mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
9c7b8e4e3c
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score. Visual mode, UDMF: UDMF scale is now applied when rendering sprites. Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info. Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly. Classic modes: display was not updated after loading a sprite. Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
1717 lines
49 KiB
C#
1717 lines
49 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Config;
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using System.Threading;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.ZDoom;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.GZDoom;
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using CodeImp.DoomBuilder.GZBuilder.MD3;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public sealed class DataManager
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{
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#region ================== Constants
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public const string INTERNAL_PREFIX = "internal:";
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#endregion
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#region ================== Variables
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// Data containers
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private List<DataReader> containers;
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private DataReader currentreader;
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// Palette
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private Playpal palette;
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// Textures, Flats and Sprites
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private Dictionary<long, ImageData> textures;
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private List<string> texturenames;
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private Dictionary<long, ImageData> flats;
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private List<string> flatnames;
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private Dictionary<long, ImageData> sprites;
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private List<MatchingTextureSet> texturesets;
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private List<ResourceTextureSet> resourcetextures;
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private AllTextureSet alltextures;
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//mxd
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private Dictionary<int, ModelData> modeldefEntries; //Thing.Type, Model entry
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private Dictionary<int, DynamicLightData> gldefsEntries; //Thing.Type, Light entry
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private MapInfo mapInfo; //mapinfo
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// Background loading
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private Queue<ImageData> imageque;
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private Thread backgroundloader;
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private volatile bool updatedusedtextures;
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private bool notifiedbusy;
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// Image previews
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private PreviewManager previews;
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// Special images
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private ImageData missingtexture3d;
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private ImageData unknowntexture3d;
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private UnknownImage unknownimage; //mxd
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private ImageData hourglass3d;
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private ImageData crosshair;
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private ImageData crosshairbusy;
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private Dictionary<string, ImageData> internalsprites;
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private ImageData whitetexture;
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// Used images
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private Dictionary<long, long> usedimages;
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// Things combined with things created from Decorate
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private DecorateParser decorate;
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private List<ThingCategory> thingcategories;
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private Dictionary<int, ThingTypeInfo> thingtypes;
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private List<string> invalidDecorateActors;//mxd. List of actors without DoomEdNum
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// Timing
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private float loadstarttime;
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private float loadfinishtime;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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//mxd
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internal Dictionary<int, ModelData> ModeldefEntries { get { return modeldefEntries; } }
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internal Dictionary<int, DynamicLightData> GldefsEntries { get { return gldefsEntries; } }
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internal MapInfo MapInfo { get { return mapInfo; } }
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public Playpal Palette { get { return palette; } }
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public PreviewManager Previews { get { return previews; } }
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public ICollection<ImageData> Textures { get { return textures.Values; } }
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public ICollection<ImageData> Flats { get { return flats.Values; } }
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public List<string> TextureNames { get { return texturenames; } }
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public List<string> FlatNames { get { return flatnames; } }
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public bool IsDisposed { get { return isdisposed; } }
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public ImageData MissingTexture3D { get { return missingtexture3d; } }
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public ImageData UnknownTexture3D { get { return unknowntexture3d; } }
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public ImageData Hourglass3D { get { return hourglass3d; } }
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public ImageData Crosshair3D { get { return crosshair; } }
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public ImageData CrosshairBusy3D { get { return crosshairbusy; } }
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public ImageData WhiteTexture { get { return whitetexture; } }
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public List<ThingCategory> ThingCategories { get { return thingcategories; } }
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public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
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public DecorateParser Decorate { get { return decorate; } }
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internal ICollection<MatchingTextureSet> TextureSets { get { return texturesets; } }
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internal ICollection<ResourceTextureSet> ResourceTextureSets { get { return resourcetextures; } }
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internal AllTextureSet AllTextureSet { get { return alltextures; } }
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public bool IsLoading
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{
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get
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{
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if(imageque != null)
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return (backgroundloader != null) && backgroundloader.IsAlive && ((imageque.Count > 0) || previews.IsLoading);
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return false;
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal DataManager()
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{
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// We have no destructor
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GC.SuppressFinalize(this);
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//mxd.
