors are parsed private void LoadGldefs(Dictionary actorsbyclass) { // Skip if no actors defined in DECORATE or game config... if(actorsbyclass.Count == 0) return; GldefsParser parser = new GldefsParser { OnInclude = ParseFromLocation }; // Load gldefs from resources foreach(DataReader dr in containers) { if(parser.HasError) break; currentreader = dr; parser.ClearIncludesList(); IEnumerable streams = dr.GetGldefsData(General.Map.Config.BaseGame); foreach(TextResourceData data in streams) { parser.Parse(data, false); // Gldefs can be interdependable. Can't carry on if(parser.HasError) { parser.LogError(); break; } } } //mxd. Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; //mxd. Abort on errors, but after adding parsed text resources if(parser.HasError) return; // Create Gldefs Entries dictionary foreach(KeyValuePair e in parser.Objects) // { // Check if we have decorate actor and light definition for given ClassName //INFO: objects without corresponding actors are already reported by the parser if(actorsbyclass.ContainsKey(e.Key)) { if(parser.LightsByName.ContainsKey(e.Value)) { gldefsentries[actorsbyclass[e.Key]] = parser.LightsByName[e.Value]; } else { //INFO: Lights CAN be defiend after Objects, so we can't perform any object->light matching checks while parsing General.ErrorLogger.Add(ErrorType.Error, "GLDEFS object \"" + e.Key + "\" references undefined light \"" + e.Value + "\""); } } } // Apply dynamic lights defined using Light() state expression foreach(ThingTypeInfo info in thingtypes.Values) { if(string.IsNullOrEmpty(info.LightName)) continue; if(parser.LightsByName.ContainsKey(info.LightName)) gldefsentries[info.Index] = parser.LightsByName[info.LightName]; else General.ErrorLogger.Add(ErrorType.Error, "Actor \"" + info.Title + "\":" + info.Index + " references undefined light \"" + info.LightName + "\""); } // Grab them glowy flats! glowingflats = parser.GlowingFlats; // And skyboxes skyboxes = parser.Skyboxes; } //mxd. This updates mapinfo class only internal void ReloadMapInfoPartial() { Dictionary spawnnums, doomednums; LoadMapInfo(out spawnnums, out doomednums); } //mxd. This loads (Z)MAPINFO private void LoadMapInfo(out Dictionary spawnnums, out Dictionary doomednums) { MapinfoParser parser = new MapinfoParser { OnInclude = ParseFromLocation }; // Parse mapinfo foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetMapinfoData(); foreach(TextResourceData data in streams) { // Parse the data parser.Parse(data, General.Map.Options.LevelName, false); //MAPINFO lumps are interdependable. Can't carry on... if(parser.HasError) { parser.LogError(); break; } } } if(!parser.HasError) { // Store parsed data spawnnums = parser.SpawnNums; doomednums = parser.DoomEdNums; mapinfo = parser.MapInfo; } else { // No nulls allowed! spawnnums = new Dictionary(); doomednums = new Dictionary(); mapinfo = new MapInfo(); } //mxd. Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; } private void ParseFromLocation(ZDTextParser parser, string location, bool clearerrors) { if(currentreader.IsSuspended) throw new Exception("Data reader is suspended"); parser.Parse(new TextResourceData(currentreader, currentreader.LoadFile(location), location, true), clearerrors); } //mxd. This loads REVERBS private void LoadReverbs() { reverbs.Clear(); // Bail out when not supported by current game configuration if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return; ReverbsParser parser = new ReverbsParser(); foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.REVERBS, false, false); foreach(TextResourceData data in streams) { // Parse the data parser.Parse(data, true); // Report errors? if(parser.HasError) parser.LogError(); } } //mxd. Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; reverbs = parser.GetReverbs(); } //mxd. This loads SNDINFO private void LoadSndInfo() { // Bail out when not supported by current game configuration if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return; SndInfoParser parser = new SndInfoParser(); foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.SNDINFO, false, false); // Parse the data foreach(TextResourceData data in streams) { parser.Parse(data, true); // Report errors? if(parser.HasError) parser.LogError(); } } // Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; // Anything to do? parser.FinishSetup(); if(parser.AmbientSounds.Count > 0) { // Update or create the main enums list Dictionary configenums = new Dictionary(); if(General.Map.Config.Enums.ContainsKey("ambient_sounds")) { foreach(EnumItem item in General.Map.Config.Enums["ambient_sounds"]) configenums.Add(item.GetIntValue(), item); } if(configenums.ContainsKey(0)) configenums.Remove(0); foreach(KeyValuePair group in parser.AmbientSounds) { configenums[group.Key] = new EnumItem(group.Key.ToString(), group.Value.SoundName); } // Store results in "ambient_sounds" enum EnumList newenums = new EnumList(); newenums.AddRange(configenums.Values); newenums.Sort((a, b) => a.Title.CompareTo(b.Title)); // Sort by title newenums.Insert(0, new EnumItem("0", "None")); // Add "None" value General.Map.Config.Enums["ambient_sounds"] = newenums; // Update all ArgumentInfos... foreach(ThingTypeInfo info in thingtypes.Values) { foreach(ArgumentInfo ai in info.Args) if(ai.Enum.Name == "ambient_sounds") ai.Enum = newenums; } foreach(LinedefActionInfo info in General.Map.Config.LinedefActions.Values) { foreach(ArgumentInfo ai in info.Args) if(ai.Enum.Name == "ambient_sounds") ai.Enum = newenums; } // Update "Ambient Sound XX" thing names. Hardcoded for things 14001 - 14064 for now... for(int i = 14001; i < 14065; i++) { int ambsoundindex = i - 14000; // Attach