#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.IO; using System.Windows.Forms; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Config; using System.Threading; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.ZDoom; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.GZBuilder.GZDoom; using CodeImp.DoomBuilder.GZBuilder.MD3; #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 #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 List flatnames; private Dictionary sprites; private List texturesets; private List resourcetextures; private AllTextureSet alltextures; //mxd private Dictionary modeldefentries; //Thing.Type, Model entry private readonly Dictionary gldefsentries; //Thing.Type, Light entry private MapInfo mapinfo; private Dictionary> reverbs; // private Dictionary glowingflats; // Texture name hash, Glowing Flat Data private List soundsequences; // 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 internalsprites; private ImageData whitetexture; //mxd. Comment icons private ImageData[] commenttextures; // Used images private Dictionary usedimages; // Things combined with things created from Decorate private DecorateParser decorate; private List thingcategories; private Dictionary thingtypes; // Timing private float loadstarttime; private float 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 List SoundSequences { get { return soundsequences; } } 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 Hourglass3D { get { return hourglass3d; } } public ImageData Crosshair3D { get { return crosshair; } } public ImageData CrosshairBusy3D { get { return crosshairbusy; } } public ImageData WhiteTexture { get { return whitetexture; } } public ImageData[] CommentTextures { get { return commenttextures; } } //mxd public List ThingCategories { get { return thingcategories; } } public ICollection ThingTypes { get { return thingtypes.Values; } } public DecorateParser Decorate { get { return decorate; } } 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; } } #endregion #region ================== Constructor / Disposer // Constructor internal DataManager() { // We have no destructor GC.SuppressFinalize(this); //mxd. modeldefentries = new Dictionary(); gldefsentries = new Dictionary(); reverbs = new Dictionary>(); glowingflats = new Dictionary(); soundsequences = new List(); // Load special images missingtexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.MissingTexture3D.png"); missingtexture3d.LoadImage(); unknowntexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownTexture3D.png"); unknowntexture3d.LoadImage(); hourglass3d = new ResourceImage("CodeImp.DoomBuilder.Resources.Hourglass3D.png"); hourglass3d.LoadImage(); crosshair = new ResourceImage("CodeImp.DoomBuilder.Resources.Crosshair.png"); crosshair.LoadImage(); crosshairbusy = new ResourceImage("CodeImp.DoomBuilder.Resources.CrosshairBusy.png"); crosshairbusy.LoadImage(); whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png"); whitetexture.UseColorCorrection = false; whitetexture.LoadImage(); whitetexture.CreateTexture(); unknownimage = new UnknownImage(Properties.Resources.UnknownImage); //mxd. There should be only one! //mxd. Create comment icons commenttextures = new ImageData[] { new ResourceImage("CodeImp.DoomBuilder.Resources.CommentRegular.png"), new ResourceImage("CodeImp.DoomBuilder.Resources.CommentInfo.png"), new ResourceImage("CodeImp.DoomBuilder.Resources.CommentQuestion.png"), new ResourceImage("CodeImp.DoomBuilder.Resources.CommentProblem.png"), new ResourceImage("CodeImp.DoomBuilder.Resources.CommentSmile.png"), }; //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; unknownimage.Dispose(); //mxd unknownimage = null; //mxd foreach (ImageData data in commenttextures) data.Dispose(); //mxd modeldefentries = null;//mxd mapinfo = null; // Done isdisposed = true; } } #endregion #region ================== Loading / Unloading // This loads all data resources internal void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation) { DataLocationList all = DataLocationList.Combined(configlist, maplist); all.Add(maplocation); Load(all); } // This loads all data resources internal void Load(DataLocationList configlist, DataLocationList maplist) { DataLocationList all = DataLocationList.Combined(configlist, maplist); Load(all); } // This loads all data resources internal void Load(DataLocationList locations) { int texcount, flatcount, spritecount, thingcount, colormapcount; Dictionary texturesonly = new Dictionary(); Dictionary colormapsonly = new Dictionary(); Dictionary flatsonly = new Dictionary(); DataReader c; // 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 imageque = new Queue(); previews = new PreviewManager(); texturesets = new List(); usedimages = new