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modeldefEntries = new Dictionary<int, ModelData>();
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gldefsEntries = new Dictionary<int, DynamicLightData>();
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// Load special images
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missingtexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.MissingTexture3D.png");
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missingtexture3d.LoadImage();
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unknowntexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownTexture3D.png");
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unknowntexture3d.LoadImage();
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hourglass3d = new ResourceImage("CodeImp.DoomBuilder.Resources.Hourglass3D.png");
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hourglass3d.LoadImage();
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crosshair = new ResourceImage("CodeImp.DoomBuilder.Resources.Crosshair.png");
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crosshair.LoadImage();
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crosshairbusy = new ResourceImage("CodeImp.DoomBuilder.Resources.CrosshairBusy.png");
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crosshairbusy.LoadImage();
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whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png");
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whitetexture.UseColorCorrection = false;
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whitetexture.LoadImage();
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whitetexture.CreateTexture();
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unknownimage = new UnknownImage(Properties.Resources.UnknownImage); //mxd. There should be only one!
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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Unload();
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missingtexture3d.Dispose();
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missingtexture3d = null;
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unknowntexture3d.Dispose();
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unknowntexture3d = null;
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hourglass3d.Dispose();
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hourglass3d = null;
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crosshair.Dispose();
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crosshair = null;
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crosshairbusy.Dispose();
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crosshairbusy = null;
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whitetexture.Dispose();
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whitetexture = null;
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unknownimage.Dispose(); //mxd
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unknownimage = null; //mxd
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modeldefEntries = null;//mxd
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mapInfo = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Loading / Unloading
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// This loads all data resources
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internal void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation)
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{
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DataLocationList all = DataLocationList.Combined(configlist, maplist);
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all.Add(maplocation);
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Load(all);
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}
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// This loads all data resources
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internal void Load(DataLocationList configlist, DataLocationList maplist)
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{
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DataLocationList all = DataLocationList.Combined(configlist, maplist);
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Load(all);
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}
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// This loads all data resources
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internal void Load(DataLocationList locations)
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{
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int texcount, flatcount, spritecount, thingcount, colormapcount;
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Dictionary<long, ImageData> texturesonly = new Dictionary<long, ImageData>();
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Dictionary<long, ImageData> colormapsonly = new Dictionary<long, ImageData>();
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Dictionary<long, ImageData> flatsonly = new Dictionary<long, ImageData>();
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DataReader c;
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// Create collections
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containers = new List<DataReader>();
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textures = new Dictionary<long, ImageData>();
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flats = new Dictionary<long, ImageData>();
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sprites = new Dictionary<long, ImageData>();
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texturenames = new List<string>();
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flatnames = new List<string>();
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imageque = new Queue<ImageData>();
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previews = new PreviewManager();
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texturesets = new List<MatchingTextureSet>();
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usedimages = new Dictionary<long, long>();
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internalsprites = new Dictionary<string, ImageData>(StringComparer.Ordinal);
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thingcategories = General.Map.Config.GetThingCategories();
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thingtypes = General.Map.Config.GetThingTypes();
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// Load texture sets
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foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets)
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texturesets.Add(new MatchingTextureSet(ts));
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// Sort the texture sets
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texturesets.Sort();
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// Special textures sets
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alltextures = new AllTextureSet();
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resourcetextures = new List<ResourceTextureSet>();
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// Go for all locations
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foreach(DataLocation dl in locations)
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{
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// Nothing chosen yet
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c = null;
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// TODO: Make this work more elegant using reflection.
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// Make DataLocation.type of type Type and assign the
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// types of the desired reader classes.
