UltimateZoneBuilder/Source/Core/Data/DataManager.cs

1642 lines
47 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Config;
using System.Threading;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.GZDoom;
using CodeImp.DoomBuilder.GZBuilder.MD3;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public sealed class DataManager
{
#region ================== Constants
public const string INTERNAL_PREFIX = "internal:";
#endregion
#region ================== Variables
// Data containers
private List<DataReader> containers;
private DataReader currentreader;
// Palette
private Playpal palette;
// Textures, Flats and Sprites
private Dictionary<long, ImageData> textures;
private List<string> texturenames;
private Dictionary<long, ImageData> flats;
private List<string> flatnames;
private Dictionary<long, ImageData> sprites;
private List<MatchingTextureSet> texturesets;
private List<ResourceTextureSet> resourcetextures;
private AllTextureSet alltextures;
//mxd
private Dictionary<int, ModelData> modeldefEntries; //Thing.Type, Model entry
private Dictionary<int, DynamicLightData> gldefsEntries; //Thing.Type, Light entry
private MapInfo mapInfo; //mapinfo
// Background loading
private Queue<ImageData> imageque;
private Thread backgroundloader;
private volatile bool updatedusedtextures;
private bool notifiedbusy;
// Image previews
private PreviewManager previews;
// Special images
private ImageData missingtexture3d;
private ImageData unknowntexture3d;
private UnknownImage unknownImage; //mxd
private ImageData hourglass3d;
private ImageData crosshair;
private ImageData crosshairbusy;
private Dictionary<string, ImageData> internalsprites;
private ImageData whitetexture;
// Used images
private Dictionary<long, long> usedimages;
// Things combined with things created from Decorate
private DecorateParser decorate;
private List<ThingCategory> thingcategories;
private Dictionary<int, ThingTypeInfo> thingtypes;
private List<string> invalidDecorateActors;//mxd. List of actors without DoomEdNum
// Timing
private float loadstarttime;
private float loadfinishtime;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
//mxd
internal Dictionary<int, ModelData> ModeldefEntries { get { return modeldefEntries; } }
internal Dictionary<int, DynamicLightData> GldefsEntries { get { return gldefsEntries; } }
internal MapInfo MapInfo { get { return mapInfo; } }
public Playpal Palette { get { return palette; } }
public PreviewManager Previews { get { return previews; } }
public ICollection<ImageData> Textures { get { return textures.Values; } }
public ICollection<ImageData> Flats { get { return (General.Map.Config.MixTexturesFlats ? textures.Values : flats.Values); } } //mxd
public List<string> TextureNames { get { return texturenames; } }
public List<string> FlatNames { get { return (General.Map.Config.MixTexturesFlats ? texturenames : flatnames); } } //mxd
public bool IsDisposed { get { return isdisposed; } }
public ImageData MissingTexture3D { get { return missingtexture3d; } }
public ImageData UnknownTexture3D { get { return unknowntexture3d; } }
public ImageData Hourglass3D { get { return hourglass3d; } }
public ImageData Crosshair3D { get { return crosshair; } }
public ImageData CrosshairBusy3D { get { return crosshairbusy; } }
public ImageData WhiteTexture { get { return whitetexture; } }
public List<ThingCategory> ThingCategories { get { return thingcategories; } }
public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
public DecorateParser Decorate { get { return decorate; } }
internal ICollection<MatchingTextureSet> TextureSets { get { return texturesets; } }
internal ICollection<ResourceTextureSet> ResourceTextureSets { get { return resourcetextures; } }
internal AllTextureSet AllTextureSet { get { return alltextures; } }
public bool IsLoading
{
get
{
if(imageque != null)
return (backgroundloader != null) && backgroundloader.IsAlive && ((imageque.Count > 0) || previews.IsLoading);
return false;
}
}
#endregion
#region ================== Constructor / Disposer
// Constructor
internal DataManager()
{
// We have no destructor
GC.SuppressFinalize(this);
//mxd.
