Merged in GZDB r2465.

This commit is contained in:
MascaraSnake 2016-01-23 01:30:20 +01:00
parent 4dfd8297c7
commit 04abc827f7
57 changed files with 3246 additions and 2007 deletions

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@ -969,6 +969,7 @@
#define BLOCKF_USE 128
#define BLOCKF_SIGHT 256
#define BLOCKF_HITSCAN 512
#define BLOCKF_SOUND 1024
#define FOGP_DENSITY 0
#define FOGP_OUTSIDEDENSITY 1

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@ -199,7 +199,7 @@ special
// 211:Transfer_CeilingLight,
212:Sector_SetColor(4,5),
213:Sector_SetFade(4),
214:Sector_SetDamage(3),
214:Sector_SetDamage(3,5),
215:Teleport_Line(2),
216:Sector_SetGravity(3),
217:Stairs_BuildUpDoom(5),
@ -302,7 +302,7 @@ special
-57:SetCVarString(2),
-58:GetUserCVarString(2),
-59:SetUserCVarString(3),
-60:LineAttack(4,8),
-60:LineAttack(4,9),
-61:PlaySound(2,6),
-62:StopSound(1,2),
-63:strcmp(2,3),
@ -337,6 +337,7 @@ special
-91:QuakeEx(8,12),
-92:Warp(6,11),
-93:GetMaxInventory(2),
-94:SetSectorDamage(2,6),
// Zandronum's
-100:ResetMap(0),

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@ -32,6 +32,15 @@ include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9";
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9";
SKY4 = "E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9";
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters

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@ -32,6 +32,15 @@ include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9";
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9";
SKY4 = "E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9";
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters

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@ -1,29 +1,37 @@
// Default lump name for new map
defaultlumpname = "MAP01";
basegame = 1; //mxd: 0 - UNKNOWN, 1 - DOOM, 2 - HERETIC, 3 - HEXEN, 4 - STRIFE,
defaultlumpname = "MAP01";
basegame = 1; //mxd: 0 - UNKNOWN, 1 - DOOM, 2 - HERETIC, 3 - HEXEN, 4 - STRIFE
// Decorate actors to include depending on actor game property
decorategames = "doom";
// Decorate actors to include depending on actor game property
decorategames = "doom";
// Skill levels
skills
{
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
}
// Skill levels
skills
{
include("Doom_misc.cfg", "skills");
}
}
// Default textures
defaultwalltexture = "STARTAN";
defaultfloortexture = "FLOOR0_1";
defaultceilingtexture = "CEIL1_1";
// Default textures
defaultwalltexture = "STARTAN";
defaultfloortexture = "FLOOR0_1";
defaultceilingtexture = "CEIL1_1";
// Door making
makedoortrack = "DOORTRAK";
makedoordoor = "BIGDOOR2";
makedoorceil = "FLAT20";
// Door making
makedoortrack = "DOORTRAK";
makedoordoor = "BIGDOOR2";
makedoorceil = "FLAT20";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Doom_texturesets.cfg");
}
}

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@ -1,29 +1,37 @@
// Default lump name for new map
defaultlumpname = "E1M1";
basegame = 2;
defaultlumpname = "E1M1";
basegame = 2;
// Decorate actors to include depending on actor game property
decorategames = "heretic raven";
// Decorate actors to include depending on actor game property
decorategames = "heretic raven";
// Skill levels
skills
{
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9,E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9,E6M1,E6M2,E6M3";
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9,E5M1,E5M2,E5M3,E5M4,E5M5,E5M6,E5M7,E5M8,E5M9";
}
// Skill levels
skills
{
include("Heretic_misc.cfg", "skills");
}
}
// Default textures
defaultwalltexture = "GRSTNPB";
defaultfloortexture = "FLOOR03";
defaultceilingtexture = "FLAT506";
// Default textures
defaultwalltexture = "GRSTNPB";
defaultfloortexture = "FLOOR03";
defaultceilingtexture = "FLAT506";
// Door making
makedoortrack = "WOODWL";
makedoordoor = "DOORWOOD";
makedoorceil = "FLOOR04";
// Door making
makedoortrack = "WOODWL";
makedoordoor = "DOORWOOD";
makedoorceil = "FLOOR04";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Heretic_texturesets.cfg");
}
}

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@ -1,30 +1,30 @@
// Default lump name for new map
defaultlumpname = "MAP01";
skyflatname = "F_SKY";
basegame = 3;
defaultlumpname = "MAP01";
skyflatname = "F_SKY";
basegame = 3;
// Decorate actors to include depending on actor game property
decorategames = "hexen raven";
// Decorate actors to include depending on actor game property
decorategames = "hexen raven";
// Skill levels
skills
{
// Skill levels
skills
{
include("Hexen_misc.cfg", "skills");
}
}
// Default textures
defaultwalltexture = "FOREST01";
defaultfloortexture = "F_010";
defaultceilingtexture = "F_011";
// Default textures
defaultwalltexture = "FOREST01";
defaultfloortexture = "F_010";
defaultceilingtexture = "F_011";
// Door making
makedoortrack = "D_END2";
makedoordoor = "D_WD07";
makedoorceil = "F_092";
// Door making
makedoortrack = "D_END2";
makedoordoor = "D_WD07";
makedoorceil = "F_092";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Hexen_texturesets.cfg");
}
}

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@ -1,30 +1,37 @@
// Default lump name for new map
defaultlumpname = "MAP01";
skyflatname = "F_SKY001";
basegame = 4;
defaultlumpname = "MAP01";
skyflatname = "F_SKY001";
basegame = 4;
// Decorate actors to include depending on actor game property
decorategames = "strife";
// Decorate actors to include depending on actor game property
decorategames = "strife";
// Skill levels
skills
{
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKYMNT01 = "MAP10,MAP11,MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20,MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31";
SKYMNT02 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP32,MAP33,MAP34";
}
// Skill levels
skills
{
include("Strife_misc.cfg", "skills");
}
}
// Default textures
defaultwalltexture = "BRKGRY17";
defaultfloortexture = "F_NOLINE";
defaultceilingtexture = "F_DECK";
// Default textures
defaultwalltexture = "BRKGRY17";
defaultfloortexture = "F_NOLINE";
defaultceilingtexture = "F_DECK";
// Door making
makedoortrack = "DORTRK01";
makedoordoor = "DORML01";
makedoorceil = "F_UNDOOR";
// Door making
makedoortrack = "DORTRK01";
makedoordoor = "DORML01";
makedoorceil = "F_UNDOOR";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Strife_texturesets.cfg");
}
}

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@ -32,20 +32,6 @@ zdoom
}
}
obstacles
{
blocking = 2;
5050
{
title = "Stalagmite";
sprite = "SMT2A0";
class = "Stalagmite";
width = 16;
height = 48;
}
}
lights
{
blocking = 2;
@ -1397,6 +1383,20 @@ doom
}
}
obstacles
{
blocking = 2;
5050
{
title = "Stalagmite";
sprite = "SMT2A0";
class = "Stalagmite";
width = 16;
height = 48;
}
}
decoration
{
49 // Hanging victim, twitching (blocking)

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@ -1,29 +1,37 @@
// Default lump name for new map
defaultlumpname = "MAP01";
defaultlumpname = "MAP01";
// Decorate actors to include depending on actor game property
decorategames = "action2"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
// Decorate actors to include depending on actor game property
decorategames = "action2"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
// Skill levels
skills
{
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
}
// Skill levels
skills
{
include("Action2_misc.cfg", "skills");
}
}
// Door making
makedoortrack = "BLACK";
// Door making
makedoortrack = "BLACK";
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
}*/
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Action2_texturesets.cfg");
}
}

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@ -1,28 +1,34 @@
// Default lump name for new map
defaultlumpname = "MAP01";
defaultlumpname = "MAP01";
// Decorate actors to include depending on actor game property
decorategames = "chex";
// Decorate actors to include depending on actor game property
decorategames = "chex";
// Skill levels
skills
{
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5";
}
// Skill levels
skills
{
include("Chex_misc.cfg", "skills");
}
}
// Door making
makedoortrack = "COMPSTA1";
// Door making
makedoortrack = "COMPSTA1";
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
}*/
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Chex3_texturesets.cfg");
}
}

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@ -1,28 +1,34 @@
// Default lump name for new map
defaultlumpname = "MAP01";
defaultlumpname = "MAP01";
// Decorate actors to include depending on actor game property
decorategames = "chex";
// Decorate actors to include depending on actor game property
decorategames = "chex";
// Skill levels
skills
{
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5";
}
// Skill levels
skills
{
include("Chex_misc.cfg", "skills");
}
}
// Door making
makedoortrack = "COMPSTA1";
// Door making
makedoortrack = "COMPSTA1";
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
}*/
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Chex_texturesets.cfg");
}
}

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@ -1,28 +1,36 @@
// Default lump name for new map
defaultlumpname = "MAP01";
defaultlumpname = "MAP01";
// Decorate actors to include depending on actor game property
decorategames = "harmony"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
// Decorate actors to include depending on actor game property
decorategames = "harmony"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
// Skill levels
skills
{
//mxd. Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
}
// Skill levels
skills
{
include("Harmony_misc.cfg", "skills");
}
}
// Door making
makedoortrack = "DOORTRAK";
// Door making
makedoortrack = "DOORTRAK";
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
include("Doom_misc.cfg", "thingsfilters");
}*/
}*/
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Harmony_texturesets.cfg");
}
}

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@ -121,7 +121,7 @@ keywords
Death = "Script expression Death";
Default = "default:";
Delay = "void Delay(int tics)";
Disconnect = "Disconnect script expression";
Disconnect = "Script expression Disconnect";
Do = "do";
Door_Animated = "Door_Animated(tag, speed, delay, lock)";
Door_Close = "Door_Close(tag, speed, lighttag)";
@ -261,7 +261,7 @@ keywords
Light_Strobe = "Light_Strobe(tag, upper, lower, u-tics, l-tics)";
Light_StrobeDoom = "Light_StrobeDoom(tag, u-tics, l-tics)";
Lightning = "Script expression Lightning";
LineAttack = "LineAttack(int tid, fixed angle, fixed pitch, int damage[, str pufftype = 'BulletPuff'[, str damagetype = 'None'[, fixed range = 2048[, int flags = 0]]]])\nFires a hitscan attack. If tid is 0, the activator of the script is the source of the attack.";
LineAttack = "LineAttack(int tid, fixed angle, fixed pitch, int damage[, str pufftype = 'BulletPuff'[, str damagetype = 'None'[, fixed range = 2048[, int flags = 0[, int pufftid = 0]]]]])\nFires a hitscan attack. If tid is 0, the activator of the script is the source of the attack.";
Line_AlignCeiling = "Line_AlignCeiling(lineid, side)";
Line_AlignFloor = "Line_AlignFloor(lineid, side)";
Line_SetBlocking = "Line_SetBlocking(lineid, setflags, clearflags)";
@ -390,6 +390,8 @@ keywords
SetPlayerProperty = "SetPlayerProperty(who, set, which)";
SetPointer = "bool SetPointer(int assign_slot, int tid[, int pointer_selector[, int flags]])\nSet the value of one of the caller's stored pointers.";
SetResultValue = "void SetResultValue(int value)";
SetSectorDamage = "fixed SetSectorDamage(int tag, int amount, str damagetype, int interval, int leaky)";
SetSectorTerrain = "fixed SetSectorTerrain(int tag, int plane, str terraintype)";
SetSkyScrollSpeed = "void SetSkyScrollSpeed(int sky, fixed skyspeed)\nChanges the scrolling speed of a sky.\nThis is useful in conjunction with ChangeSky.\nsky: either 1 or 2.\nskyspeed: the desired scrolling speed.";
SetActorTeleFog = "void SetActorTeleFog(int tid, str telefogsrcclass, str telefogdestclass";
SetThingSpecial = "void SetThingSpecial(int tid, int special[, int arg0[, int arg1[, int arg2[, int arg3[, int arg4]]]]])\nSets the special for any things with the same TID.\nThis is similar to Thing_SetSpecial, except it can only be used from ACS,\nand it can set all of a thing's special arguments.\nIf tid is 0, then the activator is used.";
@ -547,11 +549,12 @@ constants
APROP_Mass;
APROP_MasterTID;
APROP_MeleeRange;
APROP_NameTag;
APROP_NoTarget;
APROP_NoTrigger;
APROP_Nametag;
APROP_Notarget;
APROP_Notrigger;
APROP_PainSound;
APROP_Radius;
APROP_Reactiontime;
APROP_RenderStyle;
APROP_ScaleX;
APROP_ScaleY;
@ -566,12 +569,12 @@ constants
APROP_TracerTID;
APROP_ViewHeight;
APROP_Waterlevel;
ARMORINFO_CLASSNAME;
ARMORINFO_SAVEAMOUNT;
ARMORINFO_ACTUALSAVEAMOUNT;
ARMORINFO_SAVEPERCENT;
ARMORINFO_CLASSNAME;
ARMORINFO_MAXABSORB;
ARMORINFO_MAXFULLABSORB;
ARMORINFO_SAVEAMOUNT;
ARMORINFO_SAVEPERCENT;
ATTN_IDLE;
ATTN_NONE;
ATTN_NORM;
@ -590,6 +593,7 @@ constants
BLOCKF_PROJECTILES;
BLOCKF_RAILING;
BLOCKF_SIGHT;
BLOCKF_SOUND;
BLOCKF_USE;
BT_ALTATTACK;
BT_ATTACK;
@ -617,20 +621,19 @@ constants
BT_USER4;
BT_ZOOM;
CARRY;
CHAN_AREA;
CHAN_5;
CHAN_6;
CHAN_7;
CHAN_AUTO;
CHAN_BODY;
CHAN_ITEM;
CHAN_LISTENERZ;
CHAN_LOOP;
CHAN_MAYBE_LOCAL;
CHAN_NOPAUSE;
CHAN_UI;
CHAN_VOICE;
CHAN_WEAPON;
CHAN_5;
CHAN_6;
CHAN_7;
CHANGELEVEL_CHANGESKILL;
CHANGELEVEL_KEEPFACING;
CHANGELEVEL_NOINTERMISSION;
CHANGELEVEL_NOMONSTERS;
@ -670,9 +673,27 @@ constants
DAMAGE_NONPLAYERS;
DAMAGE_PLAYERS;
DAMAGE_SUBCLASSES_PROTECT;
DB_ORDER_ASC;
DB_ORDER_DESC;
EV_Char;
EV_KeyDown;
EV_KeyRepeat;
EV_KeyUp;
EV_LButtonDblClick;
EV_LButtonDown;
EV_LButtonUp;
EV_MButtonDblClick;
EV_MButtonDown;
EV_MButtonUp;
EV_MouseMove;
EV_RButtonDblClick;
EV_RButtonDown;
EV_RButtonUp;
EV_WheelDown;
EV_WheelUp;
FALSE;
FHF_NORANDOMPUFFZ;
FHF_NOIMPACTDECAL;
FHF_NORANDOMPUFFZ;
FOGP_DENSITY;
FOGP_OUTSIDEDENSITY;
FOGP_SKYFOG;
@ -680,6 +701,45 @@ constants
GAME_NET_DEATHMATCH;
GAME_SINGLE_PLAYER;
GAME_TITLE_MAP;
GK_ALERT;
GK_BACKSPACE;
GK_CESCAPE;
GK_DEL;
GK_DOWN;
GK_END;
GK_ESCAPE;
GK_F1;
GK_F10;
GK_F11;
GK_F12;
GK_F2;
GK_F3;
GK_F4;
GK_F5;
GK_F6;
GK_F7;
GK_F8;
GK_F9;
GK_FORMFEED;
GK_FREE1;
GK_FREE2;
GK_FREE3;
GK_HOME;
GK_LEFT;
GK_LINEFEED;
GK_PGDN;
GK_PGUP;
GK_RETURN;
GK_RIGHT;
GK_TAB;
GK_UP;
GK_VTAB;
GKM_ALT;
GKM_CTRL;
GKM_LBUTTON;
GKM_MBUTTON;
GKM_RBUTTON;
GKM_SHIFT;
HUDMSG_ADDBLEND;
HUDMSG_ALPHA;
HUDMSG_COLORSTRING;
@ -733,66 +793,69 @@ constants
MARINEWEAPON_RocketLauncher;
MARINEWEAPON_Shotgun;
MARINEWEAPON_SuperShotgun;
MF_SPECIAL;
MF_SOLID;
MF_SHOOTABLE;
MF_NOSECTOR;
MF_NOBLOCKMAP;
MF_AMBUSH;
MF_JUSTHIT;
MF_JUSTATTACKED;
MF_SPAWNCEILING;
MF_NOGRAVITY;
MF_DROPOFF;
MF_PICKUP;
MF_NOCLIP;
MF_INCHASE;
MF_FLOAT;
MF_TELEPORT;
MF_MISSILE;
MF_DROPPED;
MF_SHADOW;
MF_NOBLOOD;
MF_CORPSE;
MF_INFLOAT;
MF_INBOUNCE;
MF_COUNTKILL;
MF_COUNTITEM;
MF_SKULLFLY;
MF_NOTDMATCH;
MF_SPAWNSOUNDSOURCE;
MF_COUNTKILL;
MF_DROPOFF;
MF_DROPPED;
MF_FLOAT;
MF_FRIENDLY;
MF_UNMORPHED;
MF_NOLIFTDROP;
MF_STEALTH;
MF_ICECORPSE;
ML_BLOCKING;
ML_BLOCKMONSTERS;
ML_TWOSIDED;
ML_DONTPEGTOP;
ML_DONTPEGBOTTOM;
ML_SECRET;
ML_SOUNDBLOCK;
ML_DONTDRAW;
ML_MAPPED;
ML_REPEAT_SPECIAL;
MF_INBOUNCE;
MF_INCHASE;
MF_INFLOAT;
MF_JUSTATTACKED;
MF_JUSTHIT;
MF_MISSILE;
MF_NOBLOCKMAP;
MF_NOBLOOD;
MF_NOCLIP;
MF_NOGRAVITY;
MF_NOLIFTDROP;
MF_NOSECTOR;
MF_NOTDMATCH;
MF_PICKUP;
MF_SHADOW;
MF_SHOOTABLE;
MF_SKULLFLY;
MF_SOLID;
MF_SPAWNCEILING;
MF_SPAWNSOUNDSOURCE;
MF_SPECIAL;
MF_STEALTH;
MF_TELEPORT;
MF_UNMORPHED;
ML_3DMIDTEX;
ML_ADDTRANS;
ML_MONSTERSCANACTIVATE;
ML_BLOCK_FLOATERS;
ML_BLOCK_PLAYERS;
ML_BLOCKEVERYTHING;
ML_ZONEBOUNDARY;
ML_RAILING;
ML_BLOCK_FLOATERS;
ML_CLIP_MIDTEX;
ML_WRAP_MIDTEX;
ML_3DMIDTEX;
ML_CHECKSWITCHRANGE;
ML_FIRSTSIDEONLY;
ML_BLOCKPROJECTILE;
ML_BLOCKUSE;
ML_BLOCKSIGHT;
ML_BLOCKHITSCAN;
ML_BLOCKING;
ML_BLOCKMONSTERS;
ML_BLOCKPROJECTILE;
ML_BLOCKSIGHT;
ML_BLOCKUSE;
ML_CHECKSWITCHRANGE;
ML_CLIP_MIDTEX;
ML_DONTDRAW;
ML_DONTPEGBOTTOM;
ML_DONTPEGTOP;
ML_FIRSTSIDEONLY;
ML_MAPPED;
ML_MONSTERSCANACTIVATE;
ML_RAILING;
ML_REPEAT_SPECIAL;
ML_SECRET;
ML_SOUNDBLOCK;
ML_TWOSIDED;
ML_WRAP_MIDTEX;
ML_ZONEBOUNDARY;
MOD_BARREL;
MOD_BFG_BOOM;
MOD_BFG_SPLASH;
MOD_CHAINSAW;
MOD_CRUSH;
MOD_DISINTEGRATE;
MOD_ELECTRIC;
@ -801,9 +864,14 @@ constants
MOD_HIT;
MOD_ICE;
MOD_LAVA;
MOD_PLASMARIFLE;
MOD_POISON;
MOD_R_SPLASH;
MOD_RAILGUN;
MOD_ROCKET;
MOD_SLIME;
MOD_SPLASH;
MOD_SSHOTGUN;
MOD_SUICIDE;
MOD_TELEFRAG;
MOD_UNKNOWN;
@ -835,6 +903,7 @@ constants
MRF_WHENINVULNERABLE;
NO;
NO_CHANGE;
NO_TEAM;
NOT_BOTTOM;
NOT_CEILING;
NOT_FLOOR;
@ -875,11 +944,11 @@ constants
PTROP_NOSAFEGUARDS;
PTROP_UNSAFEMASTER;
PTROP_UNSAFETARGET;
QF_FULLINTENSITY;
QF_MAX;
QF_RELATIVE;
QF_SCALEDOWN;
QF_SCALEUP;
QF_MAX;
QF_FULLINTENSITY;
QF_WAVE;
SCROLL;
SCROLL_AND_CARRY;
@ -900,21 +969,31 @@ constants
SKILL_NORMAL;
SKILL_VERY_EASY;
SKILL_VERY_HARD;
SPAC_None;
SPAC_Cross;
SPAC_Use;
SPAC_MCross;
SPAC_Impact;
SPAC_Push;
SPAC_PCross;
SPAC_UseThrough;
SOUND_Active;
SOUND_Attack;
SOUND_Bounce;
SOUND_CrushPain;
SOUND_Death;
SOUND_Howl;
SOUND_Pain;
SOUND_See;
SOUND_Use;
SOUND_WallBounce;
SPAC_AnyCross;
SPAC_MUse;
SPAC_Cross;
SPAC_Impact;
SPAC_MCross;
SPAC_MPush;
SPAC_MUse;
SPAC_None;
SPAC_PCross;
SPAC_Push;
SPAC_Use;
SPAC_UseBack;
SPAC_UseThrough;
STYLE_Add;
STYLE_AddStencil;
STYLE_AddShaded;
STYLE_AddStencil;
STYLE_Fuzzy;
STYLE_None;
STYLE_Normal;
@ -1242,6 +1321,8 @@ constants
T_YELLOWKEYCARD;
T_YELLOWSKULLKEY;
T_ZOMBIE;
TEAM_BLUE;
TEAM_RED;
TEXFLAG_ADDOFFSET;
TEXFLAG_BOTTOM;
TEXFLAG_MIDDLE;
@ -1249,22 +1330,41 @@ constants
TEXTURE_BOTTOM;
TEXTURE_MIDDLE;
TEXTURE_TOP;
WARPF_ABSOLUTEOFFSET;
TPROP_Assister;
TPROP_Carrier;
TPROP_DeathCount;
TPROP_FragCount;
TPROP_IsValid;
TPROP_LoserTheme;
TPROP_Name;
TPROP_NumLivePlayers;
TPROP_NumPlayers;
TPROP_PlayerStartNum;
TPROP_PointCount;
TPROP_ReturnTics;
TPROP_Score;
TPROP_Spread;
TPROP_TeamItem;
TPROP_TextColor;
TPROP_WinCount;
TPROP_WinnerTheme;
TRANSLATION_ICE;
TRUE;
WARPF_ABSOLUTEANGLE;
WARPF_USECALLERANGLE;
WARPF_NOCHECKPOSITION;
WARPF_INTERPOLATE;
WARPF_WARPINTERPOLATION;
WARPF_COPYINTERPOLATION;
WARPF_STOP;
WARPF_TOFLOOR;
WARPF_TESTONLY;
WARPF_ABSOLUTEOFFSET;
WARPF_ABSOLUTEPOSITION;
WARPF_BOB;
WARPF_MOVEPTR;
WARPF_USEPTR;
WARPF_COPYVELOCITY;
WARPF_COPYINTERPOLATION;
WARPF_COPYPITCH;
TRUE;
WARPF_COPYVELOCITY;
WARPF_INTERPOLATE;
WARPF_MOVEPTR;
WARPF_NOCHECKPOSITION;
WARPF_STOP;
WARPF_TESTONLY;
WARPF_TOFLOOR;
WARPF_USECALLERANGLE;
WARPF_USEPTR;
WARPF_WARPINTERPOLATION;
YES;
}