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try
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{
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// Choose container type
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switch(dl.type)
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{
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// WAD file container
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case DataLocation.RESOURCE_WAD:
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c = new WADReader(dl);
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break;
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// Directory container
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case DataLocation.RESOURCE_DIRECTORY:
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c = new DirectoryReader(dl);
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break;
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// PK3 file container
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case DataLocation.RESOURCE_PK3:
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c = new PK3Reader(dl);
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break;
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}
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}
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catch(Exception e)
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{
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// Unable to load resource
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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);
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General.WriteLogLine(e.StackTrace);
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continue;
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}
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// Add container
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if(c != null)
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{
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containers.Add(c);
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resourcetextures.Add(c.TextureSet);
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}
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}
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// Load stuff
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LoadPalette();
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texcount = LoadTextures(texturesonly);
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flatcount = LoadFlats(flatsonly);
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colormapcount = LoadColormaps(colormapsonly);
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LoadSprites();
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thingcount = LoadDecorateThings();
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spritecount = LoadThingSprites();
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LoadInternalSprites();
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//mxd
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loadMapInfo();
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ModelReader.Init();
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loadVoxels();
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Dictionary<string, int> actorsByClass = createActorsByClassList();
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loadModeldefs(actorsByClass);
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loadGldefs(actorsByClass);
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actorsByClass = null; //don't need them any more
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foreach (Thing t in General.Map.Map.Things) t.UpdateCache();
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General.MainWindow.DisplayReady();
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// Process colormaps (we just put them in as textures)
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foreach(KeyValuePair<long, ImageData> t in colormapsonly)
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{
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textures.Add(t.Key, t.Value);
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texturenames.Add(t.Value.Name);
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}
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// Process textures
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foreach(KeyValuePair<long, ImageData> t in texturesonly)
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{
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if(!textures.ContainsKey(t.Key))
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{
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textures.Add(t.Key, t.Value);
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texturenames.Add(t.Value.Name);
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}
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}
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// Process flats
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foreach(KeyValuePair<long, ImageData> f in flatsonly)
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{
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flats.Add(f.Key, f.Value);
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flatnames.Add(f.Value.Name);
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}
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// Mixed textures and flats?
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if (General.Map.Config.MixTexturesFlats) {
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// Add textures to flats
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foreach(KeyValuePair<long, ImageData> t in texturesonly)
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{
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if(!flats.ContainsKey(t.Key))
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{
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flats.Add(t.Key, t.Value);
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flatnames.Add(t.Value.Name);
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}
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}
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// Add flats to textures
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foreach(KeyValuePair<long, ImageData> f in flatsonly)
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{
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if(!textures.ContainsKey(f.Key))
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{
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textures.Add(f.Key, f.Value);
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texturenames.Add(f.Value.Name);
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}
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}
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// Do the same on the data readers
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foreach (DataReader dr in containers)
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dr.TextureSet.MixTexturesAndFlats();
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}
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// Sort names
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texturenames.Sort();
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flatnames.Sort();
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// Sort things
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foreach(ThingCategory tc in thingcategories) tc.SortIfNeeded();
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Add texture names to texture sets
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foreach(KeyValuePair<long, ImageData> img in textures)
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{
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// Add to all sets
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foreach(MatchingTextureSet ms in texturesets)
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ms.AddTexture(img.Value);
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// Add to all
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alltextures.AddTexture(img.Value);
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}
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// Add flat names to texture sets
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foreach(KeyValuePair<long, ImageData> img in flats)
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{
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// Add to all sets
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foreach(MatchingTextureSet ms in texturesets)
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ms.AddFlat(img.Value);
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// Add to all
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alltextures.AddFlat(img.Value);
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}
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// Start background loading
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StartBackgroundLoader();
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// Output info
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General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + colormapcount + " colormaps, " + spritecount + " sprites, " + thingcount + " decorate things, " + modeldefEntries.Count + " model deinitions, " + gldefsEntries.Count + " dynamic light definitions");
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}
