mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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390 lines
No EOL
17 KiB
C#
Executable file
390 lines
No EOL
17 KiB
C#
Executable file
#region ================== Namespaces
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.ZDoom;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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#endregion
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namespace CodeImp.DoomBuilder.GZBuilder
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{
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//mxd. should get rid of this class one day...
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public static class GZGeneral
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{
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#region ================== Properties
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//gzdoom light types
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public class LightDefNum : Attribute
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{
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public int[] DoomEdNums { get; private set; }
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public LightDefNum(params int[] doomEdNums)
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{
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DoomEdNums = doomEdNums;
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}
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}
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public class LightDefClass : Attribute
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{
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public string[] Classes { get; private set; }
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public LightDefClass(params string[] clses)
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{
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Classes = clses;
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}
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}
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public class LightDefModifier : Attribute
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{
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public LightModifier[] Modifiers { get; private set; }
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public LightDefModifier(params LightModifier[] mods)
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{
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Modifiers = mods;
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}
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}
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public class LightDefRenderStyle : Attribute
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{
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public LightRenderStyle RenderStyle { get; private set; }
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public LightDefRenderStyle(LightRenderStyle rs)
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{
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RenderStyle = rs;
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}
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}
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public enum LightDef
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{
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[LightDefRenderStyle(LightRenderStyle.NORMAL)]
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[LightDefNum(9800, 9801, 9802, 9803, 9804)]
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[LightDefClass("pointlight", "pointlightpulse", "pointlightflicker", "sectorpointlight", "pointlightflickerrandom")]
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[LightDefModifier(LightModifier.NORMAL, LightModifier.PULSE, LightModifier.FLICKER, LightModifier.SECTOR, LightModifier.FLICKERRANDOM)]
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POINT_NORMAL,
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[LightDefRenderStyle(LightRenderStyle.ADDITIVE)]
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[LightDefNum(9810, 9811, 9812, 9813, 9814)]
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[LightDefClass("pointlightadditive", "pointlightpulseadditive", "pointlightflickeradditive", "sectorpointlightadditive", "pointlightflickerrandomadditive")]
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[LightDefModifier(LightModifier.NORMAL, LightModifier.PULSE, LightModifier.FLICKER, LightModifier.SECTOR, LightModifier.FLICKERRANDOM)]
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POINT_ADDITIVE,
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[LightDefRenderStyle(LightRenderStyle.SUBTRACTIVE)]
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[LightDefNum(9820, 9821, 9822, 9823, 9824)]
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[LightDefClass("pointlightsubtractive", "pointlightpulsesubtractive", "pointlightflickersubtractive", "sectorpointlightsubtractive", "pointlightflickerrandomsubtractive")]
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[LightDefModifier(LightModifier.NORMAL, LightModifier.PULSE, LightModifier.FLICKER, LightModifier.SECTOR, LightModifier.FLICKERRANDOM)]
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POINT_SUBTRACTIVE,
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[LightDefRenderStyle(LightRenderStyle.ATTENUATED)]
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[LightDefNum(9830, 9831, 9832, 9833, 9834)]
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[LightDefClass("pointlightattenuated", "pointlightpulseattenuated", "pointlightflickerattenuated", "sectorpointlightattenuated", "pointlightflickerrandomattenuated")]
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[LightDefModifier(LightModifier.NORMAL, LightModifier.PULSE, LightModifier.FLICKER, LightModifier.SECTOR, LightModifier.FLICKERRANDOM)]
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POINT_ATTENUATED,
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[LightDefRenderStyle(LightRenderStyle.NORMAL)]
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[LightDefNum(9840, 9841, 9842, 9843, 8944)]
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[LightDefClass("spotlight", "spotlightpulse", "spotlightflicker", "sectorspotlight", "spotlightflickerrandom")]
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[LightDefModifier(LightModifier.NORMAL, LightModifier.PULSE, LightModifier.FLICKER, LightModifier.SECTOR, LightModifier.FLICKERRANDOM)]
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SPOT_NORMAL,
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[LightDefRenderStyle(LightRenderStyle.ADDITIVE)]
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[LightDefNum(9850, 9851, 9852, 9853, 8954)]
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[LightDefClass("spotlightadditive", "spotlightpulseadditive", "spotlightflickeradditive", "sectorspotlightadditive", "spotlightflickerrandomadditive")]
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[LightDefModifier(LightModifier.NORMAL, LightModifier.PULSE, LightModifier.FLICKER, LightModifier.SECTOR, LightModifier.FLICKERRANDOM)]
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SPOT_ADDITIVE,
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[LightDefRenderStyle(LightRenderStyle.SUBTRACTIVE)]