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@ -23,10 +23,11 @@
<br />
<b class="fat">game</b> (string)<br />
The name that is displayed in Doom Buider for your Game Configuration.<br />
Default value is <b>"&lt;unnamed game&gt;"</b>.<br />
<br />
<b class="fat">enabledbydefault</b> (boolean) - <span class="red">GZDB only</span>.<br />
This game configuration is available by default. You can enable and disable game configurations using <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
The default value is <b>false</b>.<br />
Default value is <b>false</b>.<br />
<br />
<b class="fat">actionspecialhelp</b> (string) - <span class="red">GZDB only</span>.<br />
The URL used to display action special help. &quot;<strong>%K</strong>&quot; wildcard is replaced by <strong>id</strong> property defined in <a href="gc_linedefsettings.html#actionid">action definition</a>.<br />
@ -38,7 +39,7 @@
<b class="fat">basegame</b> (integer) [0 .. 4] - <span class="red">GZDB only</span>.<br />
Indicates which game the current configuration is based on. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS).
<br /><b>Possible values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).<br />
The default value is <b>0</b> (don't load game-specific lumps).<br />
Default value is <b>0</b> (don't load game-specific lumps).<br />
<br />
<b class="fat">engine</b> (string)<br />
@ -52,7 +53,7 @@
<br />
<b class="fat">testshortpaths</b> (boolean)<br />
Set to <b>true</b> to use MSDOS 8.3 format paths and filenames by default. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
The default value is <b>false</b>.<br />
Default value is <b>false</b>.<br />
<br />
<b class="fat">defaultsavecompiler</b> (string)<br />
Name of the <a href="scriptingconfigs.html">Nodebuilder Compiler Configuration structure</a> to use as the default settings for the compiler that is used when saving the map. The user can still change this in the <a href="w_gameconfigurations.html">Game Configurations window</a>.<br />
@ -79,7 +80,8 @@ skills
</pre>
<br />
<b class="fat">linetagindicatesectors</b> (boolean)<br />
When <b>true</b>, Doom Builder will highlight sectors associated with the same tag number when a line is highlighted. This is only really useful for Doom format maps, because Hexen format and UDMF format has no single tag on linedefs (in those formats, the arguments of the linedef's action can be tags, which also works to highlight sectors).<br />The default is <b>false</b>.<br />
When <b>true</b>, Doom Builder will highlight sectors associated with the same tag number when a line is highlighted. This is only really useful for Doom format maps, because Hexen format and UDMF format has no single tag on linedefs (in those formats, the arguments of the linedef's action can be tags, which also works to highlight sectors).<br />
Default value is <b>false</b>.<br />
<br />
<b class="fat">singlesidedflag</b> (integer or string)<br />
This lets Doom Builder know the <a href="gc_linedefflags.html">linedef flag</a> that indicates a line with only one side. Doom Builder will set this flag value on a linedef when it changes a line to become single sided and removes the flag from a linedef when it becomes double sided. Plugins can also use this information to perform operations on linedefs. For map formats that use numeric flags (Doom and Hexen) this must be an integer flag value. For map formats that use named flags (UDMF), this must be a string indicating the name of the flag.<br />
@ -92,21 +94,27 @@ skills
<br />
<b class="fat">defaultwalltexture</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a texture to use on sidedefs when creating a new sector.<br />
<b>"STARTAN"</b>.<br />
<br />
<b class="fat">defaultfloortexture</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a flat to use on the floor when creating a new sector.<br />
Default value is <b>"FLOOR0_1"</b>.<br />
<br />
<b class="fat">defaultceilingtexture</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a flat to use on the ceiling when creating a new sector.<br />
Default value is <b>"CEIL1_1"</b>.<br />
<br />
<b class="fat">makedoortrack</b> (string)<br />
Name of a texture to use on the walls when making a door.<br />
Default value is <b>"-"</b> (no texture).<br />
<br />
<b class="fat">makedoordoor</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a texture to use as the door texture when making a door.<br />
Default value is <b>"-"</b> (no texture).<br />
<br />
<b class="fat">makedoorceil</b> (string) - <span class="red">GZDB only</span>.<br />
Name of a texture to use as the door's ceiling texture when making a door.<br />
Default value is <b>"-"</b> (no texture).<br />
<br />
<b class="fat">makedooraction</b> (integer)<br />
Linedef action number to put on the lines when making a door.<br />
@ -115,13 +123,28 @@ skills
Arguments for the linedef action number to put on the lines when making a door.<br />
<br />
<b class="fat">doomlightlevels</b> (boolean)<br />
Set this to <b>false</b> to use linear lighting in Doom Builder. Normally Doom Builder uses a simulation of Doom's light levels.<br />Default value is <b>true</b>.<br />
Set this to <b>false</b> to use linear lighting in Doom Builder. Normally Doom Builder uses a simulation of Doom's light levels.
<br />Default value is <b>true</b>.<br />
<br />
<b class="fat">start3dmode</b> (integer)<br />
Thing type number that Doom Builder will use to keep your Visual Mode camera position stored in the map. Doom Builder will place a single thing of this type in your map and move it along as you move in Visual Mode.<br />
<br />
<b class="fat">skyflatname</b> (string)<br />
Name of the flat that is interpreted as sky (meaning there is no ceiling). Doom Builder and plugins can use this information for various purposes.<br />
Name of the flat that is interpreted as sky (meaning there is no ceiling). Doom Builder and plugins can use this information for various purposes.
<br />Default value is <b>"F_SKY1"</b>.<br />
<br />
<b class="fat">defaultskytextures</b> (structure) - <span class="red">GZDB only</span>.<br />
Defines the relationship between map names and sky texture names used by vanilla maps.<br />
<br />
<strong>Example:</strong>
<pre>
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05";
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16";
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25";
}
</pre>
<br />
<b class="fat">longtexturenames</b> (boolean) - <span class="red">GZDB only</span>.<br />
Enables support for long (> 8 chars) texture names. This is used by GZDoom Builder to limit the input fields in the user interface and to check the validity of texture names in resources. This setting should only be enabled for UDMF game configurations. Enabling this setting will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3 This does NOT determine the actual limitation on the texture names in the map file format.<br />Default value is <b>false</b>.<br />

View File

@ -21,7 +21,7 @@
<b class="fat">decorategames</b> (string)<br />
Fill this to the game names to support DECORATE actors from. Only the DECORATE actors who's game name is in this string will be loaded. If this setting is not set, DECORATE lumps are not loaded.<br />
<br />
Example:
<strong>Example:</strong>
<pre>
decorategames = "heretic raven";
</pre>
@ -41,7 +41,7 @@ decorategames = "heretic raven";
<b class="fat">textures</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of textures that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Please note that PNAMES, TEXTURE1 and TEXTURE2 lumps do not need to be in the game configuration, they are always loaded when available.<br />
<br />
Example:
<strong>Example:</strong>
<pre>
textures
{
@ -56,7 +56,7 @@ textures
<b class="fat">patches</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of patches that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Note that Doom Builder does not load all patches, only those that are used by the textures.<br />
<br />
Example:
<strong>Example:</strong>
<pre>
patches
{
@ -77,7 +77,7 @@ patches
<b class="fat">sprites</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of sprites that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings). Note that Doom Builder does not load all sprites, only those that are used by the <a href="gc_thingsettings.cfg">things</a>.<br />
<br />
Example:
<strong>Example:</strong>
<pre>
sprites
{
@ -92,7 +92,7 @@ sprites
<b class="fat">flats</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of flats that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings).<br />
<br />
Example:
<strong>Example:</strong>
<pre>
flats
{
@ -107,7 +107,7 @@ flats
<b class="fat">colormaps</b> (structure)<br />
This lists the marker lump names that indicate the begin and end of a list of colormaps that Doom Builder should load. There must be a separate structure for each range, for which the structure name doesn't matter. The range must have a 'start' setting and an 'end' setting of which the values must be the names of the start and end lumps (strings).<br />
<br />
Example:
<strong>Example:</strong>
<pre>
colormaps
{

View File

@ -46,8 +46,9 @@
<DocumentationFile>..\..\Build\Builder.xml</DocumentationFile>
<DefineConstants>
</DefineConstants>
<WarningLevel>3</WarningLevel>
<WarningLevel>4</WarningLevel>
<DebugSymbols>true</DebugSymbols>
<NoWarn>1591</NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug + Profiler|x86' ">
<DebugSymbols>true</DebugSymbols>
@ -875,6 +876,7 @@
<Compile Include="GZBuilder\Data\ModelLoadState.cs" />
<Compile Include="GZBuilder\Data\ScriptItem.cs" />
<Compile Include="GZBuilder\Data\SharpCompressHelper.cs" />
<Compile Include="GZBuilder\Data\SkyboxInfo.cs" />
<Compile Include="GZBuilder\Rendering\SizelessVisualThingCage.cs" />
<Compile Include="GZBuilder\Rendering\ThingBoundingBox.cs" />
<Compile Include="GZBuilder\Data\ThingCopyData.cs" />
@ -1132,10 +1134,12 @@
<None Include="Resources\MCrash.png" />
<None Include="Resources\MixedThings.png" />
<None Include="Resources\LinedefColorPresets.png" />
<EmbeddedResource Include="Resources\MissingSky3D.png" />
<Content Include="Resources\Model.png" />
<None Include="Resources\ModelDisabled.png" />
<None Include="Resources\ModelFiltered.png" />
<Content Include="Resources\Model_selected.png" />
<None Include="Resources\Sky.png" />
<None Include="Resources\Update.png" />
<None Include="Resources\Reload.png" />
<None Include="Resources\Preferences.png" />

View File

@ -77,6 +77,7 @@ namespace CodeImp.DoomBuilder.Config
private readonly bool linetagindicatesectors;
private readonly string decorategames;
private string skyflatname;
private Dictionary<string, string> defaultskytextures; //mxd <map name, sky texture name>
private readonly int maxtexturenamelength;
private readonly bool longtexturenames; //mxd
private readonly int leftboundary;
@ -194,6 +195,7 @@ namespace CodeImp.DoomBuilder.Config
public bool LineTagIndicatesSectors { get { return linetagindicatesectors ; } }
public string DecorateGames { get { return decorategames; } }
public string SkyFlatName { get { return skyflatname; } internal set { skyflatname = value; } } //mxd. Added setter
public Dictionary<string, string> DefaultSkyTextures { get { return defaultskytextures; } } //mxd
public int MaxTextureNameLength { get { return maxtexturenamelength; } }
public bool UseLongTextureNames { get { return longtexturenames; } } //mxd
public int LeftBoundary { get { return leftboundary; } }
@ -309,6 +311,7 @@ namespace CodeImp.DoomBuilder.Config
this.linedefrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.sectorrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.thingrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.defaultskytextures = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase); //mxd
// Read general settings
configname = cfg.ReadSetting("game", "<unnamed game>");
@ -426,6 +429,9 @@ namespace CodeImp.DoomBuilder.Config
LoadTextureSets();
LoadThingFilters();
//mxd. Vanilla sky textures
LoadDefaultSkies();
// Make door flags
LoadMakeDoorFlags();
}
@ -898,6 +904,40 @@ namespace CodeImp.DoomBuilder.Config
}
}
//mxd
private void LoadDefaultSkies()
{
IDictionary dic = cfg.ReadSetting("defaultskytextures", new Hashtable());
char[] separator = new[] { ',' };
foreach (DictionaryEntry de in dic)
{
string skytex = de.Key.ToString();
if (defaultskytextures.ContainsKey(skytex))
{
General.ErrorLogger.Add(ErrorType.Warning, "Sky texture \"" + skytex + "\" is double-defined in the current game configuration!");
continue;
}
string[] maps = de.Value.ToString().Split(separator, StringSplitOptions.RemoveEmptyEntries);
if (maps.Length == 0)
{
General.ErrorLogger.Add(ErrorType.Warning, "Sky texture \"" + skytex + "\" has no map names defined in the current game configuration!");
continue;
}
foreach (string map in maps)
{
if (defaultskytextures.ContainsKey(map))
{
General.ErrorLogger.Add(ErrorType.Warning, "Map \"" + map + "\" is double-defined in the \"DefaultSkyTextures\" block of current game configuration!");
continue;
}
defaultskytextures[map] = skytex;
}
}
}
//mxd
private void LoadStringDictionary(Dictionary<string, string> target, string settingname)
{