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// This unloads all data
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internal void Unload()
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{
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// Stop background loader
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StopBackgroundLoader();
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// Dispose preview manager
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previews.Dispose();
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previews = null;
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// Dispose decorate
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decorate.Dispose();
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// Dispose resources
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foreach(KeyValuePair<long, ImageData> i in textures) i.Value.Dispose();
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foreach(KeyValuePair<long, ImageData> i in flats) i.Value.Dispose();
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foreach(KeyValuePair<long, ImageData> i in sprites) i.Value.Dispose();
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palette = null;
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//mxd
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if (modeldefEntries != null) {
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foreach (KeyValuePair<int, ModelData> group in modeldefEntries)
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group.Value.Dispose();
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}
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// Dispose containers
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foreach(DataReader c in containers) c.Dispose();
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containers.Clear();
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// Trash collections
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decorate = null;
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containers = null;
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textures = null;
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flats = null;
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sprites = null;
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texturenames = null;
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flatnames = null;
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imageque = null;
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internalsprites = null;
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}
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#endregion
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#region ================== Suspend / Resume
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// This suspends data resources
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internal void Suspend()
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{
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// Stop background loader
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StopBackgroundLoader();
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// Go for all containers
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foreach(DataReader d in containers)
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{
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// Suspend
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General.WriteLogLine("Suspended data resource '" + d.Location.location + "'");
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d.Suspend();
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}
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}
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// This resumes data resources
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internal void Resume()
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{
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// Go for all containers
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foreach(DataReader d in containers)
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{
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try
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{
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// Resume
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General.WriteLogLine("Resumed data resource '" + d.Location.location + "'");
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d.Resume();
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}
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catch(Exception e)
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{
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// Unable to load resource
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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 + ")");
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General.WriteLogLine(e.StackTrace);
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}
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}
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// Start background loading
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StartBackgroundLoader();
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}
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#endregion
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#region ================== Background Loading
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// This starts background loading
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private void StartBackgroundLoader()
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{
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// Timing
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loadstarttime = General.Clock.CurrentTime;
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loadfinishtime = 0;
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// If a loader is already running, stop it first
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if(backgroundloader != null) StopBackgroundLoader();
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// Start a low priority thread to load images in background
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General.WriteLogLine("Starting background resource loading...");
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backgroundloader = new Thread(BackgroundLoad);
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backgroundloader.Name = "Background Loader";
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backgroundloader.Priority = ThreadPriority.Lowest;
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backgroundloader.IsBackground = true;
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backgroundloader.Start();
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}
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// This stops background loading
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private void StopBackgroundLoader()
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{
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ImageData img;
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General.WriteLogLine("Stopping background resource loading...");
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if(backgroundloader != null)
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{
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// Stop the thread and wait for it to end
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backgroundloader.Interrupt();
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backgroundloader.Join();
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// Reset load states on all images in the list
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while(imageque.Count > 0)
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{
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img = imageque.Dequeue();
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switch(img.ImageState)
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{
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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)
|
|
{
|
|
loadfinishtime = General.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<long, ImageData> 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<long, ImageData> 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<long, ImageData> list)
|
|
{
|
|
ICollection<ImageData> 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<long, ImageData> list)
|
|
{
|
|
ICollection<ImageData> images;
|
|
PatchNames pnames = new PatchNames();
|
|
PatchNames newpnames;
|
|
int counter = 0;
|
|
long firsttexture = 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);
|
|
if(firsttexture == 0) firsttexture = img.LongName;
|
|
counter++;
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(img);
|
|
}
|
|
}
|
|
}
|
|
|
|
// The first texture cannot be used, because in the game engine it
|
|
// has index 0 which means "no texture", so remove it from the list.
|
|
list.Remove(firsttexture);
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific patch stream
|
|
internal Stream GetPatchData(string pname)
|
|
{
|
|
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);
|
|
if(patch != null) return patch;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
//mxd
|
|
internal string GetPatchLocation(string pname) {
|
|
string fullName = pname;
|
|
// Go for all opened containers
|
|
for (int i = containers.Count - 1; i >= 0; i--) {
|
|
// This contain provides this patch?