Dictionary(); internalsprites = new Dictionary(StringComparer.Ordinal); thingcategories = General.Map.Config.GetThingCategories(); thingtypes = General.Map.Config.GetThingTypes(); // 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 foreach(DataLocation dl in locations) { // Nothing chosen yet 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) { // WAD file container case DataLocation.RESOURCE_WAD: c = new WADReader(dl); break; // Directory container case DataLocation.RESOURCE_DIRECTORY: c = new DirectoryReader(dl); break; // PK3 file container case DataLocation.RESOURCE_PK3: c = new PK3Reader(dl); 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 LoadPalette(); texcount = LoadTextures(texturesonly, texturenamesshorttofull); flatcount = LoadFlats(flatsonly, flatnamesshorttofull); colormapcount = LoadColormaps(colormapsonly); LoadSprites(); //mxd. Load MAPINFO. Should happen before parisng DECORATE Dictionary spawnnums; Dictionary doomednums; LoadMapInfo(out spawnnums, out doomednums); thingcount = LoadDecorateThings(spawnnums, doomednums); spritecount = LoadThingSprites(); LoadInternalSprites(); //mxd. Load more stuff LoadReverbs(); LoadSndSeq(); LoadVoxels(); Dictionary> actorsbyclass = CreateActorsByClassList(); LoadModeldefs(actorsbyclass); foreach (Thing t in General.Map.Map.Things) t.UpdateCache(); 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); texturenames.Add(t.Value.Name); } } // Process flats foreach(KeyValuePair f in flatsonly) { flats.Add(f.Key, f.Value); 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); flatnames.Add(t.Value.Name); } else if(t.Value is HighResImage || 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); } } // Add flats to textures foreach(KeyValuePair f in flatsonly) { if(!textures.ContainsKey(f.Key)) { textures.Add(f.Key, f.Value); 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... LoadGldefs(actorsbyclass); // Sort names texturenames.Sort(); flatnames.Sort(); // 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); } // Start background loading StartBackgroundLoader(); // Output info General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + colormapcount + " colormaps, " + spritecount + " sprites, " + thingcount + " decorate things, " + modeldefentries.Count + " model/voxel deinitions, " + gldefsentries.Count + " dynamic light definitions, " + glowingflats.Count + " glowing flat 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 if (modeldefentries != null) { foreach (KeyValuePair group in modeldefentries) group.Value.Dispose(); } // Dispose containers foreach(DataReader c in containers) c.Dispose(); containers.Clear(); // Trash collections decorate = null; containers = null; textures = null; flats = null; sprites = null; texturenames = null; flatnames = null; imageque = null; internalsprites = null; } #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() { ImageData img; 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) { 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, 0, 0); } } // 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, 0, 0); } 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, 0, 0); } Thread.Sleep(0); } else { if(notifiedbusy) { notifiedbusy = false; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0); } // 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; float deltatimesec = (loadfinishtime - loadstarttime) / 1000.0f; General.WriteLogLine("Resources loading took " + deltatimesec.ToString("########0.00") + " seconds"); } // Wait longer to release CPU resources Thread.Sleep(50); } } } while(true); } catch(ThreadInterruptedException) { return; } } // 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, 0, 0); } //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() { lock(usedimages) { // Set used on all textures foreach(KeyValuePair i in textures) { i.Value.SetUsedInMap(usedimages.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(usedimages.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) { ICollection images; int counter = 0; // Go for all opened containers foreach(DataReader dr in containers) { // Load colormaps 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) { Stream colormap; // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this flat? 