View File

@ -98,6 +98,7 @@ namespace CodeImp.DoomBuilder.Config
private ModelRenderMode gzDrawModelsMode;
private LightRenderMode gzDrawLightsMode;
private bool gzDrawFog;
private bool gzDrawSky;
private bool gzToolbarGZDoom;
private bool gzSynchCameras;
private bool gzShowEventLines;
@ -112,6 +113,7 @@ namespace CodeImp.DoomBuilder.Config
private string lastUsedConfigName;
private string lastUsedMapFolder;
private bool gzMarkExtraFloors;
private bool gzdoomrenderingeffects = true; //mxd
private bool drawFullCrosshair;
private int maxRecentFiles;
private bool autoClearSideTextures;
@ -192,6 +194,7 @@ namespace CodeImp.DoomBuilder.Config
public ModelRenderMode GZDrawModelsMode { get { return gzDrawModelsMode; } internal set { gzDrawModelsMode = value; } }
public LightRenderMode GZDrawLightsMode { get { return gzDrawLightsMode; } internal set { gzDrawLightsMode = value; } }
public bool GZDrawFog { get { return gzDrawFog; } internal set { gzDrawFog = value; } }
public bool GZDrawSky { get { return gzDrawSky; } internal set { gzDrawSky = value; } }
public bool GZToolbarGZDoom { get { return gzToolbarGZDoom; } internal set { gzToolbarGZDoom = value; } }
public bool GZSynchCameras { get { return gzSynchCameras; } internal set { gzSynchCameras = value; } }
public bool GZShowEventLines { get { return gzShowEventLines; } internal set { gzShowEventLines = value; } }
@ -206,6 +209,7 @@ namespace CodeImp.DoomBuilder.Config
public string LastUsedConfigName { get { return lastUsedConfigName; } internal set { lastUsedConfigName = value; } }
public string LastUsedMapFolder { get { return lastUsedMapFolder; } internal set { lastUsedMapFolder = value; } }
public bool GZMarkExtraFloors { get { return gzMarkExtraFloors; } internal set { gzMarkExtraFloors = value; } }
public bool GZDoomRenderingEffects { get { return gzdoomrenderingeffects; } set { gzdoomrenderingeffects = value; } } //mxd
public bool DrawFullCrosshair { get { return drawFullCrosshair; } internal set { drawFullCrosshair = value; } }
public int MaxRecentFiles { get { return maxRecentFiles; } internal set { maxRecentFiles = General.Clamp(value, 8, 25); } }
public bool AutoClearSidedefTextures { get { return autoClearSideTextures; } internal set { autoClearSideTextures = value; } }
@ -309,6 +313,7 @@ namespace CodeImp.DoomBuilder.Config
gzDrawModelsMode = (ModelRenderMode)cfg.ReadSetting("gzdrawmodels", (int)ModelRenderMode.ALL);
gzDrawLightsMode = (LightRenderMode)cfg.ReadSetting("gzdrawlights", (int)LightRenderMode.ALL);
gzDrawFog = cfg.ReadSetting("gzdrawfog", false);
gzDrawSky = cfg.ReadSetting("gzdrawsky", true);
gzToolbarGZDoom = cfg.ReadSetting("gztoolbargzdoom", true);
gzSynchCameras = cfg.ReadSetting("gzsynchcameras", true);
gzShowEventLines = cfg.ReadSetting("gzshoweventlines", true);
@ -408,6 +413,7 @@ namespace CodeImp.DoomBuilder.Config
cfg.WriteSetting("gzdrawmodels", (int)gzDrawModelsMode);
cfg.WriteSetting("gzdrawlights", (int)gzDrawLightsMode);
cfg.WriteSetting("gzdrawfog", gzDrawFog);
cfg.WriteSetting("gzdrawsky", gzDrawSky);
cfg.WriteSetting("gzsynchcameras", gzSynchCameras);
cfg.WriteSetting("gzshoweventlines", gzShowEventLines);
cfg.WriteSetting("gzoldhighlightmode", gzOldHighlightMode);

View File

@ -299,6 +299,16 @@ namespace CodeImp.DoomBuilder.Controls
//mxd. Sector index
frontpanel.Text += ". Sector " + l.Front.Sector.Index + " ";
//visibility
frontTopUDMFOffsetLabel.Visible = false;
frontTopUDMFScaleLabel.Visible = false;
frontMidUDMFOffsetLabel.Visible = false;
frontMidUDMFScaleLabel.Visible = false;
frontBottomUDMFOffsetLabel.Visible = false;
frontBottomUDMFScaleLabel.Visible = false;
}
//mxd. Set texture names, update panel sizes

View File

@ -135,10 +135,6 @@ namespace CodeImp.DoomBuilder.Controls
// on to the other controls on the parent form
private readonly Dictionary<int, int> ignoredkeys;
// States
private ScriptMarginType indexmargintype;
private ScriptIndicatorStyle indexindicatorstyle;
#endregion
#region ================== Properties
@ -162,16 +158,6 @@ namespace CodeImp.DoomBuilder.Controls
set { EOLMode = (int)value; }
}
/// <summary>
/// The type of a margin.
/// </summary>
public ScriptMarginType MarginType { get { return indexmargintype; } }
/// <summary>
/// The type of a margin.
/// </summary>
public ScriptIndicatorStyle IndicatorStyle { get { return indexindicatorstyle; } }
/// <summary>
/// Are there any redoable actions in the undo history?
///

View File

@ -18,6 +18,9 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.IO;
using System.Threading;
using System.Windows.Forms;
@ -29,6 +32,8 @@ using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.ZDoom;
using SlimDX;
using SlimDX.Direct3D9;
#endregion
@ -70,6 +75,7 @@ namespace CodeImp.DoomBuilder.Data
private MapInfo mapinfo;
private Dictionary<string, KeyValuePair<int, int>> reverbs; //<name, <arg1, arg2>
private Dictionary<long, GlowingFlatData> glowingflats; // Texture name hash, Glowing Flat Data
private Dictionary<string, SkyboxInfo> skyboxes;
private List<string> soundsequences;
// Background loading
@ -92,6 +98,9 @@ namespace CodeImp.DoomBuilder.Data
private ImageData whitetexture;
private ImageData blacktexture; //mxd
//mxd. Sky textures
private CubeTexture skybox; // GZDoom skybox
//mxd. Comment icons
private ImageData[] commenttextures;
@ -139,6 +148,7 @@ namespace CodeImp.DoomBuilder.Data
public ImageData WhiteTexture { get { return whitetexture; } }
public ImageData BlackTexture { get { return blacktexture; } } //mxd
public ImageData[] CommentTextures { get { return commenttextures; } } //mxd
internal CubeTexture SkyBox { get { return skybox; } } //mxd
public List<ThingCategory> ThingCategories { get { return thingcategories; } }
public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
public DecorateParser Decorate { get { return decorate; } }
@ -169,8 +179,10 @@ namespace CodeImp.DoomBuilder.Data
//mxd.
modeldefentries = new Dictionary<int, ModelData>();
gldefsentries = new Dictionary<int, DynamicLightData>();
reverbs = new Dictionary<string, KeyValuePair<int, int>>();
reverbs = new Dictionary<string, KeyValuePair<int, int>>(StringComparer.Ordinal);
glowingflats = new Dictionary<long, GlowingFlatData>();
skyboxes = new Dictionary<string, SkyboxInfo>(StringComparer.Ordinal);
soundsequences = new List<string>();
// Load special images (mxd: the rest is loaded in LoadInternalTextures())
@ -224,8 +236,17 @@ namespace CodeImp.DoomBuilder.Data
blacktexture = null; //mxd
unknownimage.Dispose(); //mxd
unknownimage = null; //mxd
foreach(ImageData i in commenttextures) i.Dispose(); //mxd
for (int i = 0; i < commenttextures.Length; i++) //mxd
{
commenttextures[i].Dispose();
commenttextures[i] = null;
}
commenttextures = null;
if (skybox != null) //mxd
{
skybox.Dispose();
skybox = null;
}
// Done
isdisposed = true;
@ -252,7 +273,7 @@ namespace CodeImp.DoomBuilder.Data
}
// This loads all data resources
internal void Load(DataLocationList locations)
private void Load(DataLocationList locations)
{
Dictionary<long, ImageData> texturesonly = new Dictionary<long, ImageData>();
Dictionary<long, ImageData> colormapsonly = new Dictionary<long, ImageData>();
@ -475,6 +496,9 @@ namespace CodeImp.DoomBuilder.Data
alltextures.AddFlat(img.Value);
}
//mxd. Create skybox texture(s)
SetupSkybox();
// Start background loading
StartBackgroundLoader();
@ -483,7 +507,8 @@ namespace CodeImp.DoomBuilder.Data
colormapcount + " colormaps, " + spritecount + " sprites, " +
thingcount + " decorate things, " + modeldefentries.Count + " model/voxel deinitions, " +
gldefsentries.Count + " dynamic light definitions, " +
glowingflats.Count + " glowing flat definitions, " + reverbs.Count + " sound environment definitions");
glowingflats.Count + " glowing flat definitions, " + skyboxes.Count + " skybox definitions, " +
reverbs.Count + " sound environment definitions");
}
// This unloads all data
@ -1730,19 +1755,17 @@ namespace CodeImp.DoomBuilder.Data
//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);
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return actors;
Dictionary<string, int> actors = new Dictionary<string, int>(StringComparer.OrdinalIgnoreCase);
if (string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return actors;
//read our new shiny ClassNames for default game things
foreach(KeyValuePair<int, ThingTypeInfo> ti in thingtypes)
{
if(!string.IsNullOrEmpty(ti.Value.ClassName))
{
string classname = ti.Value.ClassName.ToLowerInvariant();
if(actors.ContainsKey(classname) && actors[classname] != ti.Key)
if (actors.ContainsKey(ti.Value.ClassName) && actors[ti.Value.ClassName] != ti.Key)
General.ErrorLogger.Add(ErrorType.Warning, "actor '" + ti.Value.ClassName + "' has several editor numbers! Only the last one (" + ti.Key + ") will be used.");
actors[classname] = ti.Key;
actors[ti.Value.ClassName] = ti.Key;
}
}
@ -1772,8 +1795,11 @@ namespace CodeImp.DoomBuilder.Data
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")
// Rebuild skybox texture
SetupSkybox();
// Rebuild geometry if in Visual mode
if (General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode")
{
General.Editing.Mode.OnReloadResources();
}
@ -1826,7 +1852,7 @@ namespace CodeImp.DoomBuilder.Data
foreach(KeyValuePair<string, Stream> group in streams)
{
// Parse the data
if(parser.Parse(group.Value, currentreader.Location.location + "\\" + group.Key, true))
if(parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key), true))
{
foreach(KeyValuePair<string, ModelData> g in parser.Entries)
{
@ -1952,8 +1978,8 @@ namespace CodeImp.DoomBuilder.Data
//mxd. This parses gldefs. Should be called after all DECORATE actors are parsed
private void LoadGldefs(Dictionary<string, int> actorsbyclass)
{
//if no actors defined in DECORATE or game config...
if(actorsbyclass.Count == 0) return;
// Skip if no actors defined in DECORATE or game config...
if (actorsbyclass.Count == 0) return;
GldefsParser parser = new GldefsParser { OnInclude = ParseFromLocation };
@ -1977,11 +2003,11 @@ namespace CodeImp.DoomBuilder.Data
}
}
//create Gldefs Entries dictionary
foreach(KeyValuePair<string, string> e in parser.Objects) //<ClassName, Light name>
// Create Gldefs Entries 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))
//If we have decorate actor and light definition for given ClassName...
if (actorsbyclass.ContainsKey(e.Key) && parser.LightsByName.ContainsKey(e.Value))
gldefsentries[actorsbyclass[e.Key]] = parser.LightsByName[e.Value];
else if(!decorate.AllActorsByClass.ContainsKey(e.Key))
General.ErrorLogger.Add(ErrorType.Warning, "Got GLDEFS light for class '" + e.Key + "', but haven't found such class in DECORATE");
@ -1989,6 +2015,9 @@ namespace CodeImp.DoomBuilder.Data
// Grab them glowy flats!
glowingflats = parser.GlowingFlats;
// And skyboxes
skyboxes = parser.Skyboxes;
}
//mxd. This loads (Z)MAPINFO
@ -1996,38 +2025,42 @@ namespace CodeImp.DoomBuilder.Data
{
MapinfoParser parser = new MapinfoParser { OnInclude = ParseFromLocation };
foreach(DataReader dr in containers)
// Parse mapinfo
foreach (DataReader dr in containers)
{
currentreader = dr;
Dictionary<string, Stream> streams = dr.GetMapinfoData();
foreach(KeyValuePair<string, Stream> group in streams)
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, false);
parser.Parse(group.Value, Path.Combine(dr.Location.location, group.Key), General.Map.Options.LevelName, false);
//MAPINFO lumps are interdependable. Can't carry on...
if(parser.HasError)
if (parser.HasError)
{
parser.LogError();
break;
}
}
}
if (!parser.HasError)
{
// Store parsed data
spawnnums = parser.SpawnNums;
doomednums = parser.DoomEdNums;
mapinfo = parser.MapInfo;
}
else
{
// No nulls allowed!
spawnnums = new Dictionary<int, string>();
doomednums = new Dictionary<int, string>();
mapinfo = new MapInfo();
return;
}
}
}
// Set the output values
spawnnums = parser.SpawnNums;
doomednums = parser.DoomEdNums;
// Store to our MapInfo property
currentreader = null;
mapinfo = parser.MapInfo ?? new MapInfo();
}
private void ParseFromLocation(ZDTextParser parser, string location, bool clearerrors)
@ -2268,5 +2301,437 @@ namespace CodeImp.DoomBuilder.Data
}
#endregion
#region ================== mxd. Skybox Making
private void SetupSkybox()
{
// Get rid of old texture
if (skybox != null) skybox.Dispose(); skybox = null;
// Determine which texture name to use
string skytex = string.Empty;
if (!string.IsNullOrEmpty(mapinfo.Sky1))
{
skytex = mapinfo.Sky1;
}
// Use vanilla sky only when current map doesn't have a MAPINFO entry
else if (!mapinfo.IsDefined)
{
if (General.Map.Config.DefaultSkyTextures.ContainsKey(General.Map.Options.CurrentName))
skytex = General.Map.Config.DefaultSkyTextures[General.Map.Options.CurrentName];
else
skytex = General.GetByIndex(General.Map.Config.DefaultSkyTextures, 0).Value;
}
// Create sky texture
if (!string.IsNullOrEmpty(skytex))
{
if (skyboxes.ContainsKey(skytex))
{
// Create cubemap texture
skybox = (skyboxes[skytex].Textures.Count == 6 ? MakeSkyBox6(skyboxes[skytex]) : MakeSkyBox3(skyboxes[skytex]));
}
else
{
// Create classic texture
ImageData tex = GetTextureImage(skytex);
if (!(tex is UnknownImage))
{
if (!tex.IsImageLoaded) tex.LoadImage();
if (!tex.LoadFailed)
{
skybox = MakeClassicSkyBox(new Bitmap(tex.GetBitmap()), true);
}
}
}
}
// Sky texture will be missing in ZDoom. Use internal texture
if (skybox == null)
{
ImageData tex = LoadInternalTexture("MissingSky3D.png");
tex.CreateTexture();
skybox = MakeClassicSkyBox(new Bitmap(tex.GetBitmap()), false);
tex.Dispose();
}
}
private static CubeTexture MakeClassicSkyBox(Bitmap img, bool dogradients)
{
// CubeTexture must be square with power of 2 sides
int targetwidth = General.NextPowerOf2(img.Width);
int targetheight = General.NextPowerOf2(img.Height);
// Get averaged top and bottom colors
Color topcolor, bottomcolor;
if (dogradients)
{
int tr = 0, tg = 0, tb = 0, br = 0, bg = 0, bb = 0;
for (int i = 0; i < img.Width; i++)
{
Color c = img.GetPixel(i, 0);
tr += c.R;
tg += c.G;
tb += c.B;
c = img.GetPixel(i, img.Height - 1);
br += c.R;
bg += c.G;
bb += c.B;
}
topcolor = Color.FromArgb(255, tr / img.Width, tg / img.Width, tb / img.Width);
bottomcolor = Color.FromArgb(255, br / img.Width, bg / img.Width, bb / img.Width);
}
else
{
// This should be built-in sky texture
Color c = img.GetPixel(img.Width / 2, 0);
topcolor = Color.FromArgb(255, c);
c = img.GetPixel(img.Width / 2, img.Height - 1);
bottomcolor = Color.FromArgb(255, c);
}
// Make it Po2
if (img.Width != targetwidth || img.Height != targetheight) img = ResizeImage(img, targetwidth, targetheight);
// Make it square
if (targetwidth > targetheight)
{
int c = targetwidth / targetheight;
Bitmap result = new Bitmap(targetwidth, targetwidth, img.PixelFormat);
// Tile vertically
using (Graphics g = Graphics.FromImage(result))
{
for (int i = 0; i < c; i++) g.DrawImage(img, 0, targetheight * i);
}
img = result;
}
else if (targetwidth < targetheight)
{
int c = targetheight / targetwidth;
Bitmap result = new Bitmap(targetheight, targetheight);
// Tile horizontally
using (Graphics g = Graphics.FromImage(result))
{
for (int i = 0; i < c; i++) g.DrawImage(img, targetwidth * i, 0);
}
img = result;
}
// Make top and bottom images
Bitmap top = new Bitmap(img.Width, img.Height);
using (Graphics g = Graphics.FromImage(top))
{
using (SolidBrush b = new SolidBrush(topcolor))
{
g.FillRectangle(b, 0, 0, img.Width, img.Height);
}
}
Bitmap bottom = new Bitmap(img.Width, img.Height);
using (Graphics g = Graphics.FromImage(bottom))
{
using (SolidBrush b = new SolidBrush(bottomcolor))
{
g.FillRectangle(b, 0, 0, img.Width, img.Height);
}
}
// Apply top/bottom gradients
if (dogradients)
{
using (Graphics g = Graphics.FromImage(img))
{
int gradientheight = img.Height / 6;
Rectangle area = new Rectangle(0, 0, img.Width, gradientheight);
using (LinearGradientBrush b = new LinearGradientBrush(area, topcolor, Color.FromArgb(0, topcolor), 90f))
{
g.FillRectangle(b, area);
}
area = new Rectangle(0, img.Height - gradientheight, img.Width, gradientheight);
using (LinearGradientBrush b = new LinearGradientBrush(area, Color.FromArgb(0, bottomcolor), bottomcolor, 90f))
{
area.Y += 1;
g.FillRectangle(b, area);
}
}
}
// Make cubemap texture
CubeTexture cubemap = new CubeTexture(General.Map.Graphics.Device, img.Width, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
// Draw faces
img.RotateFlip(RotateFlipType.Rotate180FlipX);
DrawCubemapFace(cubemap, CubeMapFace.NegativeX, img);
img.RotateFlip(RotateFlipType.Rotate90FlipNone);
DrawCubemapFace(cubemap, CubeMapFace.NegativeY, img);
img.RotateFlip(RotateFlipType.Rotate90FlipNone);
DrawCubemapFace(cubemap, CubeMapFace.PositiveX, img);
img.RotateFlip(RotateFlipType.Rotate90FlipNone);
DrawCubemapFace(cubemap, CubeMapFace.PositiveY, img);
DrawCubemapFace(cubemap, CubeMapFace.PositiveZ, top);
DrawCubemapFace(cubemap, CubeMapFace.NegativeZ, bottom);
// All done...
return cubemap;
}
// Makes CubeTexture from 6 images
private CubeTexture MakeSkyBox6(SkyboxInfo info)
{
// Gather images. They should be defined in this order: North, East, South, West, Top, Bottom
Bitmap[] sides = new Bitmap[6];
int targetsize = 0;
for (int i = 0; i < info.Textures.Count; i++)
{
ImageData tex = GetTextureImage(info.Textures[i]);
if (!(tex is UnknownImage))
{
if (!tex.IsImageLoaded) tex.LoadImage();
if (!tex.LoadFailed)
{
sides[i] = new Bitmap(tex.GetBitmap());
targetsize = Math.Max(targetsize, Math.Max(sides[i].Width, sides[i].Height));
}
}
if (sides[i] == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[i] + "\" texture");
return null;
}
}
// All images must be square and have the same size
if (targetsize == 0)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: invalid texture size");
return null;
}
// Make it Po2
targetsize = General.NextPowerOf2(targetsize);
for (int i = 0; i < sides.Length; i++)
{
if (sides[i].Width != targetsize || sides[i].Height != targetsize)
sides[i] = ResizeImage(sides[i], targetsize, targetsize);
}
// Return cubemap texture
return MakeSkyBox(sides, targetsize, info.FlipTop);
}
// Makes CubeTexture from 3 images
private CubeTexture MakeSkyBox3(SkyboxInfo info)
{
// Gather images. They should be defined in this order: Sides, Top, Bottom
Bitmap[] sides = new Bitmap[6];
int targetsize = 0;
// Create NWSE images from the side texture
ImageData side = GetTextureImage(info.Textures[0]);
if (!(side is UnknownImage))
{
if (!side.IsImageLoaded) side.LoadImage();
if (!side.LoadFailed)
{
// This should be 4x1 format image. If it's not, resize it
Bitmap sideimg = new Bitmap(side.GetBitmap());
targetsize = Math.Max(sideimg.Width / 4, sideimg.Height);
if (targetsize == 0)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: invalid texture size");
return null;
}
// Make it Po2
targetsize = General.NextPowerOf2(targetsize);
// Resize if needed
if (sideimg.Width != targetsize * 4 || sideimg.Height != targetsize)
{
sideimg = ResizeImage(sideimg, targetsize * 4, targetsize);
}
// Chop into tiny pieces
for (int i = 0; i < 4; i++)
{
// Create square image
Bitmap img = new Bitmap(targetsize, targetsize);
using (Graphics g = Graphics.FromImage(img))
{
// Copy area from the side image
g.DrawImage(sideimg, 0, 0, new Rectangle(targetsize * i, 0, targetsize, targetsize), GraphicsUnit.Pixel);
}
// Add to collection
sides[i] = img;
}
}
}
// Sanity check...
if (sides[0] == null || sides[1] == null || sides[2] == null || sides[3] == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[0] + "\" texture");
return null;
}
// Create top
ImageData top = GetTextureImage(info.Textures[1]);
if (!(top is UnknownImage))
{
if (!top.IsImageLoaded) top.LoadImage();
if (!top.LoadFailed)
{
// Copy bitmap
Bitmap topimg = new Bitmap(top.GetBitmap());
// Resize if needed
if (topimg.Width != targetsize || topimg.Height != targetsize)
topimg = ResizeImage(topimg, targetsize, targetsize);
// Add to collection
sides[4] = topimg;
}
}
// Sanity check...
if (sides[4] == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[1] + "\" texture");
return null;
}
// Create bottom
ImageData bottom = GetTextureImage(info.Textures[2]);
if (!(bottom is UnknownImage))
{
if (!bottom.IsImageLoaded) bottom.LoadImage();
if (!bottom.LoadFailed)
{
// Copy bitmap
Bitmap bottomimg = new Bitmap(bottom.GetBitmap());
// Resize if needed
if (bottomimg.Width != targetsize || bottomimg.Height != targetsize)
bottomimg = ResizeImage(bottomimg, targetsize, targetsize);
// Add to collection
sides[5] = bottomimg;
}
}
// Sanity check...
if (sides[5] == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[2] + "\" texture");
return null;
}
// Return cubemap texture
return MakeSkyBox(sides, targetsize, info.FlipTop);
}
// Makes CubeTexture from 6 images.
// sides[] must contain 6 square Po2 images in this order: North, East, South, West, Top, Bottom
private static CubeTexture MakeSkyBox(Bitmap[] sides, int targetsize, bool fliptop)
{
CubeTexture cubemap = new CubeTexture(General.Map.Graphics.Device, targetsize, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
// Draw faces
sides[3].RotateFlip(RotateFlipType.Rotate180FlipX);
DrawCubemapFace(cubemap, CubeMapFace.NegativeX, sides[3]); // West
sides[0].RotateFlip(RotateFlipType.Rotate90FlipX);
DrawCubemapFace(cubemap, CubeMapFace.NegativeY, sides[0]); // North
sides[1].RotateFlip(RotateFlipType.RotateNoneFlipX);
DrawCubemapFace(cubemap, CubeMapFace.PositiveX, sides[1]); // East
sides[2].RotateFlip(RotateFlipType.Rotate270FlipX);
DrawCubemapFace(cubemap, CubeMapFace.PositiveY, sides[2]); // South
sides[4].RotateFlip(fliptop ? RotateFlipType.Rotate90FlipX : RotateFlipType.Rotate90FlipNone);
DrawCubemapFace(cubemap, CubeMapFace.PositiveZ, sides[4]); // Top
sides[5].RotateFlip(RotateFlipType.Rotate270FlipX);
DrawCubemapFace(cubemap, CubeMapFace.NegativeZ, sides[5]); // Bottom
// All done...
return cubemap;
}
private static void DrawCubemapFace(CubeTexture texture, CubeMapFace face, Bitmap image)
{
DataRectangle rect = texture.LockRectangle(face, 0, LockFlags.NoSystemLock);
SurfaceDescription desc = texture.GetLevelDescription(0);
if (rect.Data.CanWrite)
{
for (int row = 0; row < desc.Height; row++)
{
int rowstart = row * rect.Pitch;
rect.Data.Seek(rowstart, SeekOrigin.Begin);
for (int col = 0; col < desc.Width; col++)
{
Color color = image.GetPixel(row, col);
rect.Data.WriteByte(color.B);
rect.Data.WriteByte(color.G);
rect.Data.WriteByte(color.R);
rect.Data.WriteByte(color.A);
}
}
}
else
{
General.ErrorLogger.Add(ErrorType.Error, "Skybox creation failed: CubeTexture is unwritable...");
}
texture.UnlockRectangle(face, 0);
}
private static Bitmap ResizeImage(Image image, int width, int height)
{
var destrect = new Rectangle(0, 0, width, height);
var destimage = new Bitmap(width, height);
destimage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
using (var graphics = Graphics.FromImage(destimage))
{
graphics.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
using (var wrapmode = new ImageAttributes())
{
wrapmode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(image, destrect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapmode);
}
}
return destimage;
}
#endregion
}
}