|
|
fullName = containers[i].GetPatchLocation(pname);
|
|
if (fullName != pname) return fullName;
|
|
}
|
|
|
|
return pname;
|
|
}
|
|
|
|
// This returns a specific texture stream
|
|
internal Stream GetTextureData(string pname)
|
|
{
|
|
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);
|
|
if(patch != null) return patch;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This checks if a given texture is known
|
|
public bool GetTextureExists(string name)
|
|
{
|
|
long longname = Lump.MakeLongName(name);
|
|
return textures.ContainsKey(longname);
|
|
}
|
|
|
|
// This checks if a given texture is known
|
|
public bool GetTextureExists(long longname)
|
|
{
|
|
return textures.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))
|
|
{
|
|
// Return texture
|
|
return textures[longname];
|
|
}
|
|
|
|
// Return null image
|
|
return unknownimage; //mxd
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Flats
|
|
|
|
// This loads the flats
|
|
private int LoadFlats(Dictionary<long, ImageData> list)
|
|
{
|
|
ICollection<ImageData> 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++;
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(img);
|
|
img.IsFlat = true; //mxd
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific flat stream
|
|
internal Stream GetFlatData(string pname)
|
|
{
|
|
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);
|
|
if(flat != null) return flat;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This checks if a flat is known
|
|
public bool GetFlatExists(string name)
|
|
{
|
|
long longname = Lump.MakeLongName(name);
|
|
return flats.ContainsKey(longname);
|
|
}
|
|
|
|
// This checks if a flat is known
|
|
public bool GetFlatExists(long longname)
|
|
{
|
|
return flats.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)) 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 flats[longname];
|
|
}
|
|
|
|
#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<ImageData> 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 > 8) 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, false);
|
|
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()
|
|
{
|
|
int counter = 0;
|
|
|
|
// Create new parser
|
|
decorate = new DecorateParser();
|
|
decorate.OnInclude = LoadDecorateFromLocation;
|
|
|
|
invalidDecorateActors = new List<string>(); //mxd
|
|
|
|
// 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;
|
|
List<Stream> decostreams = dr.GetDecorateData("DECORATE");
|
|
foreach(Stream decodata in decostreams)
|
|
{
|
|
// Parse the data
|
|
decodata.Seek(0, SeekOrigin.Begin);
|
|
decorate.Parse(decodata, "DECORATE");
|
|
|
|
// Check for errors
|
|
if(decorate.HasError)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to parse DECORATE data from location " +
|
|
dr.Location.location + ". " + decorate.ErrorDescription + " on line " + decorate.ErrorLine +
|
|
" in '" + decorate.ErrorSource + "'");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
|
|
if(!decorate.HasError)
|
|
{
|
|
// 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 = actor.GetPropertyAllValues("$category").ToLowerInvariant();
|
|
if(string.IsNullOrEmpty(catname.Trim())) catname = "decorate";
|
|
|
|