modeldefEntries = new Dictionary<int, ModelData>();
gldefsEntries = new Dictionary<int, DynamicLightData>();
// Load special images
missingtexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.MissingTexture3D.png");
missingtexture3d.LoadImage();
unknowntexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownTexture3D.png");
unknowntexture3d.LoadImage();
hourglass3d = new ResourceImage("CodeImp.DoomBuilder.Resources.Hourglass3D.png");
hourglass3d.LoadImage();
crosshair = new ResourceImage("CodeImp.DoomBuilder.Resources.Crosshair.png");
crosshair.LoadImage();
crosshairbusy = new ResourceImage("CodeImp.DoomBuilder.Resources.CrosshairBusy.png");
crosshairbusy.LoadImage();
whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png");
whitetexture.UseColorCorrection = false;
whitetexture.LoadImage();
whitetexture.CreateTexture();
unknownImage = new UnknownImage(Properties.Resources.UnknownImage); //mxd. There should be only one!
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
Unload();
missingtexture3d.Dispose();
missingtexture3d = null;
unknowntexture3d.Dispose();
unknowntexture3d = null;
hourglass3d.Dispose();
hourglass3d = null;
crosshair.Dispose();
crosshair = null;
crosshairbusy.Dispose();
crosshairbusy = null;
whitetexture.Dispose();
whitetexture = null;
unknownImage.Dispose(); //mxd
unknownImage = null; //mxd
modeldefEntries = null;//mxd
mapInfo = null;
// Done
isdisposed = true;
}
}
#endregion
#region ================== Loading / Unloading
// This loads all data resources
internal void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation)
{
DataLocationList all = DataLocationList.Combined(configlist, maplist);
all.Add(maplocation);
Load(all);
}
// This loads all data resources
internal void Load(DataLocationList configlist, DataLocationList maplist)
{
DataLocationList all = DataLocationList.Combined(configlist, maplist);
Load(all);
}
// This loads all data resources
internal void Load(DataLocationList locations)
{
int texcount, flatcount, spritecount, thingcount, colormapcount;
Dictionary<long, ImageData> texturesonly = new Dictionary<long, ImageData>();
Dictionary<long, ImageData> colormapsonly = new Dictionary<long, ImageData>();
Dictionary<long, ImageData> flatsonly = new Dictionary<long, ImageData>();
DataReader c;
// Create collections
containers = new List<DataReader>();
textures = new Dictionary<long, ImageData>();
flats = new Dictionary<long, ImageData>();
sprites = new Dictionary<long, ImageData>();
texturenames = new List<string>();
flatnames = new List<string>();
imageque = new Queue<ImageData>();
previews = new PreviewManager();
texturesets = new List<MatchingTextureSet>();
usedimages = new Dictionary<long, long>();
internalsprites = new Dictionary<string, ImageData>();
thingcategories = General.Map.Config.GetThingCategories();
thingtypes = General.Map.Config.GetThingTypes();
// Load texture sets
foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets)
texturesets.Add(new MatchingTextureSet(ts));
// Sort the texture sets
texturesets.Sort();
// Special textures sets
alltextures = new AllTextureSet();
resourcetextures = new List<ResourceTextureSet>();
// Go for all locations
foreach(DataLocation dl in locations)
{
// Nothing chosen yet
c = null;
// TODO: Make this work more elegant using reflection.
// Make DataLocation.type of type Type and assign the
// types of the desired reader classes.
try
{
// Choose container type
switch(dl.type)
{
// WAD file container
case DataLocation.RESOURCE_WAD:
c = new WADReader(dl);
break;
// Directory container
case DataLocation.RESOURCE_DIRECTORY:
c = new DirectoryReader(dl);
break;
// PK3 file container
case DataLocation.RESOURCE_PK3:
c = new PK3Reader(dl);
break;
}
}
catch(Exception e)
{
// Unable to load resource
General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + dl.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when creating data reader: " + e.Message);
General.WriteLogLine(e.StackTrace);
continue;
}
// Add container
if(c != null)
{
containers.Add(c);
resourcetextures.Add(c.TextureSet);
}
}
// Load stuff
LoadPalette();
texcount = LoadTextures(texturesonly);
flatcount = LoadFlats(flatsonly);
colormapcount = LoadColormaps(colormapsonly);
LoadSprites();
thingcount = LoadDecorateThings();
spritecount = LoadThingSprites();
LoadInternalSprites();
//mxd
General.MainWindow.DisplayStatus(StatusType.Busy, "Parsing MAPINFO...");
loadMapInfo();
Dictionary<string, int> actorsByClass = createActorsByClassList();
General.MainWindow.DisplayStatus(StatusType.Busy, "Parsing model definitions...");
loadModeldefs(actorsByClass);
General.MainWindow.DisplayStatus(StatusType.Busy, "Parsing GLDEFS...");
loadGldefs(actorsByClass);
General.MainWindow.DisplayReady();
//don't need them any more
actorsByClass = null;
// Process colormaps (we just put them in as textures)
foreach(KeyValuePair<long, ImageData> t in colormapsonly)
{
textures.Add(t.Key, t.Value);
texturenames.Add(t.Value.Name);
}
// Process textures
foreach(KeyValuePair<long, ImageData> t in texturesonly)
{
if(!textures.ContainsKey(t.Key))
{
textures.Add(t.Key, t.Value);
texturenames.Add(t.Value.Name);
}
}
// Process flats
foreach(KeyValuePair<long, ImageData> f in flatsonly)
{
flats.Add(f.Key, f.Value);
flatnames.Add(f.Value.Name);
}
// Mixed textures and flats?
