using System; using System.Collections.Generic; using System.Drawing; using System.Windows.Forms; using CodeImp.DoomBuilder.Controls; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.ZDoom; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.GZBuilder.IO; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.GZBuilder.Controls; using ColladaDotNet.Pipeline.MD3; namespace CodeImp.DoomBuilder.GZBuilder { //mxd. should get rid of this class one day... public class GZGeneral { private static Dictionary modelDefEntries; //doomEdNum, entry public static Dictionary ModelDefEntries { get { return modelDefEntries; } } //gzdoom light types private static int[] gzLights = { /* normal lights */ 9800, 9801, 9802, 9803, 9804, /* additive lights */ 9810, 9811, 9812, 9813, 9814, /* negative lights */ 9820, 9821, 9822, 9823, 9824, /* vavoom lights */ 1502, 1503}; public static int[] GZ_LIGHTS { get { return gzLights; } } private static int[] gzLightTypes = { 5, 10, 15 }; //this is actually offsets in gz_lights public static int[] GZ_LIGHT_TYPES { get { return gzLightTypes; } } private static int[] gzAnimatedLightTypes = { (int)GZDoomLightType.FLICKER, (int)GZDoomLightType.RANDOM, (int)GZDoomLightType.PULSE }; public static int[] GZ_ANIMATED_LIGHT_TYPES { get { return gzAnimatedLightTypes; } } public static bool UDMF; //version public const float Version = 1.06f; //debug console #if DEBUG private static Docker console; #endif public static void Init() { //bind actions General.Actions.BindMethods(typeof(GZGeneral)); General.MainWindow.UpdateGZDoomPannel(); //create console #if DEBUG ConsoleDocker cd = new ConsoleDocker(); console = new Docker("consoledockerpannel", "Console", cd); ((MainForm)General.Interface).addDocker(console); ((MainForm)General.Interface).selectDocker(console); #endif } public static void OnMapOpenEnd() { loadModelDefs(); loadModels(); UDMF = (General.Map.Config.FormatInterface == "UniversalMapSetIO"); General.MainWindow.UpdateGZDoomPannel(); } public static void OnReloadResources() { loadModelDefs(); loadModels(); #if DEBUG ((ConsoleDocker)console.Control).Clear(); #endif } public static bool LoadModelForThing(Thing t) { if (modelDefEntries.ContainsKey(t.Type)) { string msg = "GZBuilder: got model override for Thing №" + t.Type; General.ErrorLogger.Add(ErrorType.Warning, msg); General.WriteLogLine(msg); if (modelDefEntries[t.Type].Model == null) { //load model and texture ModelDefEntry mde = modelDefEntries[t.Type]; mde.Model = ModelReader.Parse(mde, General.Map.Graphics.Device); if (mde.Model != null) { //General.Map.IsChanged = true; //General.MainWindow.RedrawDisplay(); //update display msg = "GZBuilder: loaded model for Thing №" + t.Type; General.ErrorLogger.Add(ErrorType.Warning, msg); General.WriteLogLine(msg); return true; } else { modelDefEntries.Remove(t.Type); msg = "GZBuilder: failed to load model(s) for Thing №" + t.Type + ". ModelDef node removed."; General.ErrorLogger.Add(ErrorType.Warning, msg); General.WriteLogLine(msg); return false; } } return true; } return false; } //functions private static void loadModelDefs() { General.MainWindow.DisplayStatus(StatusType.Busy, "Parsing model definitions..."); Dictionary Actors = new Dictionary(); Dictionary things = General.Map.Config.GetThingTypes(); //read our new shiny ClassNames for default game things foreach (KeyValuePair ti in things) { if (ti.Value.ClassName != null) Actors.Add(ti.Value.ClassName, ti.Key); } //and for actors defined in DECORATE ICollection ac = General.Map.Data.Decorate.Actors; foreach (ActorStructure actor in ac) { string className = actor.ClassName.ToLower(); if (actor.DoomEdNum != -1 && !Actors.ContainsKey(className)) //we don't need actors without DoomEdNum