View File

@ -531,16 +531,16 @@ namespace CodeImp.DoomBuilder.Data
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
//mapinfo should be in root folder
// Mapinfo should be in root folder
Dictionary<string, Stream> streams = new Dictionary<string, Stream>(StringComparer.Ordinal);
string[] files = GetAllFiles("", false);
//try to find (z)mapinfo
string[] files = GetAllFiles("", false);
foreach(string s in files)
{
string filename = Path.GetFileNameWithoutExtension(s.ToLowerInvariant());
if(filename == "zmapinfo" || filename == "mapinfo")
streams.Add(s, LoadFile(s));
streams[s] = LoadFile(s);
}
return streams;

View File

@ -30,8 +30,8 @@ namespace CodeImp.DoomBuilder.Data
{
#region ================== Variables
protected int offsetx;
protected int offsety;
private int offsetx;
private int offsety;
protected bool flipped;
#endregion

View File

@ -1,30 +1,69 @@
using SlimDX;
#region ================== Namespaces
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
public sealed class MapInfo
{
public string Sky1;
public float Sky1ScrollSpeed;
public string Sky2;
public float Sky2ScrollSpeed;
public bool DoubleSky;
public bool HasFadeColor;
public Color4 FadeColor;
public bool HasOutsideFogColor;
public Color4 OutsideFogColor;
public int FogDensity;
public int OutsideFogDensity;
#region ================== Variables
public bool EvenLighting;
public bool SmoothLighting;
public int VertWallShade;
public int HorizWallShade;
private bool isdefined;
private string title;
private string sky1;
private float sky1scrollspeed;
private string sky2;
private float sky2scrollspeed;
private bool doublesky;
private bool hasfadecolor;
private Color4 fadecolor;
private bool hasoutsidefogcolor;
private Color4 outsidefogcolor;
private int fogdensity;
private int outsidefogdensity;
private bool evenlighting;
private bool smoothlighting;
private int vertwallshade;
private int horizwallshade;
#endregion
#region ================== Properties
public bool IsDefined { get { return isdefined; } }
public string Title { get { return title; } internal set { title = value; isdefined = true; } }
public string Sky1 { get { return sky1; } internal set { sky1 = value; isdefined = true; } }
public float Sky1ScrollSpeed { get { return sky1scrollspeed; } internal set { sky1scrollspeed = value; isdefined = true; } }
public string Sky2 { get { return sky2; } internal set { sky2 = value; isdefined = true; } }
public float Sky2ScrollSpeed { get { return sky2scrollspeed; } internal set { sky2scrollspeed = value; isdefined = true; } }
public bool DoubleSky { get { return doublesky; } internal set { doublesky = value; isdefined = true; } }
public bool HasFadeColor { get { return hasfadecolor; } internal set { hasfadecolor = value; isdefined = true; } }
public Color4 FadeColor { get { return fadecolor; } internal set { fadecolor = value; isdefined = true; } }
public bool HasOutsideFogColor { get { return hasoutsidefogcolor; } internal set { hasoutsidefogcolor = value; isdefined = true; } }
public Color4 OutsideFogColor { get { return outsidefogcolor; } internal set { outsidefogcolor = value; isdefined = true; } }
public int FogDensity { get { return fogdensity; } internal set { fogdensity = value; isdefined = true; } }
public int OutsideFogDensity { get { return outsidefogdensity; } internal set { outsidefogdensity = value; isdefined = true; } }
public bool EvenLighting { get { return evenlighting; } internal set { evenlighting = value; isdefined = true; } }
public bool SmoothLighting { get { return smoothlighting; } internal set { smoothlighting = value; isdefined = true; } }
public int VertWallShade { get { return vertwallshade; } internal set { vertwallshade = value; isdefined = true; } }
public int HorizWallShade { get { return horizwallshade; } internal set { horizwallshade = value; isdefined = true; } }
#endregion
#region ================== Constructor
public MapInfo()
{
VertWallShade = 16;
HorizWallShade = -16;
vertwallshade = 16;
horizwallshade = -16;
}
#endregion
}
}

View File

@ -0,0 +1,18 @@
using System.Collections.Generic;
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
public sealed class SkyboxInfo
{
private readonly string name;
public string Name { get { return name; } }
public readonly List<string> Textures;
public bool FlipTop;
public SkyboxInfo(string name)
{
this.name = name;
Textures = new List<string>();
}
}
}