if(General.Map.Config.MixTexturesFlats)
{
// Add flats to textures
foreach(KeyValuePair<long, ImageData> f in flatsonly)
{
if(!textures.ContainsKey(f.Key))
{
textures.Add(f.Key, f.Value);
texturenames.Add(f.Value.Name);
}
}
flats.Clear(); //mxd
flatnames.Clear(); //mxd
// Do the same on the data readers
foreach(DataReader dr in containers)
dr.TextureSet.MixTexturesAndFlats();
}
// Sort names
texturenames.Sort();
flatnames.Sort();
// Sort things
foreach(ThingCategory tc in thingcategories) tc.SortIfNeeded();
// Update the used textures
General.Map.Data.UpdateUsedTextures();
// Add texture names to texture sets
foreach(KeyValuePair<long, ImageData> img in textures)
{
// Add to all sets
foreach(MatchingTextureSet ms in texturesets)
ms.AddTexture(img.Value);
// Add to all
alltextures.AddTexture(img.Value);
}
// Add flat names to texture sets
foreach(KeyValuePair<long, ImageData> img in flats)
{
// Add to all sets
foreach(MatchingTextureSet ms in texturesets)
ms.AddFlat(img.Value);
// Add to all
alltextures.AddFlat(img.Value);
}
// Start background loading
StartBackgroundLoader();
// Output info
General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + colormapcount + " colormaps, " + spritecount + " sprites, " + thingcount + " decorate things, " + modeldefEntries.Count + " model deinitions, " + gldefsEntries.Count + " dynamic light definitions");
}
// This unloads all data
internal void Unload()
{
// Stop background loader
StopBackgroundLoader();
// Dispose preview manager
previews.Dispose();
previews = null;
// Dispose decorate
decorate.Dispose();
// Dispose resources
foreach(KeyValuePair<long, ImageData> i in textures) i.Value.Dispose();
foreach(KeyValuePair<long, ImageData> i in flats) i.Value.Dispose();
foreach(KeyValuePair<long, ImageData> i in sprites) i.Value.Dispose();
palette = null;
//mxd
if (modeldefEntries != null) {
foreach (KeyValuePair<int, ModelData> group in modeldefEntries)
group.Value.Dispose();
}
// Dispose containers
foreach(DataReader c in containers) c.Dispose();
containers.Clear();
// Trash collections
decorate = null;
containers = null;
textures = null;
flats = null;
sprites = null;
texturenames = null;
flatnames = null;
imageque = null;
internalsprites = null;
}
#endregion
#region ================== Suspend / Resume
// This suspends data resources
internal void Suspend()
{
// Stop background loader
StopBackgroundLoader();
// Go for all containers
foreach(DataReader d in containers)
{
// Suspend
General.WriteLogLine("Suspended data resource '" + d.Location.location + "'");
d.Suspend();
}
}
// This resumes data resources
internal void Resume()
{
// Go for all containers
foreach(DataReader d in containers)
{
try
{
// Resume
General.WriteLogLine("Resumed data resource '" + d.Location.location + "'");
d.Resume();
}
catch(Exception e)
{
// Unable to load resource
General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + d.Location.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when resuming data reader: " + e.Message + ")");
General.WriteLogLine(e.StackTrace);
}
}
// Start background loading
StartBackgroundLoader();
}
#endregion
#region ================== Background Loading
// This starts background loading
private void StartBackgroundLoader()
{
// Timing
loadstarttime = General.Clock.CurrentTime;
loadfinishtime = 0;
// If a loader is already running, stop it first
if(backgroundloader != null) StopBackgroundLoader();
// Start a low priority thread to load images in background
General.WriteLogLine("Starting background resource loading...");
backgroundloader = new Thread(new ThreadStart(BackgroundLoad));
backgroundloader.Name = "Background Loader";
backgroundloader.Priority = ThreadPriority.Lowest;
backgroundloader.IsBackground = true;
backgroundloader.Start();
}
// This stops background loading
private void StopBackgroundLoader()
{
ImageData img;