Actors.Add(className, actor.DoomEdNum); } Dictionary modelDefEntriesByName = new Dictionary(); foreach (string folder in General.Map.Data.Folders) ModelDefParser.ParseFolder(modelDefEntriesByName, folder); modelDefEntries = new Dictionary(); foreach (KeyValuePair e in modelDefEntriesByName) { if (Actors.ContainsKey(e.Value.Name)) { modelDefEntries[Actors[e.Value.Name]] = modelDefEntriesByName[e.Value.Name]; } else { string msg = "GZBuilder: ModelDefEntry wasn't found in Decorate: '" + e.Value.Name + "'"; General.ErrorLogger.Add(ErrorType.Warning, msg); General.WriteLogLine(msg); } } } //load models for things which are already in the map private static void loadModels() { General.MainWindow.DisplayStatus(StatusType.Busy, "Loading models..."); string msg = "GZBuilder: loading models..."; General.ErrorLogger.Add(ErrorType.Warning, msg); General.WriteLogLine(msg); foreach(Thing t in General.Map.Map.Things) LoadModelForThing(t); General.MainWindow.RedrawDisplay(); } //debug public static void Trace(string message) { #if DEBUG ((ConsoleDocker)console.Control).Trace(message); #endif } public static void Trace(string message, bool addLineBreak) { #if DEBUG ((ConsoleDocker)console.Control).Trace(message, addLineBreak); #endif } public static void ClearTrace() { #if DEBUG ((ConsoleDocker)console.Control).Clear(); #endif } public static void TraceInHeader(string message) { #if DEBUG ((ConsoleDocker)console.Control).TraceInHeader(message); #endif } //actions [BeginAction("gztogglemodels")] private static void toggleModels() { General.Settings.GZDrawModels = !General.Settings.GZDrawModels; General.MainWindow.DisplayStatus(StatusType.Action, "MD3 models rendering is " + (General.Settings.GZDrawModels ? "ENABLED" : "DISABLED")); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPannel(); } [BeginAction("gztogglelights")] private static void toggleLights() { General.Settings.GZDrawLights = !General.Settings.GZDrawLights; General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering is " + (General.Settings.GZDrawLights ? "ENABLED" : "DISABLED")); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPannel(); } [BeginAction("gztogglelightsanimation")] private static void toggleLightsAnimation() { General.Settings.GZAnimateLights = !General.Settings.GZAnimateLights; General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights animation is " + (General.Settings.GZAnimateLights ? "ENABLED" : "DISABLED")); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPannel(); } [BeginAction("gztogglefog")] private static void toggleFog() { General.Settings.GZDrawFog = !General.Settings.GZDrawFog; General.MainWindow.DisplayStatus(StatusType.Action, "Fog rendering is " + (General.Settings.GZDrawFog ? "ENABLED" : "DISABLED")); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPannel(); } [BeginAction("gzdrawselectedmodelsonly")] private static void toggleDrawSelectedModelsOnly() { General.Settings.GZDrawSelectedModelsOnly = !General.Settings.GZDrawSelectedModelsOnly; General.MainWindow.DisplayStatus(StatusType.Action, "Rendering " + (General.Settings.GZDrawSelectedModelsOnly ? "only selected" : "all") + " models."); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPannel(); } [BeginAction("gztogglefx")] private static void toggleFx() { int on = 0; on += General.Settings.GZDrawFog ? 1 : -1; on += General.Settings.GZDrawLights ? 1 : -1; on += General.Settings.GZDrawModels ? 1 : -1; bool enable = (on < 0); General.Settings.GZDrawFog = enable; General.Settings.GZDrawLights = enable; General.Settings.GZDrawModels = enable; General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") ); General.MainWindow.RedrawDisplay(); General.MainWindow.UpdateGZDoomPannel(); } } }