View File

@ -46,18 +46,20 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
#region ================== Variables
private readonly Dictionary<string, DynamicLightData> lightsByName; //LightName, light definition
private readonly Dictionary<string, DynamicLightData> lightsbyname; //LightName, light definition
private readonly Dictionary<string, string> objects; //ClassName, LightName
private readonly Dictionary<long, GlowingFlatData> glowingflats;
private readonly Dictionary<string, SkyboxInfo> skyboxes;
private readonly HashSet<string> parsedlumps;
#endregion
#region ================== Properties
public Dictionary<string, DynamicLightData> LightsByName { get { return lightsByName; } }
public Dictionary<string, string> Objects { get { return objects; } }
internal Dictionary<string, DynamicLightData> LightsByName { get { return lightsbyname; } }
internal Dictionary<string, string> Objects { get { return objects; } }
internal Dictionary<long, GlowingFlatData> GlowingFlats { get { return glowingflats; } }
internal Dictionary<string, SkyboxInfo> Skyboxes { get { return skyboxes; } }
#endregion
@ -70,9 +72,10 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
specialtokens = ",{}\n";
parsedlumps = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
lightsByName = new Dictionary<string, DynamicLightData>(StringComparer.Ordinal); //LightName, Light params
objects = new Dictionary<string, string>(StringComparer.Ordinal); //ClassName, LightName
lightsbyname = new Dictionary<string, DynamicLightData>(StringComparer.OrdinalIgnoreCase); //LightName, Light params
objects = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase); //ClassName, LightName
glowingflats = new Dictionary<long, GlowingFlatData>(); // Texture name hash, Glowing Flat Data
skyboxes = new Dictionary<string, SkyboxInfo>(StringComparer.OrdinalIgnoreCase);
}
#endregion
@ -81,7 +84,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
public override bool Parse(Stream stream, string sourcefilename, bool clearerrors)
{
if(!base.Parse(stream, sourcefilename, clearerrors)) return false;
if (!base.Parse(stream, sourcefilename, clearerrors)) return false;
// Keep local data
Stream localstream = datastream;
@ -89,48 +92,88 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
BinaryReader localreader = datareader;
// Continue until at the end of the stream
while(SkipWhitespace(true))
while (SkipWhitespace(true))
{
string token = StripTokenQuotes(ReadToken()).ToLowerInvariant(); //Quotes can be anywhere! ANYWHERE!!! And GZDoom will still parse data correctly
if(string.IsNullOrEmpty(token)) break;
string token = StripTokenQuotes(ReadToken()).ToLowerInvariant(); // Quotes can be anywhere! ANYWHERE!!! And GZDoom will still parse data correctly
if (string.IsNullOrEmpty(token)) break;
//got light structure
if(token == GldefsLightType.POINT || token == GldefsLightType.PULSE || token == GldefsLightType.FLICKER
|| token == GldefsLightType.FLICKER2 || token == GldefsLightType.SECTOR)
switch (token)
{
string lightType = token;
DynamicLightData light = new DynamicLightData { Type = GldefsLightType.GLDEFS_TO_GZDOOM_LIGHT_TYPE[lightType] };
case GldefsLightType.POINT:
case GldefsLightType.PULSE:
case GldefsLightType.SECTOR:
case GldefsLightType.FLICKER:
case GldefsLightType.FLICKER2:
if (!ParseLight(token)) return false;
break;
//find classname
case "object":
if (!ParseObject()) return false;
break;
case "glow":
if (!ParseGlowingFlats()) return false;
break;
case "skybox":
if (!ParseSkybox()) return false;
break;
case "#include":
if (!ParseInclude(clearerrors)) return false;
// Set our buffers back to continue parsing
datastream = localstream;
datareader = localreader;
sourcename = localsourcename;
break;
case "$gzdb_skip": return !this.HasError;
default:
// Unknown structure!
SkipStructure();
break;
}
}
// All done
return !this.HasError;
}
private bool ParseLight(string lighttype)
{
DynamicLightData light = new DynamicLightData { Type = GldefsLightType.GLDEFS_TO_GZDOOM_LIGHT_TYPE[lighttype] };
// Find classname
SkipWhitespace(true);
string lightName = StripTokenQuotes(ReadToken()).ToLowerInvariant();
string lightname = StripTokenQuotes(ReadToken()).ToLowerInvariant();
if(string.IsNullOrEmpty(lightName))
if (string.IsNullOrEmpty(lightname))
{
ReportError("Expected " + token + " name");
ReportError("Expected " + lighttype + " name");
return false;
}
//now find opening brace
if(!NextTokenIs("{", false))
// Now find opening brace
if (!NextTokenIs("{", false))
{
ReportError("Expected opening brace");
return false;
}
//read gldefs light structure
while(SkipWhitespace(true))
// Read gldefs light structure
while (SkipWhitespace(true))
{
token = ReadToken().ToLowerInvariant();
if(!string.IsNullOrEmpty(token))
{
//color
if(token == "color")
{
SkipWhitespace(true);
string token = ReadToken().ToLowerInvariant();
if (string.IsNullOrEmpty(token)) continue;
switch (token)
{
case "color":
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out light.Color.Red))
if (!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out light.Color.Red))
{
// Not numeric!
ReportError("Expected Red color value, but got '" + token + "'");
@ -138,9 +181,8 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out light.Color.Green))
if (!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out light.Color.Green))
{
// Not numeric!
ReportError("Expected Green color value, but got '" + token + "'");
@ -148,24 +190,22 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out light.Color.Blue))
if (!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out light.Color.Blue))
{
// Not numeric!
ReportError("Expected Blue color value, but got '" + token + "'");
return false;
}
//size
}
else if(token == "size")
{
if(lightType != GldefsLightType.SECTOR)
break;
case "size":
if (lighttype != GldefsLightType.SECTOR)
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out light.PrimaryRadius))
if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out light.PrimaryRadius))
{
// Not numeric!
ReportError("Expected Size value, but got '" + token + "'");
@ -176,17 +216,15 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
else
{
ReportError("'" + token + "' is not valid property for " + lightType);
ReportError("'" + token + "' is not valid property for " + lighttype);
return false;
}
//offset
}
else if(token == "offset")
{
SkipWhitespace(true);
break;
case "offset":
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!ReadSignedFloat(token, ref light.Offset.X))
if (!ReadSignedFloat(token, ref light.Offset.X))
{
// Not numeric!
ReportError("Expected Offset X value, but got '" + token + "'");
@ -194,9 +232,8 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!ReadSignedFloat(token, ref light.Offset.Z))
if (!ReadSignedFloat(token, ref light.Offset.Z))
{
// Not numeric!
ReportError("Expected Offset Y value, but got '" + token + "'");
@ -204,39 +241,39 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!ReadSignedFloat(token, ref light.Offset.Y))
if (!ReadSignedFloat(token, ref light.Offset.Y))
{
// Not numeric!
ReportError("Expected Offset Z value, but got '" + token + "'");
return false;
}
//subtractive
}
else if(token == "subtractive")
break;
case "subtractive":
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
int i;
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out i))
if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out i))
{
// Not numeric!
ReportError("expected Subtractive value, but got '" + token + "'");
return false;
}
light.Subtractive = i == 1;
//dontlightself
light.Subtractive = (i == 1);
}
else if(token == "dontlightself")
break;
case "dontlightself":
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
int i;
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out i))
if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out i))
{
// Not numeric!
ReportError("Expected DontLightSelf value, but got '" + token + "'");
@ -244,27 +281,27 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
light.DontLightSelf = (i == 1);
//interval
}
else if(token == "interval")
{
if(lightType == GldefsLightType.PULSE || lightType == GldefsLightType.FLICKER2)
break;
case "interval":
if (lighttype == GldefsLightType.PULSE || lighttype == GldefsLightType.FLICKER2)
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
float interval;
if(!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out interval))
if (!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out interval))
{
// Not numeric!
ReportError("Expected Interval value, but got '" + token + "'");
return false;
}
if(interval == 0) LogWarning("Interval value should be greater than zero");
if (interval == 0) LogWarning("Interval value should be greater than zero");
//I wrote logic for dynamic lights animation first, so here I modify gldefs settings to fit in existing logic
if(lightType == GldefsLightType.PULSE)
if (lighttype == GldefsLightType.PULSE)
{
light.Interval = (int)(interval * 35); //measured in tics (35 per second) in PointLightPulse, measured in seconds in gldefs' PulseLight
}
@ -275,74 +312,72 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
else
{
ReportError("'" + token + "' is not valid property for " + lightType);
ReportError("'" + token + "' is not valid property for " + lighttype);
return false;
}
//secondarysize
}
else if(token == "secondarysize")
{
if(lightType == GldefsLightType.PULSE || lightType == GldefsLightType.FLICKER || lightType == GldefsLightType.FLICKER2)
break;
case "secondarysize":
if (lighttype == GldefsLightType.PULSE || lighttype == GldefsLightType.FLICKER || lighttype == GldefsLightType.FLICKER2)
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out light.SecondaryRadius))
if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out light.SecondaryRadius))
{
// Not numeric!
ReportError("Expected SecondarySize value, but got '" + token + "'");
return false;
}
light.SecondaryRadius *= 2;
}
else
{
ReportError("'" + token + "' is not valid property for " + lightType);
ReportError("'" + token + "' is not valid property for " + lighttype);
return false;
}
//chance
}
else if(token == "chance")
{
if(lightType == GldefsLightType.FLICKER)
break;
case "chance":
if (lighttype == GldefsLightType.FLICKER)
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
float chance;
if(!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out chance))
if (!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out chance))
{
// Not numeric!
ReportError("Expected Chance value, but got '" + token + "'");
return false;
}
//transforming from 0.0 .. 1.0 to 0 .. 359 to fit in existing logic
// Transforming from 0.0 .. 1.0 to 0 .. 359 to fit in existing logic
light.Interval = (int)(chance * 359.0f);
}
else
{
ReportError("'" + token + "' is not valid property for " + lightType);
ReportError("'" + token + "' is not valid property for " + lighttype);
return false;
}
//scale
}
else if(token == "scale")
{
if(lightType == GldefsLightType.SECTOR)
break;
case "scale":
if (lighttype == GldefsLightType.SECTOR)
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
float scale;
if(!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out scale))
if (!float.TryParse(token, NumberStyles.Float, CultureInfo.InvariantCulture, out scale))
{
// Not numeric!
ReportError("Expected Scale value, but got '" + token + "'");
return false;
}
if(scale > 1.0f)
if (scale > 1.0f)
{
ReportError("Scale must be in 0.0 - 1.0 range, but is " + scale);
return false;
@ -354,100 +389,104 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
else
{
ReportError("'" + token + "' is not valid property for " + lightType);
ReportError("'" + token + "' is not valid property for " + lighttype);
return false;
}
}
//end of structure
else if(token == "}")
break;
case "}":
{
bool skip = false;
//general checks
if(light.Color.Red == 0.0f && light.Color.Green == 0.0f && light.Color.Blue == 0.0f)
// General checks
if (light.Color.Red == 0.0f && light.Color.Green == 0.0f && light.Color.Blue == 0.0f)
{
LogWarning("'" + lightName + "' light Color is " + light.Color.Red + "," + light.Color.Green + "," + light.Color.Blue + ". It won't be shown in GZDoom");
LogWarning("'" + lightname + "' light Color is " + light.Color.Red + "," + light.Color.Green + "," + light.Color.Blue + ". It won't be shown in GZDoom");
skip = true;
}
//light-type specific checks
if(light.Type == DynamicLightType.NORMAL && light.PrimaryRadius == 0)
// Light-type specific checks
if (light.Type == DynamicLightType.NORMAL && light.PrimaryRadius == 0)
{
LogWarning("'" + lightName + "' light Size is 0. It won't be shown in GZDoom");
LogWarning("'" + lightname + "' light Size is 0. It won't be shown in GZDoom");
skip = true;
}
if(light.Type == DynamicLightType.FLICKER || light.Type == DynamicLightType.PULSE || light.Type == DynamicLightType.RANDOM)
if (light.Type == DynamicLightType.FLICKER || light.Type == DynamicLightType.PULSE || light.Type == DynamicLightType.RANDOM)
{
if(light.PrimaryRadius == 0 && light.SecondaryRadius == 0)
if (light.PrimaryRadius == 0 && light.SecondaryRadius == 0)
{
LogWarning("'" + lightName + "' light Size and SecondarySize are 0. This light won't be shown in GZDoom");
LogWarning("'" + lightname + "' light Size and SecondarySize are 0. This light won't be shown in GZDoom");
skip = true;
}
}
//offset it slightly to avoid shading glitches
if(light.Offset.Z == 0.0f) light.Offset.Z = 0.1f;
// Offset it slightly to avoid shading glitches
if (light.Offset.Z == 0.0f) light.Offset.Z = 0.1f;
// Add to the collection?
if(!skip) lightsByName[lightName] = light;
if (!skip) lightsbyname[lightname] = light;
//break out of this parsing loop
break;
// Break out of this parsing loop
return true;
}
}
}
// All done here
return true;
}
else if(token == "object")
private bool ParseObject()
{
SkipWhitespace(true);
//read object class
string objectClass = StripTokenQuotes(ReadToken()).ToLowerInvariant();
// Read object class
string objectclass = StripTokenQuotes(ReadToken()).ToLowerInvariant();
if(string.IsNullOrEmpty(objectClass))
if (string.IsNullOrEmpty(objectclass))
{
ReportError("Expected object class");
return false;
}
//now find opening brace
if(!NextTokenIs("{", false))
// Now find opening brace
if (!NextTokenIs("{", false))
{
ReportError("Expected opening brace");
return false;
}
int bracesCount = 1;
bool foundLight = false;
bool foundFrame = false;
int bracescount = 1;
bool foundlight = false;
bool foundframe = false;
//read frames structure
while(SkipWhitespace(true))
{
token = ReadToken();
if(!string.IsNullOrEmpty(token))
// Read frames structure
while (SkipWhitespace(true))
{
string token = ReadToken();
if (string.IsNullOrEmpty(token)) continue;
token = StripTokenQuotes(token).ToLowerInvariant();
if(!foundLight && !foundFrame && token == "frame")
if (!foundlight && !foundframe && token == "frame")
{
SkipWhitespace(true);
token = ReadToken().ToLowerInvariant(); //should be frame name
token = ReadToken().ToLowerInvariant(); // Should be frame name
//use this frame if it's 4 characters long or it's the first frame
foundFrame = (token.Length == 4 || (token.Length > 4 && token[4] == 'a'));
// Use this frame if it's 4 characters long or it's the first frame
foundframe = (token.Length == 4 || (token.Length > 4 && token[4] == 'a'));
}
else if(!foundLight && foundFrame && token == "light") //just use first light and be done with it
else if (!foundlight && foundframe && token == "light") // Just use first light and be done with it
{
SkipWhitespace(true);
token = ReadToken().ToLowerInvariant(); //should be light name
token = ReadToken().ToLowerInvariant(); // Should be light name
if(!string.IsNullOrEmpty(token))
if (!string.IsNullOrEmpty(token))
{
if(lightsByName.ContainsKey(token))
if (lightsbyname.ContainsKey(token))
{
objects[objectClass] = token;
foundLight = true;
objects[objectclass] = token;
foundlight = true;
}
else
{
@ -455,78 +494,79 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
}
}
else if(token == "{") //continue in this loop until object structure ends
else if (token == "{") // Continue in this loop until object structure ends
{
bracesCount++;
bracescount++;
}
else if(token == "}")
else if (token == "}")
{
if(--bracesCount < 1) break; //This was Cave Johnson. And we are done here.
if (--bracescount < 1) break; // This was Cave Johnson. And we are done here.
}
}
// All done here
return true;
}
}
//Glowing flats block start
else if(token == "glow")
private bool ParseGlowingFlats()
{
// Next sould be opening brace
if(!NextTokenIs("{", false))
if (!NextTokenIs("{", false))
{
ReportError("Expected opening brace");
return false;
}
// Parse inner blocks
while(SkipWhitespace(true))
while (SkipWhitespace(true))
{
token = ReadToken().ToLowerInvariant();
if(token == "}")
string token = ReadToken().ToLowerInvariant();
if (token == "}") break; // End of Glow structure
switch (token)
{
// End of Glow structure
break;
}
else if(token == "flats" || token == "walls")
{
// Next sould be opening brace
if(!NextTokenIs("{", false))
case "walls":
case "flats":
if (!NextTokenIs("{", false))
{
ReportError("Expected opening brace");
return false;
}
// Read flat names
while(SkipWhitespace(true))
while (SkipWhitespace(true))
{
token = ReadToken();
if(token == "}") break;
if (token == "}") break;
// Add glow data
glowingflats[General.Map.Data.GetFullLongFlatName(Lump.MakeLongName(token, General.Map.Options.UseLongTextureNames))] = new GlowingFlatData {
long flatnamehash = General.Map.Data.GetFullLongFlatName(Lump.MakeLongName(token, General.Map.Options.UseLongTextureNames));
glowingflats[flatnamehash] = new GlowingFlatData
{
Height = DEFAULT_GLOW_HEIGHT * 2,
Fullbright = true,
Color = new PixelColor(255, 255, 255, 255),
CalculateTextureColor = true
};
}
}
// GLOOME subtractive flats
else if(token == "subflats" || token == "subwalls")
{
// Next sould be opening brace
if(!NextTokenIs("{", false))
break;
case "subwalls":
case "subflats":
if (!NextTokenIs("{", false))
{
ReportError("Expected opening brace");
return false;
}
// Read flat names
while(SkipWhitespace(true))
while (SkipWhitespace(true))
{
token = ReadToken();
if(token == "}") break;
if (token == "}") break;
// Add glow data
glowingflats[General.Map.Data.GetFullLongFlatName(Lump.MakeLongName(token, General.Map.Options.UseLongTextureNames))] = new GlowingFlatData {
long flatnamehash = General.Map.Data.GetFullLongFlatName(Lump.MakeLongName(token, General.Map.Options.UseLongTextureNames));
glowingflats[flatnamehash] = new GlowingFlatData
{
Height = DEFAULT_GLOW_HEIGHT * 2,
Fullblack = true,
Subtractive = true,
@ -534,22 +574,24 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
CalculateTextureColor = false
};
}
}
else if(token == "texture" || token == "subtexture")
break;
case "subtexture":
case "texture":
{
int color;
int glowheight = DEFAULT_GLOW_HEIGHT;
bool subtractivetexture = (token == "subtexture");
string texturename = StripTokenQuotes(ReadToken(false));
if(string.IsNullOrEmpty(texturename))
if (string.IsNullOrEmpty(texturename))
{
ReportError("expected " + token + " name");
return false;
}
// Now we should find a comma
if(!NextTokenIs(",", false))
if (!NextTokenIs(",", false))
{
ReportError("Expected a comma");
return false;
@ -559,11 +601,11 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
SkipWhitespace(true);
token = ReadToken();
if(!int.TryParse(token, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out color))
if (!int.TryParse(token, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out color))
{
//probably it's a color name?
Color c = Color.FromName(token); //should be similar to C++ color name detection, I suppose
if(c.IsKnownColor)
if (c.IsKnownColor)
{
color = PixelColor.FromColor(c).ToInt();
}
@ -578,16 +620,16 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
long texturehash = General.Map.Data.GetFullLongFlatName(Lump.MakeLongName(texturename, General.Map.Options.UseLongTextureNames));
// Now we can find a comma
if(!NextTokenIs(",", false))
if (!NextTokenIs(",", false))
{
// Add glow data
glowingflats[texturehash] = new GlowingFlatData {
glowingflats[texturehash] = new GlowingFlatData
{
Height = glowheight * 2,
Subtractive = subtractivetexture,
Color = PixelColor.FromInt(color).WithAlpha(255),
CalculateTextureColor = false
};
continue;
}
@ -596,22 +638,22 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
token = ReadToken();
int h;
if(int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out h))
if (int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out h))
{
// Can't pass glowheight directly cause TryParse will unconditionally set it to 0
glowheight = h;
// Now we can find a comma
if(!NextTokenIs(",", false))
if (!NextTokenIs(",", false))
{
// Add glow data
glowingflats[texturehash] = new GlowingFlatData {
glowingflats[texturehash] = new GlowingFlatData
{
Height = glowheight * 2,
Subtractive = subtractivetexture,
Color = PixelColor.FromInt(color).WithAlpha(255),
CalculateTextureColor = false
};
continue;
}
@ -624,7 +666,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
bool fullbright = (token == "fullbright");
bool fullblack = (!subtractivetexture && token == "fullblack");
if(!fullblack && !fullbright)
if (!fullblack && !fullbright)
{
string expectedflags = (subtractivetexture ? "'fullbright'" : "'fullbright' or 'fullblack'");
ReportError("expected " + expectedflags + " flag, but got '" + token + "'");
@ -632,7 +674,8 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
// Add glow data
glowingflats[texturehash] = new GlowingFlatData {
glowingflats[texturehash] = new GlowingFlatData
{
Height = glowheight * 2,
Fullbright = fullbright,
Fullblack = fullblack,
@ -641,11 +684,68 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
CalculateTextureColor = false
};
}
break;
}
}
else if(token == "#include")
// All done here
return true;
}
private bool ParseSkybox()
{
//INFO: ZDoom GLDEFS include paths can't be relative ("../glstuff.txt")
SkipWhitespace(true);
string name = StripTokenQuotes(ReadToken());
if (string.IsNullOrEmpty(name))
{
ReportError("Expected skybox name");
return false;
}
if (skyboxes.ContainsKey(name)) LogWarning("Skybox \"" + name + "\" is double-defined");
SkyboxInfo info = new SkyboxInfo(name.ToUpperInvariant());
// FlipTop / opening brace
SkipWhitespace(true);
string token = ReadToken();
if (token.ToLowerInvariant() == "fliptop")
{
info.FlipTop = true;
if (!NextTokenIs("{")) return false;
}
else if (token != "{")
{
ReportError("Expected opening brace or \"fliptop\" keyword");
return false;
}
// Read skybox texture names
while (SkipWhitespace(true))
{
token = ReadToken();
if (token == "}") break;
info.Textures.Add(token);
}
// Sanity check. Should have 3 or 6 textrues
if (info.Textures.Count != 3 && info.Textures.Count != 6)
{
ReportError("Expected 3 or 6 skybox textures");
return false;
}
// Add to collection
skyboxes[name] = info;
// All done here
return true;
}
private bool ParseInclude(bool clearerrors)
{
//INFO: GZDoom GLDEFS include paths can't be relative ("../glstuff.txt")
//or absolute ("d:/project/glstuff.txt")
//or have backward slashes ("info\glstuff.txt")
//include paths are relative to the first parsed entry, not the current one
@ -654,39 +754,39 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
string includelump = StripTokenQuotes(ReadToken(false)); // Don't skip newline
// Sanity checks
if(string.IsNullOrEmpty(includelump))
if (string.IsNullOrEmpty(includelump))
{
ReportError("Expected file name to include");
return false;
}
// Check invalid path chars
if (!CheckInvalidPathChars(token)) return false;
if (!CheckInvalidPathChars(includelump)) return false;
// Absolute paths are not supported...
if (Path.IsPathRooted(includelump))
{
ReportError("Absolute include paths are not supported by ZDoom");
ReportError("Absolute include paths are not supported by GZDoom");
return false;
}
// Relative paths are not supported
if(includelump.StartsWith(RELATIVE_PATH_MARKER) || includelump.StartsWith(CURRENT_FOLDER_PATH_MARKER) ||
if (includelump.StartsWith(RELATIVE_PATH_MARKER) || includelump.StartsWith(CURRENT_FOLDER_PATH_MARKER) ||
includelump.StartsWith(ALT_RELATIVE_PATH_MARKER) || includelump.StartsWith(ALT_CURRENT_FOLDER_PATH_MARKER))
{
ReportError("Relative include paths are not supported by ZDoom");
ReportError("Relative include paths are not supported by GZDoom");
return false;
}
// Backward slashes are not supported
if(includelump.Contains(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture)))
if (includelump.Contains(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture)))
{
ReportError("Only forward slashes are supported by ZDoom");
ReportError("Only forward slashes are supported by GZDoom");
return false;
}
// Already parsed?
if(parsedlumps.Contains(includelump))
if (parsedlumps.Contains(includelump))
{
ReportError("Already parsed '" + includelump + "'. Check your #include directives");
return false;
@ -696,44 +796,9 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
parsedlumps.Add(includelump);
// Callback to parse this file
if(OnInclude != null) OnInclude(this, includelump, clearerrors);
// Bail out on error
if(this.HasError) return false;
// Set our buffers back to continue parsing
datastream = localstream;
datareader = localreader;
sourcename = localsourcename;
}
else if(token == "$gzdb_skip") //mxd
{
break;
}
else
{
// Unknown structure!
string token2;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
}
while(token2 != "{");
int scopelevel = 1;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(string.IsNullOrEmpty(token2)) break;
if(token2 == "{") scopelevel++;
if(token2 == "}") scopelevel--;
}
while(scopelevel > 0);
}
}
if (OnInclude != null) OnInclude(this, includelump, clearerrors);
// All done here
return !this.HasError;
}