General.WriteLogLine("Stopping background resource loading...");
if(backgroundloader != null)
{
// Stop the thread and wait for it to end
backgroundloader.Interrupt();
backgroundloader.Join();
// Reset load states on all images in the list
while(imageque.Count > 0)
{
img = imageque.Dequeue();
switch(img.ImageState)
{
case ImageLoadState.Loading:
img.ImageState = ImageLoadState.None;
break;
case ImageLoadState.Unloading:
img.ImageState = ImageLoadState.Ready;
break;
}
switch(img.PreviewState)
{
case ImageLoadState.Loading:
img.PreviewState = ImageLoadState.None;
break;
case ImageLoadState.Unloading:
img.PreviewState = ImageLoadState.Ready;
break;
}
}
// Done
notifiedbusy = false;
backgroundloader = null;
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
}
}
// The background loader
private void BackgroundLoad()
{
try
{
do
{
// Do we have to update the used-in-map status?
if(updatedusedtextures) BackgroundUpdateUsedTextures();
// Get next item
ImageData image = null;
lock(imageque)
{
// Fetch next image to process
if(imageque.Count > 0) image = imageque.Dequeue();
}
// Any image to process?
if(image != null)
{
// Load this image?
if(image.IsReferenced && (image.ImageState != ImageLoadState.Ready))
{
image.LoadImage();
}
// Unload this image?
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
if(!General.Map.Config.MixTexturesFlats) {
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 General.Map.Config.MixTexturesFlats ? textures.ContainsKey(longname) : flats.ContainsKey(longname);
}
// This checks if a flat is known
public bool GetFlatExists(long longname)
{
return General.Map.Config.MixTexturesFlats ? textures.ContainsKey(longname) : 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)
{
if(General.Map.Config.MixTexturesFlats) { //mxd
// Does this flat exist?
if(textures.ContainsKey(longname)) {
// Return flat
return textures[longname];
}
} else if(flats.ContainsKey(longname)) { // Does this flat exist?
// Return flat
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 General.Map.Config.MixTexturesFlats ? textures[longname] : flats[longname]; //mxd
}
#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 < 9))
{
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];
}
else
{
// 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];
}
else
{
// No such thing type known
return null;
}
}
#endregion
#region ================== mxd. Modeldef, 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>();
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);
}
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());
foreach(Thing t in General.Map.Map.Things) t.UpdateModelStatus();
//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...");
loadGldefs(createActorsByClassList());
//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...");
loadMapInfo();
//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) {
General.ErrorLogger.Add(ErrorType.Warning, "Warning: current game has no Actors!");
return;
}
Dictionary<string, ModelData> modelDefEntriesByName = new Dictionary<string, ModelData>();
ModeldefParser mdeParser = 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 (mdeParser.Parse(group.Value, currentreader.Location.location + "\\" + group.Key)) {
foreach (KeyValuePair<string, ModelData> g in mdeParser.ModelDefEntries) {
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");
}
foreach(Thing t in General.Map.Map.Things) t.UpdateModelStatus();
}
//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) {
General.ErrorLogger.Add(ErrorType.Warning, "Warning: unable to find any DECORATE actors definition!");
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.HighTexture.Length > 0) usedimages[sd.LongHighTexture] = 0;
if(sd.LowTexture.Length > 0) usedimages[sd.LongMiddleTexture] = 0;
if(sd.MiddleTexture.Length > 0) 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
}
}