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) { ICollection images; PatchNames pnames = new PatchNames(); PatchNames newpnames; 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. newpnames = dr.LoadPatchNames(); if(newpnames != null) pnames = newpnames; // Load textures images = dr.LoadTextures(pnames); if(images != null) { // Go for all textures foreach(ImageData img in images) { // Add or replace in textures list list.Remove(img.LongName); list.Add(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.Remove(longshortname); nametranslation.Add(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) { Stream patch; // Go for all opened containers for(int i = containers.Count - 1; i > -1; i--) { // This contain provides this patch? patch = containers[i].GetPatchData(pname, longname); if(patch != null) return patch; } // No such patch found return null; } // This returns a specific texture stream internal Stream GetTextureData(string pname, bool longname) { Stream patch; // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this patch? patch = containers[i].GetTextureData(pname, longname); 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 HighResImage) return textures[longname]; //TEXTURES 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 public string GetFullTextureName(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.Trim().ToUpperInvariant()); if(textures.ContainsKey(hash) && textures[hash] is HighResImage) return textures[hash].Name; //TEXTURES 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 HighResImage) return hash; //TEXTURES textures should still override regular ones... return (General.Map.Config.UseLongTextureNames && texturenamesshorttofull.ContainsKey(hash) ? texturenamesshorttofull[hash] : hash); } #endregion #region ================== Flats // This loads the flats private int LoadFlats(Dictionary list, Dictionary nametranslation) { ICollection images; int counter = 0; // Go for all opened containers foreach(DataReader dr in containers) { // Load flats images = dr.LoadFlats(); if(images != null) { // Go for all flats foreach(ImageData img in images) { // Add or replace in flats list list.Remove(img.LongName); list.Add(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.Remove(longshortname); nametranslation.Add(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) { Stream flat; // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this flat? flat = containers[i].GetFlatData(pname, longname); 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) { return flats.ContainsKey(longname) || 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 HighResImage) return flats[longname]; //TEXTURES flats should still override regular ones... if(flatnamesshorttofull.ContainsKey(longname)) return flats[flatnamesshorttofull[longname]]; //mxd if(flats.ContainsKey(longname)) return flats[longname]; // 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 HighResImage) return flats[hash].Name; //TEXTURES 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 HighResImage) return hash; //TEXTURES flats should still override regular ones... return (General.Map.Config.UseLongTextureNames && flatnamesshorttofull.ContainsKey(hash) ? flatnamesshorttofull[hash] : hash); } #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() { ICollection images; 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 images = dr.LoadSprites(); 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() { // 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 ImageData image = null; // Sprite not in our collection yet? if(!sprites.ContainsKey(ti.SpriteLongName)) { // Find sprite data Stream spritedata = GetSpriteData(ti.Sprite); if(spritedata != null) { // Make new sprite image image = new SpriteImage(ti.Sprite); // Add to collection sprites.Add(ti.SpriteLongName, image); } else //mxd { General.ErrorLogger.Add(ErrorType.Error, "Missing sprite lump '" + ti.Sprite + "'. Forgot to include required resources?"); } } else { image = sprites[ti.SpriteLongName]; } // Add to preview manager if(image != null) previews.AddImage(image); } // Output info return sprites.Count; } // This returns a specific patch stream internal Stream GetSpriteData(string pname) { if(!string.IsNullOrEmpty(pname)) { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this patch? Stream spritedata = containers[i].GetSpriteData(pname); if(spritedata != null) return spritedata; } } // No such patch 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 patch? if(containers[i].GetSpriteExists(pname)) return true; } } // No such patch found return false; } // This loads the internal sprites private void LoadInternalSprites() { // Add sprite icon files from directory string[] files = Directory.GetFiles(General.SpritesPath, "*.png", SearchOption.TopDirectoryOnly); foreach(string spritefile in files) { ImageData img = new FileImage(Path.GetFileNameWithoutExtension(spritefile).ToLowerInvariant(), spritefile); img.LoadImage(); img.AllowUnload = false; internalsprites.Add(img.Name, img); } // Add some internal resources if(!internalsprites.ContainsKey("nothing")) { ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.Nothing.png"); img.LoadImage(); img.AllowUnload = false; internalsprites.Add("nothing", img); } if(!internalsprites.ContainsKey("unknownthing")) { ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownThing.png"); img.LoadImage(); img.AllowUnload = false; internalsprites.Add("unknownthing", img); } //mxd if(!internalsprites.ContainsKey("missingthing")) { ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.MissingThing.png"); img.LoadImage(); img.AllowUnload = false; internalsprites.Add("missingthing", img); } } // 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.Substring(INTERNAL_PREFIX.Length).ToLowerInvariant(); if(internalsprites.ContainsKey(internalname)) return internalsprites[internalname]; return internalsprites["unknownthing"]; //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 { Stream spritedata = null; // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This container provides this sprite? spritedata = containers[i].GetSpriteData(name); if(spritedata != null) break; } // Found anything? if(spritedata != null) { // 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) ? internalsprites["unknownthing"] : internalsprites["missingthing"]; // Add to collection sprites.Add(longname, img); // Return image return img; } } } } #endregion #region ================== Things // This loads the things from Decorate private int LoadDecorateThings(Dictionary spawnnumsoverride, Dictionary doomednumsoverride) { int counter = 0; char[] catsplitter = new[] {Path.AltDirectorySeparatorChar}; //mxd // Create new parser decorate = new DecorateParser(); decorate.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; Dictionary decostreams = dr.GetDecorateData("DECORATE"); foreach(KeyValuePair group in decostreams) { // Parse the data group.Value.Seek(0, SeekOrigin.Begin); decorate.Parse(group.Value, group.Key, true); // Check for errors if(decorate.HasError) { General.ErrorLogger.Add(ErrorType.Error, "DECORATE error in '" + decorate.ErrorSource + "', line " + decorate.ErrorLine + ". " + decorate.ErrorDescription + "."); break; } } } currentreader = null; if(!decorate.HasError) { // Step 1. Go for all actors in the decorate to make things or update things foreach(ActorStructure actor in decorate.Actors) { // Check if we want to add this actor if(actor.DoomEdNum > 0) { string catname = ZDTextParser.StripQuotes(actor.GetPropertyAllValues("$category")); string[] catnames; //mxd if(string.IsNullOrEmpty(catname.Trim())) catnames = new[] { "decorate" }; else catnames = catname.Split(catsplitter, StringSplitOptions.RemoveEmptyEntries); //mxd // Check if we can find this thing in our existing collection if(thingtypes.ContainsKey(actor.DoomEdNum)) { // Update the thing thingtypes[actor.DoomEdNum].ModifyByDecorateActor(actor); } else { // Find the category to put the actor in ThingCategory cat = GetThingCategory(null, thingcategories, catnames); //mxd // Add new thing ThingTypeInfo t = new ThingTypeInfo(cat, actor); cat.AddThing(t); thingtypes.Add(t.Index, t); } // Count counter++; } } //mxd. Step 2. Apply DoomEdNum MAPINFO overrides, remove actors disabled in MAPINFO if(doomednumsoverride.Count > 0) { List toremove = new List(); Dictionary thingtypesbyclass = new Dictionary(); foreach (KeyValuePair group in thingtypes) { if(string.IsNullOrEmpty(group.Value.ClassName)) continue; thingtypesbyclass[group.Value.ClassName.ToLowerInvariant()] = group.Value; } foreach(KeyValuePair group in doomednumsoverride) { // Remove thing from the list? if(group.Value == "none") { toremove.Add(group.Key); continue; } // Skip if already added. if(thingtypes.ContainsKey(group.Key) && thingtypes[group.Key].ClassName.ToLowerInvariant() == group.Value) { continue; } // Try to find the actor... ActorStructure actor = null; //... in ActorsByClass if(decorate.ActorsByClass.ContainsKey(group.Value)) { actor = decorate.ActorsByClass[group.Value]; } // Try finding in ArchivedActors else if(decorate.AllActorsByClass.ContainsKey(group.Value)) { actor = decorate.AllActorsByClass[group.Value]; } if(actor != null) { // Find the category to put the actor in string catname = ZDTextParser.StripQuotes(actor.GetPropertyAllValues("$category")); string[] catnames; //mxd if(string.IsNullOrEmpty(catname.Trim())) catnames = new[] { "decorate" }; else catnames = catname.Split(catsplitter, StringSplitOptions.RemoveEmptyEntries); //mxd ThingCategory cat = GetThingCategory(null, thingcategories, catnames); //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; if(!decorate.HasError) { foreach(ActorStructure actor in decorate.Actors) { 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(); 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; } } } } // Output info return counter; } //mxd private static ThingCategory GetThingCategory(ThingCategory parent, List categories, string[] catnames) { // Find the category to put the actor in ThingCategory cat = null; string catname = catnames[0].ToLowerInvariant().Trim(); if(string.IsNullOrEmpty(catname)) catname = "decorate"; // First search by Title... foreach(ThingCategory c in categories) { if(c.Title.ToLowerInvariant() == catname) cat = c; } // Make full name if(parent != null) catname = parent.Name.ToLowerInvariant() + "." + catname; //...then - by Name if(cat == null) { foreach(ThingCategory c in categories) { if(c.Name.ToLowerInvariant() == catname) cat = c; } } // Make the category if needed if(cat == null) { string cattitle = catnames[0].Trim(); if(string.IsNullOrEmpty(cattitle)) cattitle = "Decorate"; cat = new ThingCategory(parent, catname, cattitle); categories.Add(cat); // ^.