// Check if we can find this thing in our existing collection
|
|
if(thingtypes.ContainsKey(actor.DoomEdNum))
|
|
{
|
|
// Update the thing
|
|
thingtypes[actor.DoomEdNum].ModifyByDecorateActor(actor);
|
|
}
|
|
else
|
|
{
|
|
// Find the category to put the actor in
|
|
// First search by Title, then search by Name
|
|
ThingCategory cat = null;
|
|
foreach(ThingCategory c in thingcategories)
|
|
{
|
|
if(c.Title.ToLowerInvariant() == catname) cat = c;
|
|
}
|
|
if(cat == null)
|
|
{
|
|
foreach(ThingCategory c in thingcategories)
|
|
{
|
|
if(c.Name.ToLowerInvariant() == catname) cat = c;
|
|
}
|
|
}
|
|
|
|
// Make the category if needed
|
|
if(cat == null)
|
|
{
|
|
string catfullname = actor.GetPropertyAllValues("$category");
|
|
if(string.IsNullOrEmpty(catfullname.Trim())) catfullname = "Decorate";
|
|
cat = new ThingCategory(catname, catfullname);
|
|
thingcategories.Add(cat);
|
|
}
|
|
|
|
// Add new thing
|
|
ThingTypeInfo t = new ThingTypeInfo(cat, actor);
|
|
cat.AddThing(t);
|
|
thingtypes.Add(t.Index, t);
|
|
}
|
|
|
|
// Count
|
|
counter++;
|
|
}
|
|
else //mxd
|
|
{
|
|
if(!invalidDecorateActors.Contains(actor.ClassName))
|
|
invalidDecorateActors.Add(actor.ClassName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This loads Decorate data from a specific file or lump name
|
|
private void LoadDecorateFromLocation(DecorateParser parser, string location)
|
|
{
|
|
//General.WriteLogLine("Including DECORATE resource '" + location + "'...");
|
|
List<Stream> decostreams = currentreader.GetDecorateData(location);
|
|
foreach(Stream decodata in decostreams)
|
|
{
|
|
// Parse this data
|
|
parser.Parse(decodata, location);
|
|
}
|
|
}
|
|
|
|
// 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 <Actor Class, Thing.Type> dictionary. Should be called after all DECORATE actors are parsed
|
|
private Dictionary<string, int> createActorsByClassList() {
|
|
Dictionary<string, int> actors = new Dictionary<string, int>(StringComparer.Ordinal);
|
|
Dictionary<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
|
|
|
|
//read our new shiny ClassNames for default game things
|
|
foreach (KeyValuePair<int, ThingTypeInfo> ti in things) {
|
|
if (ti.Value.ClassName != null)
|
|
actors.Add(ti.Value.ClassName, ti.Key);
|
|
}
|
|
|
|
//and for actors defined in DECORATE
|
|
ICollection<ActorStructure> ac = decorate.Actors;
|
|
foreach (ActorStructure actor in ac) {
|
|
string className = actor.ClassName.ToLower();
|
|
if (!actors.ContainsKey(className))
|
|
actors.Add(className, actor.DoomEdNum);
|
|
}
|
|
|
|
if (actors.Count == 0)
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Warning: unable to find any DECORATE actors definition!");
|
|
|
|
return actors;
|
|
}
|
|
|
|
//mxd
|
|
public void ReloadModeldef() {
|
|
if (modeldefEntries != null) {
|
|
foreach (KeyValuePair<int, ModelData> 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
|
|
public void ReloadMapInfo() {
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading (Z)MAPINFO...");
|
|
|
|
try {
|
|
loadMapInfo();
|
|
} catch (ArgumentNullException) {
|
|
MessageBox.Show("(Z)MAPINFO 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<string, int> actorsByClass) {
|
|
//if no actors defined in DECORATE or game config...