View File

@ -61,298 +61,124 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
override public bool Parse(Stream stream, string sourcefilename, bool clearerrors)
{
if(string.IsNullOrEmpty(mapname)) throw new NotSupportedException("MapName is required!");
if (string.IsNullOrEmpty(mapname)) throw new NotSupportedException("Map name required!");
return Parse(stream, sourcefilename, mapname, clearerrors);
}
public bool Parse(Stream stream, string sourcefilename, string mapname, bool clearerrors)
{
this.mapname = mapname.ToLowerInvariant();
if(!base.Parse(stream, sourcefilename, clearerrors)) return false;
if (!base.Parse(stream, sourcefilename, clearerrors)) return false;
while(SkipWhitespace(true))
{
string token = ReadToken();
if(!string.IsNullOrEmpty(token))
{
token = token.ToLowerInvariant();
if(ParseBlock(token, clearerrors)) break;
}
}
//check values
if(mapinfo.FadeColor.Red > 0 || mapinfo.FadeColor.Green > 0 || mapinfo.FadeColor.Blue > 0)
mapinfo.HasFadeColor = true;
if(mapinfo.OutsideFogColor.Red > 0 || mapinfo.OutsideFogColor.Green > 0 || mapinfo.OutsideFogColor.Blue > 0)
mapinfo.HasOutsideFogColor = true;
//Cannot fail here
return true;
}
//returns true if parsing is finished
private bool ParseBlock(string token, bool clearerrors)
{
// Keep local data
Stream localstream = datastream;
string localsourcename = sourcename;
BinaryReader localreader = datareader;
if(token == "map" || token == "defaultmap" || token == "adddefaultmap")
// Classic format skip stoppers...
HashSet<string> breakat = new HashSet<string> { "map", "defaultmap", "adddefaultmap" };
while (SkipWhitespace(true))
{
switch(token)
string token = ReadToken().ToLowerInvariant();
if (string.IsNullOrEmpty(token)) break;
bool stopparsing = false;
switch (token)
{
case "map":
//get map name
SkipWhitespace(true);
token = ReadToken().ToLowerInvariant();
if(token != mapname) return false; //not finished, search for next "map", "defaultmap" or "adddefaultmap" block
case "adddefaultmap":
// Parse properties
if (!ParseMapBlock()) return false;
break;
case "defaultmap":
//reset MapInfo
// Reset MapInfo
mapinfo = new MapInfo();
// Parse properties
if (!ParseMapBlock()) return false;
break;
case "map":
// Get map lump name
SkipWhitespace(true);
token = ReadToken().ToLowerInvariant();
if (token != this.mapname)
{
// Map number? Try to build map name from it...
int n;
if (int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out n))
{
token = ((n > 0 && n < 10) ? "map0" + n : "map" + n);
}
// Still no dice?
if (token != this.mapname)
{
SkipStructure(breakat);
continue; // Not finished, search for next "map", "defaultmap" or "adddefaultmap" block
}
}
// Try to get map name
SkipWhitespace(true);
token = ReadToken();
if (token.ToLowerInvariant() == "lookup")
{
// No dice...
SkipWhitespace(true);
ReadToken();
}
else
{
mapinfo.Title = StripTokenQuotes(token);
}
// Parse properties
if (!ParseMapBlock()) return false;
break;
case "include":
if (!ParseInclude(clearerrors)) return false;
// Set our buffers back to continue parsing
datastream = localstream;
datareader = localreader;
sourcename = localsourcename;
break;
case "gameinfo":
if (!ParseGameInfo()) return false;
break;
case "doomednums":
if (!ParseDoomEdNums()) return false;
break;
case "spawnnums":
if (!ParseSpawnNums()) return false;
break;
case "$gzdb_skip":
stopparsing = true; // Finished with this file
break;
}
// Track brace level
int bracelevel = 0;
//search for required keys
while(SkipWhitespace(true))
{
token = ReadToken().ToLowerInvariant();
//sky1 or sky2
if(token == "sky1" || token == "sky2")
{
string skyType = token;
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken()).ToLowerInvariant();
//new format
if(token == "=")
{
SkipWhitespace(true);
//should be sky texture name
token = StripTokenQuotes(ReadToken());
bool gotComma = (token.IndexOf(",", StringComparison.Ordinal) != -1);
if(gotComma) token = token.Replace(",", "");
string skyTexture = StripTokenQuotes(token).ToLowerInvariant();
if(!string.IsNullOrEmpty(skyTexture))
{
if(skyType == "sky1")
mapinfo.Sky1 = skyTexture;
else
mapinfo.Sky2 = skyTexture;
//check if we have scrollspeed
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if(!gotComma && token == ",")
{
gotComma = true;
SkipWhitespace(true);
token = ReadToken();
if (stopparsing) break;
}
if(gotComma)
{
float scrollSpeed = 0;
if(!ReadSignedFloat(token, ref scrollSpeed))
{
// Not numeric!
ReportError("Expected " + skyType + " scroll speed value, but got '" + token + "'");
return false;
// Check values
if (mapinfo.FadeColor.Red > 0 || mapinfo.FadeColor.Green > 0 || mapinfo.FadeColor.Blue > 0)
mapinfo.HasFadeColor = true;
if (mapinfo.OutsideFogColor.Red > 0 || mapinfo.OutsideFogColor.Green > 0 || mapinfo.OutsideFogColor.Blue > 0)
mapinfo.HasOutsideFogColor = true;
// All done
return !this.HasError;
}
if(skyType == "sky1")
mapinfo.Sky1ScrollSpeed = scrollSpeed;
else
mapinfo.Sky2ScrollSpeed = scrollSpeed;
}
else
{
datastream.Seek(-token.Length - 1, SeekOrigin.Current); //step back and try parsing this token again
}
}
else
{
ReportError("Expected " + skyType + " texture name");
return false;
}
}
//old format
else
{
//token should be sky1/2 name
if(!string.IsNullOrEmpty(token))
{
if(skyType == "sky1")
mapinfo.Sky1 = token;
else
mapinfo.Sky2 = token;
//try to read scroll speed
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
float scrollSpeed = 0;
if(!ReadSignedFloat(token, ref scrollSpeed))
{
// Not numeric!
datastream.Seek(-token.Length - 1, SeekOrigin.Current); //step back and try parsing this token again
continue;
}
if(skyType == "sky1")
mapinfo.Sky1ScrollSpeed = scrollSpeed;
else
mapinfo.Sky2ScrollSpeed = scrollSpeed;
}
else
{
ReportError("Expected " + skyType + " texture name");
return false;
}
}
}
//fade or outsidefog
else if(token == "fade" || token == "outsidefog")
{
string fadeType = token;
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken()).ToLowerInvariant();
//new format?
if(token == "=")
{
SkipWhitespace(true);
token = ReadToken();
}
//get the color value
string colorVal = StripTokenQuotes(token).ToLowerInvariant().Replace(" ", "");
if(!string.IsNullOrEmpty(colorVal))
{
Color4 color = new Color4();
//try to get the color...
if(GetColor(colorVal, ref color))
{
if(fadeType == "fade")
mapinfo.FadeColor = color;
else
mapinfo.OutsideFogColor = color;
}
else //...or not
{
ReportError("Failed to parse " + fadeType + " value from string '" + colorVal + "'");
return false;
}
}
else
{
ReportError("Expected " + fadeType + " color value");
return false;
}
}
//vertwallshade or horizwallshade
else if(token == "vertwallshade" || token == "horizwallshade")
{
string shadeType = token;
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
//new format
if(token == "=")
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
}
int val = 0;
if(!ReadSignedInt(token, ref val))
{
// Not numeric!
ReportError("Expected " + shadeType + " value, but got '" + token + "'");
return false;
}
if(shadeType == "vertwallshade")
mapinfo.VertWallShade = General.Clamp(val, -255, 255);
else
mapinfo.HorizWallShade = General.Clamp(val, -255, 255);
}
//fogdensity or outsidefogdensity
else if(token == "fogdensity" || token == "outsidefogdensity")
{
string densityType = token;
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
//new format
if(token == "=")
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
}
int val;
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out val))
{
// Not numeric!
ReportError("Expected " + densityType + " value, but got '" + token + "'");
return false;
}
if(densityType == "fogdensity")
mapinfo.FogDensity = (int)(1024 * (256.0f / val));
else
mapinfo.OutsideFogDensity = (int)(1024 * (256.0f / val));
}
//doublesky
else if(token == "doublesky")
{
mapinfo.DoubleSky = true;
}
//evenlighting
else if(token == "evenlighting")
{
mapinfo.EvenLighting = true;
}
//smoothlighting
else if(token == "smoothlighting")
{
mapinfo.SmoothLighting = true;
}
//block end
else if(token == "}")
{
return ParseBlock(token, clearerrors);
}
//child block
else if(token == "{")
{
// Skip inner properties
bracelevel++;
if(bracelevel > 1)
{
do
{
SkipWhitespace(true);
token = ReadToken();
if(token == "{") bracelevel++;
else if(token == "}") bracelevel--;
} while(!string.IsNullOrEmpty(token) && bracelevel > 1);
}
}
}
}
else if(token == "include") // It's "include", not "#include". Cause fuck consistency.
private bool ParseInclude(bool clearerrors)
{
SkipWhitespace(true);
string includelump = StripTokenQuotes(ReadToken(false)); // Don't skip newline
@ -362,17 +188,17 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
//or have backward slashes ("info\mapstuff.txt")
//include paths are relative to the first parsed entry, not the current one
//also include paths may or may not be quoted
if(!string.IsNullOrEmpty(includelump))
if (!string.IsNullOrEmpty(includelump))
{
// Absolute paths are not supported...
if(Path.IsPathRooted(includelump))
if (Path.IsPathRooted(includelump))
{
ReportError("Absolute include paths are not supported by ZDoom");
return false;
}
// Relative paths are not supported
if(includelump.StartsWith(RELATIVE_PATH_MARKER) || includelump.StartsWith(CURRENT_FOLDER_PATH_MARKER) ||
if (includelump.StartsWith(RELATIVE_PATH_MARKER) || includelump.StartsWith(CURRENT_FOLDER_PATH_MARKER) ||
includelump.StartsWith(ALT_RELATIVE_PATH_MARKER) || includelump.StartsWith(ALT_CURRENT_FOLDER_PATH_MARKER))
{
ReportError("Relative include paths are not supported by ZDoom");
@ -380,14 +206,17 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
// Backward slashes are not supported
if(includelump.Contains(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture)))
if (includelump.Contains(Path.DirectorySeparatorChar.ToString(CultureInfo.InvariantCulture)))
{
ReportError("Only forward slashes are supported by ZDoom");
return false;
}
// Check invalid path chars
if (!CheckInvalidPathChars(includelump)) return false;
// Already parsed?
if(parsedlumps.Contains(includelump))
if (parsedlumps.Contains(includelump))
{
ReportError("Already parsed '" + includelump + "'. Check your include directives");
return false;
@ -397,42 +226,45 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
parsedlumps.Add(includelump);
// Callback to parse this file
if(OnInclude != null) OnInclude(this, includelump, clearerrors);
if (OnInclude != null)
{
OnInclude(this, includelump, clearerrors);
// Bail out on error
if(this.HasError) return false;
// Set our buffers back to continue parsing
datastream = localstream;
datareader = localreader;
sourcename = localsourcename;
if (this.HasError) return false;
}
}
else
{
ReportError("Expected filename to include");
return false;
}
}
else if(token == "gameinfo")
{
if(!NextTokenIs("{")) return false; // Finished with this file
while(SkipWhitespace(true))
// All done here
return true;
}
private bool ParseGameInfo()
{
token = ReadToken();
if(string.IsNullOrEmpty(token))
if (!NextTokenIs("{")) return false; // Finished with this file
while (SkipWhitespace(true))
{
string token = ReadToken();
if (string.IsNullOrEmpty(token))
{
ReportError("Failed to find the end of GameInfo block");
return false; // Finished with this file
}
if(token == "}") break;
if(token == "skyflatname")
if (token == "}") break;
if (token.ToLowerInvariant() == "skyflatname")
{
if(!NextTokenIs("=")) return false; // Finished with this file
if (!NextTokenIs("=")) return false; // Finished with this file
SkipWhitespace(true);
string skyflatname = StripTokenQuotes(ReadToken());
if(string.IsNullOrEmpty(skyflatname))
if (string.IsNullOrEmpty(skyflatname))
{
ReportError("Unable to get SkyFlatName value");
return false; // Finished with this file
@ -441,24 +273,29 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
General.Map.Config.SkyFlatName = skyflatname.ToUpperInvariant();
}
}
}
else if(token == "doomednums")
{
if(!NextTokenIs("{")) return false; // Finished with this file
while(SkipWhitespace(true))
// All done here
return true;
}
private bool ParseDoomEdNums()
{
token = ReadToken();
if(string.IsNullOrEmpty(token))
if (!NextTokenIs("{")) return false; // Finished with this file
while (SkipWhitespace(true))
{
string token = ReadToken();
if (string.IsNullOrEmpty(token))
{
ReportError("Failed to find the end of DoomEdNums block");
return false; // Finished with this file
}
if(token == "}") break;
if (token == "}") break;
// First must be a number
int id;
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out id))
if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out id))
{
// Not numeric!
ReportError("Expected DoomEdNums entry number, but got '" + token + "'");
@ -466,47 +303,52 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
// Then "="
if(!NextTokenIs("=")) return false; // Finished with this file
if (!NextTokenIs("=")) return false; // Finished with this file
// Then actor class
SkipWhitespace(false);
string classname = StripTokenQuotes(ReadToken());
if(string.IsNullOrEmpty(classname))
if (string.IsNullOrEmpty(classname))
{
ReportError("Unable to get DoomEdNums entry class definition");
return false; // Finished with this file
}
// Possible special and args. We'll skip them
for(int i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
{
if(!NextTokenIs(",", false)) break;
if (!NextTokenIs(",", false)) break;
// Read special name or arg value
if(!SkipWhitespace(true) || string.IsNullOrEmpty(ReadToken())) return false;
if (!SkipWhitespace(true) || string.IsNullOrEmpty(ReadToken())) return false;
}
// Add to collection?
if(id != 0) doomednums[id] = classname.ToLowerInvariant();
if (id != 0) doomednums[id] = classname.ToLowerInvariant();
}
}
else if(token == "spawnnums")
{
if(!NextTokenIs("{")) return false; // Finished with this file
while(SkipWhitespace(true))
// All done here
return true;
}
private bool ParseSpawnNums()
{
token = ReadToken();
if(string.IsNullOrEmpty(token))
if (!NextTokenIs("{")) return false; // Finished with this file
while (SkipWhitespace(true))
{
string token = ReadToken();
if (string.IsNullOrEmpty(token))
{
ReportError("Failed to find the end of SpawnNums block");
return false; // Finished with this file
}
if(token == "}") break;
if (token == "}") break;
// First must be a number
int id;
if(!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out id))
if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out id))
{
// Not numeric!
ReportError("Expected SpawnNums number, but got '" + token + "'");
@ -514,12 +356,12 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
}
// Then "="
if(!NextTokenIs("=")) return false; // Finished with this file
if (!NextTokenIs("=")) return false; // Finished with this file
// Then actor class
SkipWhitespace(false);
token = StripTokenQuotes(ReadToken());
if(string.IsNullOrEmpty(token))
if (string.IsNullOrEmpty(token))
{
ReportError("Unable to get SpawnNums entry class definition");
return false;
@ -528,13 +370,292 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
// Add to collection
spawnnums[id] = token.ToLowerInvariant();
}
}
else if(token == "$gzdb_skip")
{
return true; // Finished with this file
// All done here
return true;
}
return false; // Not done yet
#endregion
#region ================== Map block parsing
private bool ParseMapBlock()
{
bool classicformat = !NextTokenIs("{", false);
// Track brace level
int bracelevel = 0;
// Parse required values
while (SkipWhitespace(true))
{
string token = ReadToken().ToLowerInvariant();
switch (token)
{
//TODO: are there any other blocks available in the classic format?..
case "map":
case "defaultmap":
case "adddefaultmap":
if (classicformat)
{
// We parsed too greadily, step back
DataStream.Seek(-token.Length - 1, SeekOrigin.Current);
// Finished with this block
return true;
}
else
{
ReportError("Unexpected token \"" + token + "\"");
return false;
}
case "sky2":
case "sky1":
if (!ParseSky(token)) return false;
break;
case "outsidefog":
case "fade":
if (!ParseFade(token)) return false;
break;
case "horizwallshade":
case "vertwallshade":
if (!ParseWallShade(token)) return false;
break;
case "outsidefogdensity":
case "fogdensity":
if (!ParseFogDensity(token)) return false;
break;
case "doublesky":
mapinfo.DoubleSky = true;
break;
case "evenlighting":
mapinfo.EvenLighting = true;
break;
case "smoothlighting":
mapinfo.SmoothLighting = true;
break;
case "}": return true; // Block end
case "{": // Skip inner blocks
bracelevel++;
if (bracelevel > 1)
{
do
{
SkipWhitespace(true);
token = ReadToken();
if (token == "{") bracelevel++;
else if (token == "}") bracelevel--;
} while (!string.IsNullOrEmpty(token) && bracelevel > 1);
}
break;
}
}
// All done here
return true;
}
private bool ParseSky(string skytype)
{
SkipWhitespace(true);
string token = StripTokenQuotes(ReadToken());
// New format
if (token == "=")
{
SkipWhitespace(true);
// Should be sky texture name
token = StripTokenQuotes(ReadToken());
bool gotcomma = (token.IndexOf(",", StringComparison.Ordinal) != -1);
if (gotcomma) token = token.Replace(",", "");
string skytexture = token.ToUpperInvariant();
if (string.IsNullOrEmpty(skytexture))
{
ReportError("Expected " + skytype + " texture name");
return false;
}
if (skytype == "sky1")
mapinfo.Sky1 = skytexture;
else
mapinfo.Sky2 = skytexture;
// Check if we have scrollspeed
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
if (!gotcomma && token == ",")
{
gotcomma = true;
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
}
if (gotcomma)
{
float scrollspeed = 0;
if (!ReadSignedFloat(token, ref scrollspeed))
{
// Not numeric!
ReportError("Expected " + skytype + " scroll speed value, but got '" + token + "'");
return false;
}
if (skytype == "sky1")
mapinfo.Sky1ScrollSpeed = scrollspeed;
else
mapinfo.Sky2ScrollSpeed = scrollspeed;
}
else
{
datastream.Seek(-token.Length - 1, SeekOrigin.Current); // Step back and try parsing this token again
}
}
// Old format
else
{
// Token should be sky1/2 name
if (string.IsNullOrEmpty(token))
{
ReportError("Expected " + skytype + " texture name");
return false;
}
if (skytype == "sky1")
mapinfo.Sky1 = token.ToUpperInvariant();
else
mapinfo.Sky2 = token.ToUpperInvariant();
// Try to read scroll speed
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
float scrollspeed = 0;
if (!ReadSignedFloat(token, ref scrollspeed))
{
// Not numeric!
datastream.Seek(-token.Length - 1, SeekOrigin.Current); // Step back and try parsing this token again
return true;
}
if (skytype == "sky1")
mapinfo.Sky1ScrollSpeed = scrollspeed;
else
mapinfo.Sky2ScrollSpeed = scrollspeed;
}
// All done here
return true;
}
private bool ParseFade(string fadetype)
{
SkipWhitespace(true);
string token = StripTokenQuotes(ReadToken());
// New format?
if (token == "=")
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
}
// Get the color value
string colorval = StripTokenQuotes(token).ToLowerInvariant().Replace(" ", "");
if (string.IsNullOrEmpty(colorval))
{
ReportError("Expected " + fadetype + " color value");
return false;
}
Color4 color = new Color4();
// Try to get the color...
if (GetColor(colorval, ref color))
{
if (fadetype == "fade")
mapinfo.FadeColor = color;
else
mapinfo.OutsideFogColor = color;
}
else //...or not
{
ReportError("Failed to parse " + fadetype + " value from string '" + colorval + "'");
return false;
}
// All done here
return true;
}
private bool ParseWallShade(string shadetype)
{
SkipWhitespace(true);
string token = StripTokenQuotes(ReadToken());
// New format
if (token == "=")
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
}
int val = 0;
if (!ReadSignedInt(token, ref val))
{
// Not numeric!
ReportError("Expected " + shadetype + " value, but got '" + token + "'");
return false;
}
if (shadetype == "vertwallshade")
mapinfo.VertWallShade = General.Clamp(val, -255, 255);
else
mapinfo.HorizWallShade = General.Clamp(val, -255, 255);
// All done here
return true;
}
private bool ParseFogDensity(string densitytype)
{
SkipWhitespace(true);
string token = StripTokenQuotes(ReadToken());
// New format
if (token == "=")
{
SkipWhitespace(true);
token = StripTokenQuotes(ReadToken());
}
int val;
if (!int.TryParse(token, NumberStyles.Integer, CultureInfo.InvariantCulture, out val))
{
// Not numeric!
ReportError("Expected " + densitytype + " value, but got '" + token + "'");
return false;
}
if (densitytype == "fogdensity")
mapinfo.FogDensity = (int)(1024 * (256.0f / val));
else
mapinfo.OutsideFogDensity = (int)(1024 * (256.0f / val));
// All done here
return true;
}
#endregion
@ -543,19 +664,19 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
private static bool GetColor(string name, ref Color4 color)
{
if(name == "black") return true;
if (name == "black") return true;
//probably it's a hex color (like FFCC11)?
int ci;
if(int.TryParse(name, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out ci))
if (int.TryParse(name, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out ci))
{
color = new Color4(ci) {Alpha = 1.0f};
color = new Color4(ci) { Alpha = 1.0f };
return true;
}
//probably it's a color name?
Color c = Color.FromName(name); //should be similar to C++ color name detection, I suppose
if(c.IsKnownColor)
if (c.IsKnownColor)
{
color = new Color4(c);
return true;