AmbientSoundInfo if(parser.AmbientSounds.ContainsKey(ambsoundindex)) thingtypes[i].AmbientSound = parser.AmbientSounds[ambsoundindex]; // Update title if(configenums.ContainsKey(ambsoundindex) && thingtypes.ContainsKey(i) && string.IsNullOrEmpty(thingtypes[i].ClassName)) thingtypes[i].Title += " (" + configenums[ambsoundindex] + ")"; } } // Store collection ambientsounds = parser.AmbientSounds; } //mxd. This loads SNDSEQ private void LoadSndSeq() { // Bail out when not supported by current game configuration if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return; SndSeqParser parser = new SndSeqParser(); foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.SNDSEQ, false, false); // Parse the data foreach(TextResourceData data in streams) { parser.Parse(data, true); // Report errors? if(parser.HasError) parser.LogError(); } } // Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; soundsequences = parser.GetSoundSequences(); } //mxd. This loads cameratextures from ANIMDEFS private void LoadAnimdefs() { // Bail out when not supported by current game configuration if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return; AnimdefsParser parser = new AnimdefsParser(); foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.ANIMDEFS, false, false); // Parse the data foreach(TextResourceData data in streams) { parser.Parse(data, true); // Report errors? if(parser.HasError) parser.LogError(); // Create images foreach(var g in parser.CameraTextures) { // Grab a local copy CameraTextureData camtexdata = g.Value; // Apply texture size override? if(!camtexdata.FitTexture) { long longname = Lump.MakeLongName(camtexdata.Name); if(textures.ContainsKey(longname)) { camtexdata.ScaleX = (float)textures[longname].Width / camtexdata.Width; camtexdata.ScaleY = (float)textures[longname].Height / camtexdata.Height; } else if(flats.ContainsKey(longname)) { camtexdata.ScaleX = (float)flats[longname].Width / camtexdata.Width; camtexdata.ScaleY = (float)flats[longname].Height / camtexdata.Height; } } // Create texture CameraTextureImage camteximage = new CameraTextureImage(camtexdata); // Add to flats and textures texturenames.Add(camteximage.Name); flatnames.Add(camteximage.Name); //TODO: Do cameratextures override stuff like this?.. textures[camteximage.LongName] = camteximage; flats[camteximage.LongName] = camteximage; // Add to preview manager previews.AddImage(camteximage); // Add to container's texture set currentreader.TextureSet.AddFlat(camteximage); currentreader.TextureSet.AddTexture(camteximage); } } } //mxd. Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; } //mxd. This loads TERRAIN private void LoadTerrain() { // Bail out when not supported by current game configuration if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return; TerrainParser parser = new TerrainParser(); foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.TERRAIN, false, false); // Parse the data foreach(TextResourceData data in streams) { parser.Parse(data, true); // Report errors? if(parser.HasError) parser.LogError(); } } // Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; // Sort List names = new List(parser.TerrainNames); names.Sort(); // Set as collection terrainnames = names.ToArray(); } //mxd. This loads X11R6RGB private void LoadX11R6RGB() { X11R6RGBParser parser = new X11R6RGBParser(); foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.X11R6RGB, true, false); // Parse the data foreach(TextResourceData data in streams) { parser.Parse(data, true); // Report errors? if(parser.HasError) parser.LogError(); } } // Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; // Set as collection knowncolors = parser.KnownColors; } //mxd. This loads CVARINFO lumps private void LoadCvarInfo() { CvarInfoParser parser = new CvarInfoParser(); foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.CVARINFO, false, false); // Parse the data foreach(TextResourceData data in streams) { parser.Parse(data, true); // Report errors? if(parser.HasError) parser.LogError(); } } // Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; // Set as collection cvars = parser.Cvars; } //mxd. This loads LOCKDEFS lumps private void LoadLockDefs() { LockDefsParser parser = new LockDefsParser(); foreach(DataReader dr in containers) { currentreader = dr; IEnumerable streams = dr.GetTextLumpData(ScriptType.LOCKDEFS, false, false); // Parse the data foreach(TextResourceData data in streams) { parser.Parse(data, true); // Report errors? if(parser.HasError) parser.LogError(); } } // Add to text resources collection scriptresources[parser.ScriptType] = new HashSet(parser.ScriptResources.Values); currentreader = null; // Apply to the enums list? EnumList keys = parser.GetLockDefs(); lockableactions = new Dictionary(); if(keys.Count > 0) { keys.Sort((a, b) => a.Title.CompareTo(b.Title)); keys.Insert(0, new EnumItem("0", "None")); General.Map.Config.Enums["keys"] = keys; // Update all ArgumentInfos... foreach(ThingTypeInfo info in thingtypes.Values) { foreach(ArgumentInfo ai in info.Args) if(ai.Enum.Name == "keys") ai.Enum = General.Map.Config.Enums["keys"]; } foreach(LinedefActionInfo info in General.Map.Config.LinedefActions.Values) { for(int i = 0; i < info.Args.Length; i++) { if(info.Args[i].Enum.Name == "keys") { info.Args[i].Enum = General.Map.Config.Enums["keys"]; lockableactions[info.Index] = i; } } } // Also store lock colors lockcolors = parser.MapColors; } else { lockcolors = new Dictionary(); } } //mxd. This collects ZDoom text lumps, which are not used by the editor anywhere outside the Script Editor private void LoadExtraTextLumps() { Dictionary extralumptypes = new Dictionary //