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[LightDefNum(9860, 9861, 9862, 9863, 8964)]
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[LightDefClass("spotlightsubtractive", "spotlightpulsesubtractive", "spotlightflickersubtractive", "sectorspotlightsubtractive", "spotlightflickerrandomsubtractive")]
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[LightDefModifier(LightModifier.NORMAL, LightModifier.PULSE, LightModifier.FLICKER, LightModifier.SECTOR, LightModifier.FLICKERRANDOM)]
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SPOT_SUBTRACTIVE,
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[LightDefRenderStyle(LightRenderStyle.ATTENUATED)]
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[LightDefNum(9870, 9871, 9872, 9873, 8974)]
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[LightDefClass("spotlightattenuated", "spotlightpulseattenuated", "spotlightflickerattenuated", "sectorspotlightattenuated", "spotlightflickerrandomattenuated")]
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[LightDefModifier(LightModifier.NORMAL, LightModifier.PULSE, LightModifier.FLICKER, LightModifier.SECTOR, LightModifier.FLICKERRANDOM)]
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SPOT_ATTENUATED,
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[LightDefRenderStyle(LightRenderStyle.VAVOOM)]
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[LightDefNum(1502)]
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[LightDefClass("vavoomlightwhite")]
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VAVOOM_GENERIC,
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[LightDefRenderStyle(LightRenderStyle.VAVOOM)]
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[LightDefNum(1503)]
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[LightDefClass("vavoomlightcolor")]
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VAVOOM_COLORED,
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UNKNOWN
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}
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// divide these by 100 to get light color alpha
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// this, sadly, has to duplicate the enum in GZGeneral because it's shader-specific
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public enum LightRenderStyle
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{
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SUBTRACTIVE = 100,
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NORMAL = 99,
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ATTENUATED = 98,
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VAVOOM = 50,
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ADDITIVE = 25,
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NONE = 0,
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}
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public enum LightModifier
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{
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NORMAL,
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PULSE,
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FLICKER,
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SECTOR,
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FLICKERRANDOM
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}
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public enum LightType
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{
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POINT,
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SPOT,
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VAVOOM
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}
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public static LightDefNum GetLightDefNum(LightDef d)
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{
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FieldInfo fi = typeof(LightDef).GetField(d.ToString());
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LightDefNum[] attrs = (LightDefNum[])fi.GetCustomAttributes(typeof(LightDefNum), false);
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if (attrs.Length != 0)
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return attrs[0];
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return null;
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}
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public static LightDefClass GetLightDefClass(LightDef d)
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{
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FieldInfo fi = typeof(LightDef).GetField(d.ToString());
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LightDefClass[] attrs = (LightDefClass[])fi.GetCustomAttributes(typeof(LightDefClass), false);
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if (attrs.Length != 0)
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return attrs[0];
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return null;
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}
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public static LightDefModifier GetLightDefModifier(LightDef d)
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{
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FieldInfo fi = typeof(LightDef).GetField(d.ToString());
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LightDefModifier[] attrs = (LightDefModifier[])fi.GetCustomAttributes(typeof(LightDefModifier), false);
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if (attrs.Length != 0)
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return attrs[0];
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return null;
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}
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public static LightDefRenderStyle GetLightDefRenderStyle(LightDef d)
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{
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FieldInfo fi = typeof(LightDef).GetField(d.ToString());
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LightDefRenderStyle[] attrs = (LightDefRenderStyle[])fi.GetCustomAttributes(typeof(LightDefRenderStyle), false);
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if (attrs.Length != 0)
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return attrs[0];
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return null;
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}
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public class LightData
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{
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public LightDef LightDef { get; private set; }
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private LightDefNum LightDefNum;
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private LightDefClass LightDefClass;
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private LightDefModifier LightDefModifier;
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private LightDefRenderStyle LightDefRenderStyle;
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public string LightClass { get; private set; }
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public int LightNum { get; private set; }
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public LightModifier LightModifier { get; private set; }
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public LightRenderStyle LightRenderStyle { get; private set; }