View File

@ -2,6 +2,7 @@
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.GZBuilder.Data;
@ -73,7 +74,24 @@ namespace CodeImp.DoomBuilder.GZBuilder
[BeginAction("gztogglelights")]
private static void ToggleLightsRenderingMode()
{
switch(General.Settings.GZDrawLightsMode)
if (General.Editing.Mode is ClassicMode)
{
switch (General.Settings.GZDrawLightsMode)
{
case LightRenderMode.NONE:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ALL");
break;
default:
General.Settings.GZDrawLightsMode = LightRenderMode.NONE;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: NONE");
break;
}
}
else
{
switch (General.Settings.GZDrawLightsMode)
{
case LightRenderMode.NONE:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL;
@ -82,14 +100,15 @@ namespace CodeImp.DoomBuilder.GZBuilder
case LightRenderMode.ALL:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL_ANIMATED;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ANIMATED");
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ANIMATED");
break;
case LightRenderMode.ALL_ANIMATED:
General.Settings.GZDrawLightsMode = LightRenderMode.NONE;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: NONE");
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: NONE");
break;
}
}
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
@ -104,17 +123,28 @@ namespace CodeImp.DoomBuilder.GZBuilder
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglesky")]
private static void ToggleSky()
{
General.Settings.GZDrawSky = !General.Settings.GZDrawSky;
General.MainWindow.DisplayStatus(StatusType.Action, "Sky rendering is " + (General.Settings.GZDrawSky ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglefx")]
private static void ToggleFx()
{
int on = 0;
on += General.Settings.GZDrawFog ? 1 : -1;
on += General.Settings.GZDrawSky ? 1 : -1;
on += General.Settings.GZDrawLightsMode != LightRenderMode.NONE ? 1 : -1;
on += General.Settings.GZDrawModelsMode != ModelRenderMode.NONE ? 1 : -1;
bool enable = (on < 0);
General.Settings.GZDrawFog = enable;
General.Settings.GZDrawSky = enable;
General.Settings.GZDrawLightsMode = (enable ? LightRenderMode.ALL : LightRenderMode.NONE);
General.Settings.GZDrawModelsMode = (enable ? ModelRenderMode.ALL : ModelRenderMode.NONE);
General.MainWindow.DisplayStatus(StatusType.Action, "Advanced effects are " + (enable ? "ENABLED" : "DISABLED") );

View File

@ -1808,7 +1808,7 @@ namespace CodeImp.DoomBuilder
}
// This returns the next power of 2
public static int NextPowerOf2(int v)
/*public static int NextPowerOf2(int v)
{
int p = 0;
@ -1817,6 +1817,20 @@ namespace CodeImp.DoomBuilder
// Return power
return (int)Math.Pow(2, p);
}*/
//mxd. This returns the next power of 2. Taken from http://bits.stephan-brumme.com/roundUpToNextPowerOfTwo.html
public static int NextPowerOf2(int x)
{
x--;
x |= x >> 1; // handle 2 bit numbers
x |= x >> 2; // handle 4 bit numbers
x |= x >> 4; // handle 8 bit numbers
x |= x >> 8; // handle 16 bit numbers
x |= x >> 16; // handle 32 bit numbers
x++;
return x;
}
// Convert bool to integer

View File

@ -2127,7 +2127,8 @@ namespace CodeImp.DoomBuilder.Geometry
public static List<Line3D> GetDynamicLightShapes()
{
List<Line3D> circles = new List<Line3D>();
foreach(Thing t in General.Map.Map.Things)
const int linealpha = 128;
foreach (Thing t in General.Map.Map.Things)
{
int lightid = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Type);
if(lightid == -1) continue;
@ -2171,15 +2172,15 @@ namespace CodeImp.DoomBuilder.Geometry
switch(t.Type)
{
case 1502: // Vavoom light
color = new PixelColor(255, 255, 255, 255);
color = new PixelColor(linealpha, 255, 255, 255);
break;
case 1503: // Vavoom colored light
color = new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
color = new PixelColor(linealpha, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
break;
default:
color = new PixelColor(255, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
color = new PixelColor(linealpha, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
break;
}

View File

@ -305,7 +305,7 @@ namespace CodeImp.DoomBuilder.Map
}
// This copies all properties to another line
new public void CopyPropertiesTo(Linedef l)
public void CopyPropertiesTo(Linedef l)
{
l.BeforePropsChange();

View File

@ -1180,6 +1180,15 @@ namespace CodeImp.DoomBuilder.Properties {
}
}
internal static System.Drawing.Bitmap Sky
{
get
{
object obj = ResourceManager.GetObject("Sky", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>

View File

@ -544,6 +544,9 @@
<data name="GridIncrease" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\GridIncrease.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Sky" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Sky.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="zonebuilder" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\zonebuilder.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>

View File

@ -113,12 +113,12 @@ namespace CodeImp.DoomBuilder.Rendering
// This sets up the render pipeline
public override void BeginPass(int index)
{
Device device = manager.D3DDevice.Device;
if(!manager.Enabled)
{
Device device = manager.D3DDevice.Device;
// Sampler settings
if(General.Settings.ClassicBilinear)
if (General.Settings.ClassicBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);

View File

@ -44,6 +44,9 @@ namespace CodeImp.DoomBuilder.Rendering
internal const float GZDOOM_VERTICAL_VIEW_STRETCH = 1.2f;
internal const float GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH = 1.0f / GZDOOM_VERTICAL_VIEW_STRETCH;
private const int SHADERPASS_LIGHT = 17; //mxd
private const int SHADERPASS_SKYBOX = 5; //mxd
#endregion
#region ================== Variables
@ -92,6 +95,9 @@ namespace CodeImp.DoomBuilder.Rendering
//mxd. Translucent geometry to be rendered. Must be sorted by camera distance.
private List<VisualGeometry> translucentgeo;
//mxd. Geometry to be rendered as skybox.
private List<VisualGeometry> skygeo;
//mxd. Solid things to be rendered (currently(?) there won't be any). Must be sorted by sector.
private Dictionary<ImageData, List<VisualThing>> solidthings;
@ -400,6 +406,7 @@ namespace CodeImp.DoomBuilder.Rendering
solidgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
maskedgeo = new Dictionary<ImageData, List<VisualGeometry>>(); //mxd
translucentgeo = new List<VisualGeometry>(); //mxd
skygeo = new List<VisualGeometry>(); //mxd
solidthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
maskedthings = new Dictionary<ImageData, List<VisualThing>>(); //mxd
@ -427,6 +434,14 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.Device.SetRenderState(RenderState.TextureFactor, -1);
graphics.Shaders.World3D.Begin();
//mxd. SKY PASS
if (skygeo.Count > 0)
{
world = Matrix.Identity;
ApplyMatrices3D();
RenderSky(skygeo);
}
// SOLID PASS
world = Matrix.Identity;
ApplyMatrices3D();
@ -510,6 +525,7 @@ namespace CodeImp.DoomBuilder.Rendering
solidgeo = null;
maskedgeo = null;
translucentgeo = null;
skygeo = null;
solidthings = null;
maskedthings = null;
@ -951,6 +967,7 @@ namespace CodeImp.DoomBuilder.Rendering
// If the camera is inside a sector, compare z coordinates
translucentgeo.Sort(delegate(VisualGeometry vg1, VisualGeometry vg2)
{
if (vg1 == vg2) return 0;
float camdist1, camdist2;
if((vg1.GeometryType == VisualGeometryType.FLOOR || vg1.GeometryType == VisualGeometryType.CEILING)
@ -978,8 +995,12 @@ namespace CodeImp.DoomBuilder.Rendering
}
else
{
translucentgeo.Sort((vg1, vg2) => (int)((General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq()));
translucentgeo.Sort(delegate (VisualGeometry vg1, VisualGeometry vg2)
{
if (vg1 == vg2) return 0;
return (int)((General.Map.VisualCamera.Position - vg2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vg1.BoundingBox[0]).GetLengthSq());
});
}
ImageData curtexture;
@ -1105,8 +1126,12 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.Device.SetRenderState(RenderState.CullMode, Cull.None); //mxd. Disable backside culling, because otherwise sprites with positive ScaleY and negative ScaleX will be facing away from the camera...
// Sort geometry by camera distance. First vertex of the BoundingBox is it's center
thingspass.Sort((vt1, vt2) => (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq()));
thingspass.Sort(delegate (VisualThing vt1, VisualThing vt2)
{
if (vt1 == vt2) return 0;
return (int)((General.Map.VisualCamera.Position - vt2.BoundingBox[0]).GetLengthSq()
- (General.Map.VisualCamera.Position - vt1.BoundingBox[0]).GetLengthSq());
});
// Reset vars
currentpass = RenderPass.Solid;
@ -1279,7 +1304,7 @@ namespace CodeImp.DoomBuilder.Rendering
if(geometrytolit.Count == 0) return;
graphics.Shaders.World3D.World = Matrix.Identity;
graphics.Shaders.World3D.BeginPass(17);
graphics.Shaders.World3D.BeginPass(SHADERPASS_LIGHT);
VisualSector sector = null;
@ -1565,6 +1590,57 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.Shaders.World3D.EndPass();
}
//mxd
private void RenderSky(IEnumerable<VisualGeometry> geo)
{
VisualSector sector = null;
// Set render settings
graphics.Shaders.World3D.BeginPass(SHADERPASS_SKYBOX);
graphics.Shaders.World3D.Texture1 = General.Map.Data.SkyBox;
graphics.Shaders.World3D.World = world;
graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, 0f);
foreach (VisualGeometry g in geo)
{
// Changing sector?
if (!object.ReferenceEquals(g.Sector, sector))
{
// Update the sector if needed
if (g.Sector.NeedsUpdateGeo) g.Sector.Update();
// Only do this sector when a vertexbuffer is created
//mxd. No Map means that sector was deleted recently, I suppose
if (g.Sector.GeometryBuffer != null && g.Sector.Sector.Map != null)
{
// Change current sector
sector = g.Sector;
// Set stream source
graphics.Device.SetStreamSource(0, sector.GeometryBuffer, 0, WorldVertex.Stride);
}
else
{
sector = null;
}
}
if (sector != null)
{
// Set the colors to use
graphics.Shaders.World3D.HighlightColor = CalculateHighlightColor((g == highlighted) && showhighlight, (g.Selected && showselection));
// Apply changes
graphics.Shaders.World3D.ApplySettings();
// Render!
graphics.Device.DrawPrimitives(PrimitiveType.TriangleList, g.VertexOffset, g.Triangles);
}
}
graphics.Shaders.World3D.EndPass();
}
//mxd. This gets color from dynamic lights based on distance to thing.
//thing position must be in absolute cordinates
//(thing.Position.Z value is relative to floor of the sector the thing is in)
@ -1595,6 +1671,7 @@ namespace CodeImp.DoomBuilder.Rendering
// This calculates the highlight/selection color
private Color4 CalculateHighlightColor(bool ishighlighted, bool isselected)
{
if (!ishighlighted && !isselected) return new Color4(); //mxd
Color4 highlightcolor = isselected ? General.Colors.Selection.ToColorValue() : General.Colors.Highlight.ToColorValue();
highlightcolor.Alpha = ishighlighted ? highlightglowinv : highlightglow;
return highlightcolor;
@ -1627,19 +1704,28 @@ namespace CodeImp.DoomBuilder.Rendering
// Must have a texture and vertices
if(g.Texture != null && g.Triangles > 0)
{
switch(g.RenderPass)
if (g.RenderAsSky && General.Settings.GZDrawSky)
{
skygeo.Add(g);
}
else
{
switch (g.RenderPass)
{
case RenderPass.Solid:
if(!solidgeo.ContainsKey(g.Texture)) solidgeo.Add(g.Texture, new List<VisualGeometry>());
if (!solidgeo.ContainsKey(g.Texture))
solidgeo.Add(g.Texture, new List<VisualGeometry>());
solidgeo[g.Texture].Add(g);
break;
case RenderPass.Mask:
if(!maskedgeo.ContainsKey(g.Texture)) maskedgeo.Add(g.Texture, new List<VisualGeometry>());
if (!maskedgeo.ContainsKey(g.Texture))
maskedgeo.Add(g.Texture, new List<VisualGeometry>());
maskedgeo[g.Texture].Add(g);
break;
case RenderPass.Additive: case RenderPass.Alpha:
case RenderPass.Additive:
case RenderPass.Alpha:
translucentgeo.Add(g);
break;
@ -1647,6 +1733,7 @@ namespace CodeImp.DoomBuilder.Rendering
throw new NotImplementedException("Geometry rendering of " + g.RenderPass + " render pass is not implemented!");
}
}
}
}
// This collects a visual sector's geometry for rendering

View File

@ -137,12 +137,12 @@ namespace CodeImp.DoomBuilder.Rendering
// This sets up the render pipeline
public override void BeginPass(int index)
{
Device device = manager.D3DDevice.Device;
if(!manager.Enabled)
{
Device device = manager.D3DDevice.Device;
// Sampler settings
if(General.Settings.ClassicBilinear)
if (General.Settings.ClassicBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);

View File

@ -67,7 +67,7 @@ namespace CodeImp.DoomBuilder.Rendering
}
}
public Texture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); settingschanged = true; } }
public BaseTexture Texture1 { set { if(manager.Enabled) effect.SetTexture(texture1, value); settingschanged = true; } }
//mxd
private Color4 vertexcolor;
@ -184,7 +184,7 @@ namespace CodeImp.DoomBuilder.Rendering
lightPositionAndRadiusHandle = effect.GetParameter(null, "lightPosAndRadius");
lightColorHandle = effect.GetParameter(null, "lightColor");
//fog
camPosHandle = effect.GetParameter(null, "cameraPos");
camPosHandle = effect.GetParameter(null, "campos");
world = effect.GetParameter(null, "world");
}
@ -285,12 +285,12 @@ namespace CodeImp.DoomBuilder.Rendering
// This sets up the render pipeline
public override void BeginPass(int index)
{
Device device = manager.D3DDevice.Device;
if(!manager.Enabled)
{
Device device = manager.D3DDevice.Device;
// Sampler settings
if(General.Settings.VisualBilinear)
if (General.Settings.VisualBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);

View File

@ -1166,6 +1166,16 @@ gztogglefog
allowscroll = false;
}
gztogglesky
{
title = "Toggle sky rendering";
category = "gzdoombuilder";
description = "Toggles sky rendering in Visual mode.";
allowkeys = true;
allowmouse = true;
allowscroll = false;
}
gztogglefx
{
title = "Toggle models, dynamic lights and fog rendering";