^ } // Still have subcategories? if(catnames.Length > 1) { string[] remainingnames = new string[catnames.Length - 1]; Array.Copy(catnames, 1, remainingnames, 0, remainingnames.Length); return GetThingCategory(cat, cat.Children, remainingnames); } return cat; } // This loads Decorate data from a specific file or lump name private void LoadDecorateFromLocation(DecorateParser parser, string location) { //General.WriteLogLine("Including DECORATE resource '" + location + "'..."); Dictionary decostreams = currentreader.GetDecorateData(location); foreach(KeyValuePair group in decostreams) { // Parse this data parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key)); } } // 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.Ordinal); //read our new shiny ClassNames for default game things foreach (KeyValuePair ti in thingtypes) { if(!string.IsNullOrEmpty(ti.Value.ClassName)) { string classname = ti.Value.ClassName.ToLowerInvariant(); if(!actors.ContainsKey(classname)) actors.Add(classname, new List()); actors[classname].Add(ti.Key); } } if (actors.Count == 0) General.ErrorLogger.Add(ErrorType.Warning, "Warning: unable to find any DECORATE actor definitions!"); return actors; } //mxd public void ReloadModeldef() { if (modeldefentries != null) { foreach (KeyValuePair group in modeldefentries) group.Value.Dispose(); } 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() { 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 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 and actorsByClass dictionary created private void LoadModeldefs(Dictionary> actorsByClass) { //if no actors defined in DECORATE or game config... if (actorsByClass.Count == 0) return; Dictionary modelDefEntriesByName = new Dictionary(StringComparer.Ordinal); ModeldefParser parser = new ModeldefParser(); foreach (DataReader dr in containers) { currentreader = dr; Dictionary streams = dr.GetModeldefData(); foreach (KeyValuePair group in streams) { // Parse the data if(parser.Parse(group.Value, currentreader.Location.location + "\\" + group.Key)) { foreach(KeyValuePair g in parser.Entries) { if (modelDefEntriesByName.ContainsKey(g.Key)) { General.ErrorLogger.Add(ErrorType.Warning, "Model definition for actor '" + g.Key + "' is double-defined in '" + group.Key + "'"); modelDefEntriesByName[g.Key] = g.Value; } else { modelDefEntriesByName.Add(g.Key, g.Value); } } } } } currentreader = null; foreach (KeyValuePair e in modelDefEntriesByName) { if(actorsByClass.ContainsKey(e.Key)) { foreach(int i in actorsByClass[e.Key]) modeldefentries[i] = modelDefEntriesByName[e.Key]; } else if(!decorate.ActorsByClass.ContainsKey(e.Key)) { General.ErrorLogger.Add(ErrorType.Warning, "Got MODELDEF override for class '" + e.Key + "', but haven't found such class in Decorate"); } } } //mxd private void LoadVoxels() { //Get names of all voxel models, which can be used "as is" Dictionary voxelNames = new Dictionary(StringComparer.Ordinal); foreach(DataReader dr in containers) { currentreader = dr; string[] result = dr.GetVoxelNames(); if(result == null) continue; foreach(string s in result) { if(!voxelNames.ContainsKey(s)) voxelNames.Add(s, false); } } Dictionary> sprites = new Dictionary>(StringComparer.Ordinal); // Go for all things foreach(ThingTypeInfo ti in thingtypes.Values) { // Valid sprite name? string sprite; if(ti.Sprite.Length == 0 || ti.Sprite.Length > CLASIC_IMAGE_NAME_LENGTH) { if(ti.Actor == null) continue; sprite = ti.Actor.FindSuitableVoxel(voxelNames); } else { sprite = ti.Sprite; } if (string.IsNullOrEmpty(sprite)) continue; if(!sprites.ContainsKey(sprite)) sprites.Add(sprite, new List()); sprites[sprite].Add(ti.Index); } VoxeldefParser parser = new VoxeldefParser(); Dictionary processed = new Dictionary(StringComparer.Ordinal); //parse VOXLEDEF foreach(DataReader dr in containers) { currentreader = dr; KeyValuePair group = dr.GetVoxeldefData(); if(group.Value != null && parser.Parse(group.Value, group.Key)) { foreach(KeyValuePair entry in parser.Entries) { foreach(KeyValuePair> sc in sprites) { if (sc.Key.Contains(entry.Key)) { foreach(int