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public bool LightAnimated { get; private set; }
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public bool LightInternal { get; private set; }
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public bool LightVavoom { get; private set; }
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public LightType LightType { get; private set; }
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private void UpdateLightType()
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{
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switch (LightDef)
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{
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default:
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case LightDef.POINT_NORMAL:
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case LightDef.POINT_ADDITIVE:
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case LightDef.POINT_SUBTRACTIVE:
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case LightDef.POINT_ATTENUATED:
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LightType = LightType.POINT;
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break;
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case LightDef.SPOT_NORMAL:
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case LightDef.SPOT_ADDITIVE:
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case LightDef.SPOT_SUBTRACTIVE:
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case LightDef.SPOT_ATTENUATED:
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LightType = LightType.SPOT;
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break;
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case LightDef.VAVOOM_GENERIC:
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case LightDef.VAVOOM_COLORED:
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LightType = LightType.VAVOOM;
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break;
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}
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}
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public LightData(LightDef d, int num)
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{
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LightDef = d;
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LightNum = num;
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LightDefNum = GetLightDefNum(LightDef);
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LightDefClass = GetLightDefClass(LightDef);
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LightDefModifier = GetLightDefModifier(LightDef);
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LightDefRenderStyle = GetLightDefRenderStyle(LightDef);
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LightClass = LightDefClass.Classes[Array.IndexOf(LightDefNum.DoomEdNums, LightNum)];
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if (LightDefModifier != null)
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LightModifier = LightDefModifier.Modifiers[Array.IndexOf(LightDefNum.DoomEdNums, LightNum)];
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else LightModifier = LightModifier.NORMAL;
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if (LightDefRenderStyle != null)
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LightRenderStyle = LightDefRenderStyle.RenderStyle;
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else LightRenderStyle = LightRenderStyle.NONE;
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LightAnimated = (LightModifier == LightModifier.PULSE || LightModifier == LightModifier.FLICKER || LightModifier == LightModifier.FLICKERRANDOM);
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LightInternal = true;
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UpdateLightType();
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LightVavoom = (LightType == LightType.VAVOOM);
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}
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public LightData(LightDef d, string cls)
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{
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LightDef = d;
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LightClass = cls;
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LightDefNum = GetLightDefNum(LightDef);
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LightDefClass = GetLightDefClass(LightDef);
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LightDefModifier = GetLightDefModifier(LightDef);
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LightDefRenderStyle = GetLightDefRenderStyle(LightDef);
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LightNum = LightDefNum.DoomEdNums[Array.IndexOf(LightDefClass.Classes, cls)];
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if (LightDefModifier != null)
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LightModifier = LightDefModifier.Modifiers[Array.IndexOf(LightDefClass.Classes, cls)];
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else LightModifier = LightModifier.NORMAL;
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if (LightDefRenderStyle != null)
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LightRenderStyle = LightDefRenderStyle.RenderStyle;
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else LightRenderStyle = LightRenderStyle.NONE;
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LightAnimated = (LightModifier == LightModifier.PULSE || LightModifier == LightModifier.FLICKER || LightModifier == LightModifier.FLICKERRANDOM);
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LightInternal = true;
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LightVavoom = (LightDef == LightDef.VAVOOM_GENERIC || LightDef == LightDef.VAVOOM_COLORED);
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UpdateLightType();
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LightVavoom = (LightType == LightType.VAVOOM);
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}
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public LightData(LightModifier mod = LightModifier.NORMAL, LightRenderStyle rs = LightRenderStyle.NONE)
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{
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LightDef = LightDef.UNKNOWN;
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LightClass = null;
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LightNum = -1;
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LightModifier = mod;
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LightRenderStyle = rs;
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LightAnimated = (LightModifier == LightModifier.PULSE || LightModifier == LightModifier.FLICKER || LightModifier == LightModifier.FLICKERRANDOM);
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LightInternal = false;
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LightVavoom = false;
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LightType = LightType.POINT; // always point in GLDEFS
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}
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public void SetRenderStyle(LightRenderStyle rs)
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{
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if (LightInternal)
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return;
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LightRenderStyle = rs;