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@ -18,8 +18,21 @@ struct PixelData
float2 uv : TEXCOORD0;
};
//mxd
// Pixel input data for light pass
//mxd. Vertex input data for sky rendering
struct SkyVertexData
{
float3 pos : POSITION;
float2 uv : TEXCOORD0;
};
//mxd. Pixel input data for sky rendering
struct SkyPixelData
{
float4 pos : POSITION;
float3 tex : TEXCOORD0;
};
//mxd. Pixel input data for light pass
struct LitPixelData
{
float4 pos : POSITION;
@ -44,7 +57,10 @@ float4 lightPosAndRadius;
float4 lightColor; //also used as fog color
//fog
const float4 cameraPos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
const float4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
//sky
static const float4 skynormal = float4(0.0f, 1.0f, 0.0f, 0.0f);
// Texture input
const texture texture1;
@ -66,6 +82,17 @@ sampler2D texturesamp = sampler_state
MaxAnisotropy = maxanisotropysetting;
};
//mxd. Skybox texture sampler settings
samplerCUBE skysamp = sampler_state
{
Texture = <texture1>;
MagFilter = magfiltersettings;
MinFilter = minfiltersettings;
MipFilter = mipfiltersettings;
MipMapLodBias = 0.0f;
MaxAnisotropy = maxanisotropysetting;
};
// Vertex shader
PixelData vs_main(VertexData vd)
{
@ -100,7 +127,7 @@ LitPixelData vs_customvertexcolor_fog(VertexData vd)
// Fill pixel data input
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
pd.pos_w = mul(float4(vd.pos, 1.0f), world);
pd.pos_w = mul(float4(vd.pos, 1.0f), world).xyz;
pd.color = vertexColor;
pd.uv = vd.uv;
pd.normal = vd.normal;
@ -114,7 +141,7 @@ LitPixelData vs_lightpass(VertexData vd)
{
LitPixelData pd;
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
pd.pos_w = mul(float4(vd.pos, 1.0f), world);
pd.pos_w = mul(float4(vd.pos, 1.0f), world).xyz;
pd.color = vd.color;
pd.uv = vd.uv;
pd.normal = vd.normal;
@ -165,8 +192,8 @@ float4 ps_fullbright_highlight(PixelData pd) : COLOR
//mxd. This adds fog color to current pixel color
float4 getFogColor(LitPixelData pd, float4 color)
{
float fogdist = max(16.0f, distance(pd.pos_w, cameraPos.xyz));
float fogfactor = exp2(cameraPos.w * fogdist);
float fogdist = max(16.0f, distance(pd.pos_w, campos.xyz));
float fogfactor = exp2(campos.w * fogdist);
color.rgb = lerp(lightColor.rgb, color.rgb, fogfactor);
return color;
@ -238,6 +265,23 @@ float4 ps_lightpass(LitPixelData pd) : COLOR
return lightColorMod; //should never get here
}
//mxd. Vertex skybox shader
SkyPixelData vs_skybox(SkyVertexData vd)
{
SkyPixelData pd;
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
float3 worldpos = mul(float4(vd.pos, 1.0f), world).xyz;
pd.tex = reflect(worldpos - campos.xyz, normalize(mul(skynormal, world).xyz));
return pd;
}
//mxd. Pixel skybox shader
float4 ps_skybox(SkyPixelData pd) : COLOR
{
float4 ncolor = texCUBE(skysamp, pd.tex);
return float4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), 1.0f);
}
// Technique for shader model 2.0
technique SM20
{
@ -277,7 +321,12 @@ technique SM20
PixelShader = compile ps_2_0 ps_main();
}
pass p5 {} //mxd. need this only to maintain offset
//mxd. Skybox shader
pass p5
{
VertexShader = compile vs_2_0 vs_skybox();
PixelShader = compile ps_2_0 ps_skybox();
}
// Normal with highlight
pass p6

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@ -75,6 +75,7 @@ namespace CodeImp.DoomBuilder.VisualModes
private Vector3D[] boundingBox;
protected VisualGeometryType geometrytype;
protected string partname; //UDMF part name
protected bool renderassky;
#endregion
@ -89,6 +90,7 @@ namespace CodeImp.DoomBuilder.VisualModes
public Vector3D[] BoundingBox { get { return boundingBox; } }
public VisualGeometryType GeometryType { get { return geometrytype; } }
public float FogFactor { get { return fogfactor; } set { fogfactor = value; } }
public bool RenderAsSky { get { return renderassky; } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Solid.
@ -131,7 +133,6 @@ namespace CodeImp.DoomBuilder.VisualModes
/// <summary>
/// This creates visual geometry that is bound to a sidedef. This geometry is only visible when the sidedef is visible. It is automatically back-face culled during rendering and automatically XY intersection tested as well as back-face culled during object picking.
/// </summary>
/// <param name="sd"></param>
protected VisualGeometry(VisualSector vs, Sidedef sd)
{
this.sector = vs;

View File

@ -1,14 +1,14 @@
using System;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
namespace CodeImp.DoomBuilder.VisualModes
{
public class VisualVertexPair
{
private VisualVertex floorvert;
private VisualVertex ceilvert;
private readonly VisualVertex floorvert;
private readonly VisualVertex ceilvert;
public VisualVertex[] Vertices { get { return new[] { floorvert, ceilvert }; } }
public VisualVertex FloorVertex { get { return floorvert; } }
@ -37,18 +37,17 @@ namespace CodeImp.DoomBuilder.VisualModes
}
}
public abstract class VisualVertex : IVisualPickable, IComparable<VisualVertex>
public abstract class VisualVertex : IVisualPickable
{
//Constants
public const float DEFAULT_SIZE = 6.0f;
//Variables
protected Vertex vertex;
protected readonly Vertex vertex;
private Matrix position;
private float cameradistance;
protected bool selected;
protected bool changed;
protected bool ceilingVertex;
protected readonly bool ceilingVertex;
protected bool haveOffset;
//Properties
@ -90,13 +89,5 @@ namespace CodeImp.DoomBuilder.VisualModes
{
return false;
}
/// <summary>
/// This sorts things by distance from the camera. Farthest first.
/// </summary>
public int CompareTo(VisualVertex other)
{
return Math.Sign(other.cameradistance - this.cameradistance);
}
}
}

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@ -197,6 +197,7 @@ namespace CodeImp.DoomBuilder.Windows
this.modelsshowfiltered = new System.Windows.Forms.ToolStripMenuItem();
this.modelsshowall = new System.Windows.Forms.ToolStripMenuItem();
this.buttontogglefog = new System.Windows.Forms.ToolStripButton();
this.buttontogglesky = new System.Windows.Forms.ToolStripButton();
this.buttontoggleeventlines = new System.Windows.Forms.ToolStripButton();
this.buttontogglevisualvertices = new System.Windows.Forms.ToolStripButton();
this.separatorgzmodes = new System.Windows.Forms.ToolStripSeparator();
@ -1262,6 +1263,7 @@ namespace CodeImp.DoomBuilder.Windows
this.dynamiclightmode,
this.modelrendermode,
this.buttontogglefog,
this.buttontogglesky,
this.buttontoggleeventlines,
this.buttontogglevisualvertices,
this.separatorgzmodes,
@ -1844,6 +1846,18 @@ namespace CodeImp.DoomBuilder.Windows
this.buttontogglefog.Text = "Toggle Fog Rendering";
this.buttontogglefog.Click += new System.EventHandler(this.InvokeTaggedAction);
//
// buttontogglesky
//
this.buttontogglesky.CheckOnClick = true;
this.buttontogglesky.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Image;
this.buttontogglesky.Image = global::CodeImp.DoomBuilder.Properties.Resources.Sky;
this.buttontogglesky.ImageTransparentColor = System.Drawing.Color.Magenta;
this.buttontogglesky.Name = "buttontogglesky";
this.buttontogglesky.Size = new System.Drawing.Size(23, 20);
this.buttontogglesky.Tag = "builder_gztogglesky";
this.buttontogglesky.Text = "Toggle Sky Rendering";
this.buttontogglesky.Click += new System.EventHandler(this.InvokeTaggedAction);
//
// buttontoggleeventlines
//
this.buttontoggleeventlines.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Image;
@ -2647,6 +2661,7 @@ namespace CodeImp.DoomBuilder.Windows
private System.Windows.Forms.ToolStripSeparator seperatorgeometry;
private System.Windows.Forms.ToolStripButton buttontogglefx;
private System.Windows.Forms.ToolStripButton buttontogglefog;
private System.Windows.Forms.ToolStripButton buttontogglesky;
private System.Windows.Forms.ToolStripStatusLabel warnsLabel;
private System.Windows.Forms.ToolStripMenuItem itemReloadModedef;
private System.Windows.Forms.ToolStripMenuItem itemReloadGldefs;

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@ -420,6 +420,9 @@ namespace CodeImp.DoomBuilder.Windows
// Map opened?
if(General.Map != null)
{
// Get nice name
string maptitle = (!string.IsNullOrEmpty(General.Map.Data.MapInfo.Title) ? ": " + General.Map.Data.MapInfo.Title : "");
// Show map name and filename in caption
this.Text = (mapchanged ? "\u25CF " : "") + General.Map.FileTitle + " (" + General.Map.Options.CurrentName + ") - " + Application.ProductName;
}
@ -2039,6 +2042,7 @@ namespace CodeImp.DoomBuilder.Windows
dynamiclightmode.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontogglefx.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontogglefog.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontogglesky.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontoggleeventlines.Visible = General.Settings.GZToolbarGZDoom && maploaded;
buttontogglevisualvertices.Visible = General.Settings.GZToolbarGZDoom && maploaded;
separatorgzmodes.Visible = General.Settings.GZToolbarGZDoom && maploaded;
@ -2192,6 +2196,7 @@ namespace CodeImp.DoomBuilder.Windows
}
buttontogglefog.Checked = General.Settings.GZDrawFog;
buttontogglesky.Checked = General.Settings.GZDrawSky;
buttontoggleeventlines.Checked = General.Settings.GZShowEventLines;
buttontogglevisualvertices.Visible = General.Map.UDMF;
buttontogglevisualvertices.Checked = General.Settings.GZShowVisualVertices;

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@ -17,6 +17,7 @@
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.IO;
@ -87,13 +88,22 @@ namespace CodeImp.DoomBuilder.ZDoom
//mxd. Clear error status?
if(clearerrors) ClearError();
//mxd. Integrity check
if(stream == null || stream.Length == 0)
//mxd. Integrity checks
if (stream == null)
{
ReportError("Unable to load '" + sourcefilename + "'");
ReportError("Unable to load \"" + sourcefilename + "\"");
return false;
}
if (stream.Length == 0)
{
if (!string.IsNullOrEmpty(sourcename))
LogWarning("Include file \"" + sourcefilename + "\" is empty");
else
LogWarning("File is empty");
return true;
}
datastream = stream;
datareader = new BinaryReader(stream, Encoding.ASCII);
sourcename = sourcefilename;
@ -471,6 +481,35 @@ namespace CodeImp.DoomBuilder.ZDoom
return success;
}
//mxd
protected void SkipStructure() { SkipStructure(new HashSet<string>()); }
protected void SkipStructure(HashSet<string> breakat)
{
string token;
do
{
if (!SkipWhitespace(true)) break;
token = ReadToken();
if (string.IsNullOrEmpty(token)) break;
if (breakat.Contains(token))
{
DataStream.Seek(-token.Length - 1, SeekOrigin.Current);
return;
}
}
while (token != "{");
int scopelevel = 1;
do
{
if (!SkipWhitespace(true)) break;
token = ReadToken();
if (string.IsNullOrEmpty(token)) break;
if (token == "{") scopelevel++;
if (token == "}") scopelevel--;
}
while (scopelevel > 0);
}
// This reports an error
protected internal void ReportError(string message)
{
@ -606,7 +645,7 @@ namespace CodeImp.DoomBuilder.ZDoom
case 60:
case 62:
case 124:
ReportError("unsupported character \"" + c + "\" in path \"" + path + "\".");
ReportError("Unsupported character \"" + c + "\" in path \"" + path + "\".");
return false;
default:

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@ -197,7 +197,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
BaseVisualMode mode = new BaseVisualMode();
bool renderingEffectsDisabled = false;
if(!BaseVisualMode.GZDoomRenderingEffects)
if(!General.Settings.GZDoomRenderingEffects)
{
renderingEffectsDisabled = true;
mode.ToggleGZDoomRenderingEffects();

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@ -95,8 +95,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
private readonly List<ThingCopyData> copybuffer;
private Type lasthighlighttype;
private static bool gzdoomRenderingEffects = true; //mxd
private BSP bsp;
//mxd. Moved here from Tools
@ -161,7 +159,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
public object HighlightedTarget { get { return target.picked; } } //mxd
public static bool GZDoomRenderingEffects { get { return gzdoomRenderingEffects; } } //mxd
public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } //mxd
new public IRenderer3D Renderer { get { return renderer; } }
@ -785,7 +782,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
Sector[] sectorsWithEffects = null;
bsp.Update();
if(!gzdoomRenderingEffects)
if (!General.Settings.GZDoomRenderingEffects)
{
//store all sectors with effects
if(sectordata != null && sectordata.Count > 0)
@ -828,10 +825,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
vertices.Clear();
}
if(!gzdoomRenderingEffects) return; //mxd
if (!General.Settings.GZDoomRenderingEffects) return; //mxd
// Find all sector who's tag is not 0 and hash them so that we can find them quicly
foreach(Sector s in General.Map.Map.Sectors)
foreach (Sector s in General.Map.Map.Sectors)
{
foreach(int tag in s.Tags)
{
@ -1592,7 +1589,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
base.OnUndoEnd();
//mxd. Effects may've become invalid
if(gzdoomRenderingEffects && sectordata != null && sectordata.Count > 0)
if (General.Settings.GZDoomRenderingEffects && sectordata != null && sectordata.Count > 0)
RebuildElementData();
//mxd. As well as geometry...
@ -3532,10 +3529,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
[BeginAction("togglegzdoomgeometryeffects")]
public void ToggleGZDoomRenderingEffects()
{
gzdoomRenderingEffects = !gzdoomRenderingEffects;
General.Settings.GZDoomRenderingEffects = !General.Settings.GZDoomRenderingEffects;
RebuildElementData();
UpdateChangedObjects();
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom geometry effects are " + (gzdoomRenderingEffects ? "ENABLED" : "DISABLED"));
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom geometry effects are " + (General.Settings.GZDoomRenderingEffects ? "ENABLED" : "DISABLED"));
}
//mxd

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@ -339,9 +339,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
SectorLevel l = lightlevels[i];
SectorLevel pl = lightlevels[i + 1];
// Glow levels should not affect light transfer
if(l.type == SectorLevelType.Glow) continue;
// Glow levels don't cast light
if(pl.type == SectorLevelType.Glow && lightlevels.Count > i + 2) pl = lightlevels[i + 2];

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@ -117,27 +117,19 @@ namespace CodeImp.DoomBuilder.BuilderModes
else
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
//mxd. Sky is always bright
int color;
if(s.CeilTexture == General.Map.Config.SkyFlatName)
{
color = -1; // That's white. With alpha. Not very impressive, eh?
fogfactor = 0; // No fog
}
else
{
color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
// Determine brightness
int color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
//mxd. Top extrafloor level should calculate fogdensity
//from the brightness of the level above it
int targetbrightness;
if(extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
if (extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
{
targetbrightness = 0;
SectorData sd = mode.GetSectorData(this.Sector.Sector);
for(int i = 0; i < sd.LightLevels.Count - 1; i++)
for (int i = 0; i < sd.LightLevels.Count - 1; i++)
{
if(sd.LightLevels[i] == level)
if (sd.LightLevels[i] == level)
{
targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
break;
@ -149,11 +141,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
targetbrightness = level.brightnessbelow;
}
//mxd. Determine fog density
fogfactor = CalculateFogDensity(targetbrightness);
}
// Make vertices
ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
ReadOnlyCollection<Vector2D> triverts = Sector.Sector.Triangles.Vertices;
WorldVertex[] verts = new WorldVertex[triverts.Count];
for(int i = 0; i < triverts.Count; i++)
{
@ -197,11 +189,31 @@ namespace CodeImp.DoomBuilder.BuilderModes
this.RenderPass = RenderPass.Solid;
}
//mxd. Update sky render flag
UpdateSkyRenderFlag();
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
//mxd
private void UpdateSkyRenderFlag()
{
bool isrenderedassky = renderassky;
renderassky = (level.sector.CeilTexture == General.Map.Config.SkyFlatName);
if (isrenderedassky != renderassky && Sector.Sides != null)
{
// Upper/middle geometry may need updating...
foreach (Sidedef side in level.sector.Sidedefs)
{
VisualSidedefParts parts = Sector.GetSidedefParts(side);
if (parts.upper != null) parts.upper.UpdateSkyRenderFlag();
else if (parts.middlesingle != null) parts.middlesingle.UpdateSkyRenderFlag();
}
}
}
#endregion
#region ================== Methods

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@ -119,27 +119,19 @@ namespace CodeImp.DoomBuilder.BuilderModes
else
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
//mxd. Sky is always bright
int color;
if(s.FloorTexture == General.Map.Config.SkyFlatName)
{
color = -1; // That's white. With alpha. Not very impressive, eh?
fogfactor = 0; // No fog
}
else
{
color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
// Determine brightness
int color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
//mxd. Top extrafloor level should calculate fogdensity
//from the brightness of the level above it
int targetbrightness;
if(extrafloor != null && extrafloor.VavoomType && !level.disablelighting)
if (extrafloor != null && extrafloor.VavoomType && !level.disablelighting)
{
targetbrightness = 0;
SectorData sd = mode.GetSectorData(this.Sector.Sector);
for(int i = 0; i < sd.LightLevels.Count - 1; i++)
for (int i = 0; i < sd.LightLevels.Count - 1; i++)
{
if(sd.LightLevels[i] == level)
if (sd.LightLevels[i] == level)
{
targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
break;
@ -151,11 +143,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
targetbrightness = level.brightnessbelow;
}
//mxd. Determine fog density
fogfactor = CalculateFogDensity(targetbrightness);
}
// Make vertices
ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
ReadOnlyCollection<Vector2D> triverts = Sector.Sector.Triangles.Vertices;
WorldVertex[] verts = new WorldVertex[triverts.Count];
for(int i = 0; i < triverts.Count; i++)
{
@ -199,11 +191,30 @@ namespace CodeImp.DoomBuilder.BuilderModes
this.RenderPass = RenderPass.Solid;
}
//mxd. Update sky render flag
UpdateSkyRenderFlag();
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
//mxd
private void UpdateSkyRenderFlag()
{
bool isrenderedassky = renderassky;
renderassky = (level.sector.FloorTexture == General.Map.Config.SkyFlatName || level.sector.LongFloorTexture == MapSet.EmptyLongName);
if (isrenderedassky != renderassky && Sector.Sides != null)
{
// Middle geometry may need updating...
foreach (Sidedef side in level.sector.Sidedefs)
{
VisualSidedefParts parts = Sector.GetSidedefParts(side);
if (parts.middlesingle != null) parts.middlesingle.UpdateSkyRenderFlag();
}
}
}
#endregion
#region ================== Methods

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@ -62,6 +62,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
Vector2D vl, vr;
//mxd. Apply sky hack?
UpdateSkyRenderFlag();
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
@ -202,6 +205,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
return false;
}
//mxd
internal void UpdateSkyRenderFlag()
{
renderassky = (Sidedef.LongMiddleTexture == MapSet.EmptyLongName && Sidedef.Sector != null && Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName);
}
#endregion
#region ================== Methods

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@ -62,6 +62,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
Vector2D vl, vr;
//mxd. Apply sky hack?
UpdateSkyRenderFlag();
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
@ -197,6 +200,14 @@ namespace CodeImp.DoomBuilder.BuilderModes
return false;
}
//mxd
internal void UpdateSkyRenderFlag()
{
renderassky = (Sidedef.Other != null && Sidedef.Sector != null && Sidedef.Other.Sector != null &&
Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName &&
Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName);
}
#endregion
#region ================== Methods