id in sc.Value) modeldefentries[id] = entry.Value; processed.Add(entry.Key, false); } } } } } currentreader = null; //get voxel models foreach(KeyValuePair group in voxelNames) { if(processed.ContainsKey(group.Key)) continue; foreach (KeyValuePair> sc in sprites) { if(sc.Key.Contains(group.Key)) { //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(group.Key); foreach(int id in sprites[sc.Key]) modeldefentries[id] = data; } } } } //mxd. This parses gldefs. Should be called after all DECORATE actors are parsed and actorsByClass dictionary created private void LoadGldefs(Dictionary> actorsByClass) { //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) { currentreader = dr; parser.ClearIncludesList(); Dictionary streams = dr.GetGldefsData(General.Map.Config.GameType); foreach (KeyValuePair group in streams) parser.Parse(group.Value, group.Key); } //create gldefsEntries dictionary foreach (KeyValuePair e in parser.Objects) //ClassName, Light name { //if we have decorate actor and light definition for given ClassName... if (actorsByClass.ContainsKey(e.Key) && parser.LightsByName.ContainsKey(e.Value)) { foreach(int i in actorsByClass[e.Key]) { if(gldefsentries.ContainsKey(i)) gldefsentries[i] = parser.LightsByName[e.Value]; else gldefsentries.Add(i, parser.LightsByName[e.Value]); } } else if(!decorate.AllActorsByClass.ContainsKey(e.Key)) { General.ErrorLogger.Add(ErrorType.Warning, "Got GLDEFS light for class '" + e.Key + "', but haven't found such class in DECORATE"); } } // Grab them glowy flats! glowingflats = parser.GlowingFlats; } //mxd. This loads (Z)MAPINFO private void LoadMapInfo(out Dictionary spawnnums, out Dictionary doomednums) { MapinfoParser parser = new MapinfoParser { OnInclude = ParseFromLocation }; foreach (DataReader dr in containers) { currentreader = dr; Dictionary streams = dr.GetMapinfoData(); foreach (KeyValuePair group in streams) { // Parse the data parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key), General.Map.Options.LevelName); } } // Set the output values spawnnums = parser.SpawnNums; doomednums = parser.DoomEdNums; // Store to our MapInfo property currentreader = null; mapinfo = parser.MapInfo ?? new MapInfo(); } private void ParseFromLocation(ZDTextParser parser, string location) { if(currentreader.IsSuspended) throw new Exception("Data reader is suspended"); Stream s = currentreader.LoadFile(location); if(s != null) parser.Parse(s, location); } //mxd. This loads REVERBS private void LoadReverbs() { ReverbsParser parser = new ReverbsParser(); reverbs.Clear(); foreach(DataReader dr in containers) { currentreader = dr; Dictionary streams = dr.GetReverbsData(); foreach(KeyValuePair group in streams) { // Parse the data parser.Parse(group.Value, group.Key); } } currentreader = null; reverbs = parser.GetReverbs(); } //mxd. This loads SNDSEQ private void LoadSndSeq() { SndSeqParser parser = new SndSeqParser(); soundsequences.Clear(); foreach(DataReader dr in containers) { currentreader = dr; List streams = dr.GetSndSeqData(); // Parse the data foreach (Stream s in streams) { if(s != null) parser.Parse(s, "SNDSEQ"); } } currentreader = null; soundsequences = parser.GetSoundSequences(); } //mxd internal MemoryStream LoadFile(string name) { //relative path? if(name.StartsWith("..\\")) name = name.Replace("..\\", ""); foreach (DataReader dr in containers) if (dr.FileExists(name)) return dr.LoadFile(name); return null; } #endregion #region ================== Tools // This finds the first IWAD resource // Returns false when not found public bool FindFirstIWAD(out DataLocation result) { // Go for all data containers foreach(DataReader dr in containers) { // Container is a WAD file? if(dr is WADReader) { // Check if it is an IWAD WADReader wr = dr as WADReader; if(wr.IsIWAD) { // Return location! result = wr.Location; return true; } } } // No IWAD found result = new DataLocation(); return false; } // This signals the background thread to update the // used-in-map status on all textures and flats public void UpdateUsedTextures() { lock(usedimages) { usedimages.Clear(); // Go through the map to find the used textures foreach(Sidedef sd in General.Map.Map.Sidedefs) { // Add used textures to dictionary if(sd.LongHighTexture != MapSet.EmptyLongName) usedimages[sd.LongHighTexture] = 0; if(sd.LongMiddleTexture != MapSet.EmptyLongName) usedimages[sd.LongMiddleTexture] = 0; if(sd.LongLowTexture != MapSet.EmptyLongName) usedimages[sd.LongLowTexture] = 0; } // Go through the map to find the used flats foreach(Sector s in General.Map.Map.Sectors) { // Add used flats to dictionary usedimages[s.LongFloorTexture] = 0; usedimages[s.LongCeilTexture] = 0; } // Notify the background thread that it needs to update the images updatedusedtextures = true; } } #endregion } }