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}
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}
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static IEnumerable<LightDef> _gldbn_ldefs;
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public static LightData GetLightDataByNum(int doomednum)
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{
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if (_gldbn_ldefs == null)
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_gldbn_ldefs = Enum.GetValues(typeof(LightDef)).Cast<LightDef>();
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foreach (LightDef ldef in _gldbn_ldefs)
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{
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//
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FieldInfo fi = typeof(LightDef).GetField(ldef.ToString());
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LightDefNum[] attrs = (LightDefNum[])fi.GetCustomAttributes(typeof(LightDefNum), false);
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if (attrs.Length == 0) continue;
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//
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LightDefNum attr = attrs[0];
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if (Array.IndexOf(attr.DoomEdNums, doomednum) != -1)
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return new LightData(ldef, doomednum);
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}
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return null;
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}
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public static LightData GetLightDataByClass(string cls)
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{
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cls = cls.ToLowerInvariant();
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if (_gldbn_ldefs == null)
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_gldbn_ldefs = Enum.GetValues(typeof(LightDef)).Cast<LightDef>();
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foreach (LightDef ldef in _gldbn_ldefs)
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{
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//
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FieldInfo fi = typeof(LightDef).GetField(ldef.ToString());
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LightDefClass[] attrs = (LightDefClass[])fi.GetCustomAttributes(typeof(LightDefClass), false);
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if (attrs.Length == 0) continue;
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//
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LightDefClass attr = attrs[0];
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if (Array.IndexOf(attr.Classes, cls) != -1)
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return new LightData(ldef, cls);
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}
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return null;
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}
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//asc script action specials
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private static readonly int[] acsSpecials = { 80, 81, 82, 83, 84, 85, 226 };
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public static int[] ACS_SPECIALS { get { return acsSpecials; } }
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// [ZZ] this is for proper inheritance of lights.
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// technically this can be found by parsing gzdoom.pk3/mapinfo/common.txt, but I wouldn't do that without a good reason for now.
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public static LightData GetGZLightTypeByClass(ActorStructure actor)
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{
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ActorStructure p = actor;
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while (p != null)
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{
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// found dynamic light type. alter it by actor flags.
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// +MISSILEMORE makes it additive.
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// +MISSILEEVENMORE makes it subtractive.
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// +INCOMBAT makes it attenuated.
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LightData ld = GetLightDataByClass(p.ClassName);
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if (ld != null)
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{
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if (ld.LightDef != LightDef.VAVOOM_GENERIC && ld.LightDef != LightDef.VAVOOM_COLORED) // not vavoom
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{
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int baseType = ld.LightNum % 10;
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int dispType = ld.LightNum - baseType;
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if (actor.GetFlagValue("MISSILEMORE", false) || actor.GetFlagValue("DYNAMICLIGHT.ADDITIVE", false))
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dispType = 9810;
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else if (actor.GetFlagValue("MISSILEEVENMORE", false) || actor.GetFlagValue("DYNAMICLIGHT.SUBTRACTIVE", false))
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dispType = 9820;
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else if (actor.GetFlagValue("INCOMBAT", false) || actor.GetFlagValue("DYNAMICLIGHT.ATTENUATE", false))
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dispType = 9830;
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if (!actor.GetFlagValue("DYNAMICLIGHT.SPOT", false) && dispType >= 9840)
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dispType -= 40;
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if (actor.GetFlagValue("DYNAMICLIGHT.SPOT", false) && dispType < 9840)
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dispType += 40;
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return GetLightDataByNum(dispType + baseType);
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}
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else return null;
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}
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p = p.BaseClass;
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}
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return null;
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}
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// this is here so that I can see all dirty patches by listing references to this method.
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public static void AssertNotNull(object o, string whatisit)
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{
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if (o == null)
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{
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throw new NullReferenceException(whatisit + " is null");
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}
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}
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#endregion
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}
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} |