|
|
if (actorsByClass == null || actorsByClass.Count == 0) return;
|
|
|
|
Dictionary<string, ModelData> modelDefEntriesByName = new Dictionary<string, ModelData>(StringComparer.Ordinal);
|
|
ModeldefParser parser = new ModeldefParser();
|
|
|
|
foreach (DataReader dr in containers) {
|
|
currentreader = dr;
|
|
|
|
Dictionary<string, Stream> streams = dr.GetModeldefData();
|
|
foreach (KeyValuePair<string, Stream> group in streams) {
|
|
// Parse the data
|
|
if(parser.Parse(group.Value, currentreader.Location.location + "\\" + group.Key)) {
|
|
foreach(KeyValuePair<string, ModelData> g in parser.Entries) {
|
|
modelDefEntriesByName.Add(g.Key, g.Value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
|
|
foreach (KeyValuePair<string, ModelData> e in modelDefEntriesByName) {
|
|
if (actorsByClass.ContainsKey(e.Key))
|
|
modeldefEntries[actorsByClass[e.Key]] = modelDefEntriesByName[e.Key];
|
|
else if(!invalidDecorateActors.Contains(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<string, bool> voxelNames = new Dictionary<string, bool>(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<string, List<int>> sprites = new Dictionary<string, List<int>>(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 > 8) {
|
|
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<int>());
|
|
sprites[sprite].Add(ti.Index);
|
|
}
|
|
|
|
VoxeldefParser parser = new VoxeldefParser();
|
|
Dictionary<string, bool> processed = new Dictionary<string, bool>(StringComparer.Ordinal);
|
|
|
|
//parse VOXLEDEF
|
|
foreach(DataReader dr in containers) {
|
|
currentreader = dr;
|
|
|
|
KeyValuePair<string, Stream> group = dr.GetVoxeldefData();
|
|
if(group.Value != null && parser.Parse(group.Value, group.Key)) {
|
|
foreach(KeyValuePair<string, ModelData> entry in parser.Entries){
|
|
foreach(KeyValuePair<string, List<int>> 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<string, bool> group in voxelNames) {
|
|
if(processed.ContainsKey(group.Key)) continue;
|
|
foreach (KeyValuePair<string, List<int>> 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<string, int> actorsByClass) {
|
|
//if no actors defined in DECORATE or game config...
|
|
if (actorsByClass == null || actorsByClass.Count == 0) return;
|
|
|
|
GldefsParser parser = new GldefsParser();
|
|
parser.OnInclude = loadGldefsFromLocation;
|
|
|
|
//load gldefs from resources
|
|
foreach (DataReader dr in containers) {
|
|
currentreader = dr;
|
|
Dictionary<string, Stream> streams = dr.GetGldefsData(General.Map.Config.GameType);
|
|
|
|
foreach (KeyValuePair<string, Stream> group in streams)
|
|
parser.Parse(group.Value, group.Key);
|
|
}
|
|
|
|
//create gldefsEntries dictionary
|
|
foreach (KeyValuePair<string, string> 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)) {
|
|
int thingType = actorsByClass[e.Key];
|
|
if (gldefsEntries.ContainsKey(thingType)) {
|
|
gldefsEntries[thingType] = parser.LightsByName[e.Value];
|
|
}else{
|
|
gldefsEntries.Add(thingType, parser.LightsByName[e.Value]);
|
|
}
|
|
} else if(!invalidDecorateActors.Contains(e.Key)) {
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Got GLDEFS light for class '" + e.Key + "', but haven't found such class in DECORATE");
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. This loads (Z)MAPINFO
|
|
private void loadMapInfo() {
|
|
MapinfoParser parser = new MapinfoParser();
|
|
|
|
foreach (DataReader dr in containers) {
|
|
currentreader = dr;
|
|
|
|
Dictionary<string, Stream> streams = dr.GetMapinfoData();
|
|
foreach (KeyValuePair<string, Stream> group in streams) {
|
|
// Parse the data
|
|
parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key), General.Map.Options.LevelName);
|
|
}
|
|
}
|
|
currentreader = null;
|
|
mapInfo = parser.MapInfo ?? new MapInfo();
|
|
}
|
|
|
|
private void loadGldefsFromLocation(GldefsParser parser, string location) {
|
|
Dictionary<string, Stream> streams = currentreader.GetGldefsData(location);
|
|
|
|
foreach (KeyValuePair<string, Stream> group in streams)
|
|
parser.Parse(group.Value, group.Key);
|
|
}
|
|
|
|
//mxd
|
|
internal MemoryStream LoadFile(string name) {
|
|
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;
|
|
}
|
|
}
|
|
|
|
// This returns the long name for a string
|
|
public long GetLongImageName(string name)
|
|
{
|
|
return Lump.MakeLongName(name);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|