Ejemplo n.º 1
0
        /*type 1  - collisions
         * type 2  - spawns
         * type 3  - respawns
         * type 4  - camera bounds
         * type 5  - death boundaries
         * type 6  - enemy generator
         * type 7  - ITEMPT_transform
         * type 8  - ???
         * type 9  - ITEMPT
         * type 10 - fsAreaCam (and other fsArea's ? )
         * type 11 - fsCamLimit
         * type 12 - damageShapes (damage sphere and damage capsule are the only ones I've seen, type 2 and 3 respectively)
         * type 13 - item spawners
         * type 14 - general shapes (general rect, general path, etc.)
         * type 15 - general points
         * type 16 - ???
         * type 17 - FsStartPoint
         * type 18 - ???
         * type 19 - ???*/

        public override void Read(string filename)
        {
            FileData f = new FileData(filename);

            f.skip(0xA);//It's magic

            f.skip(1);
            int collisionCount = f.readInt();

            for (int i = 0; i < collisionCount; i++)
            {
                Collision temp = new Collision();
                temp.read(f);
                collisions.Add(temp);
            }

            f.skip(1);
            int spawnCount = f.readInt();

            for (int i = 0; i < spawnCount; i++)
            {
                Spawn temp = new Spawn();
                temp.read(f);
                spawns.Add(temp);
            }

            f.skip(1);
            int respawnCount = f.readInt();

            for (int i = 0; i < respawnCount; i++)
            {
                Spawn temp = new Spawn();
                temp.read(f);
                respawns.Add(temp);
            }

            f.skip(1);
            int cameraCount = f.readInt();

            for (int i = 0; i < cameraCount; i++)
            {
                Bounds temp = new Bounds();
                temp.read(f);
                cameraBounds.Add(temp);
            }

            f.skip(1);
            int blastzoneCount = f.readInt();

            for (int i = 0; i < blastzoneCount; i++)
            {
                Bounds temp = new Bounds();
                temp.read(f);
                blastzones.Add(temp);
            }

            f.skip(1);
            int enemyGeneratorCount = f.readInt();

            for (int i = 0; i < enemyGeneratorCount; i++)
            {
                EnemyGenerator temp = new EnemyGenerator();
                temp.read(f);
                enemySpawns.Add(temp);
            }

            f.skip(1);
            if (f.readInt() != 0) //7
            {
                return;
            }

            f.skip(1);
            if (f.readInt() != 0) //8
            {
                return;
            }

            f.skip(1);
            if (f.readInt() != 0) //9
            {
                return;
            }

            f.skip(1);
            int fsAreaCamCount = f.readInt();

            if (fsAreaCamCount != 0)
            {
                return;
            }

            f.skip(1);
            int fsCamLimitCount = f.readInt();

            if (fsCamLimitCount != 0)
            {
                return;
            }

            f.skip(1);
            int damageShapeCount = f.readInt();

            for (int i = 0; i < damageShapeCount; i++)
            {
                DamageShape temp = new DamageShape();
                temp.read(f);
                damageShapes.Add(temp);
            }

            f.skip(1);
            int itemCount = f.readInt();

            for (int i = 0; i < itemCount; i++)
            {
                ItemSpawner temp = new ItemSpawner();
                temp.read(f);
                itemSpawns.Add(temp);
            }

            f.skip(1);
            int generalShapeCount = f.readInt();

            for (int i = 0; i < generalShapeCount; i++)
            {
                GeneralShape temp = new GeneralShape();
                temp.read(f);
                generalShapes.Add(temp);
            }

            f.skip(1);
            int generalPointCount = f.readInt();

            for (int i = 0; i < generalPointCount; i++)
            {
                GeneralPoint temp = new GeneralPoint();
                temp.read(f);
                generalPoints.Add(temp);
            }

            f.skip(1);
            if (f.readInt() != 0) //16
            {
                return;           //no clue how to be consistent in reading these so...
            }
            f.skip(1);
            if (f.readInt() != 0) //17
            {
                return;           //no clue how to be consistent in reading these so...
            }
            f.skip(1);
            if (f.readInt() != 0) //18
            {
                return;           //no clue how to be consistent in reading these so...
            }
            f.skip(1);
            if (f.readInt() != 0) //19
            {
                return;           //no clue how to be consistent in reading these so...
            }
            //LVD doesn't end here and neither does my confusion, will update this part later
        }
Ejemplo n.º 2
0
        public void open(Object obj, TreeNode entryTree)
        {
            collisionGroup.Visible       = false;
            pointGroup.Visible           = false;
            boundGroup.Visible           = false;
            itemSpawnerGroup.Visible     = false;
            generalPointShapeBox.Visible = false;
            rectangleGroup.Visible       = false;
            pathGroup.Visible            = false;
            meleeCollisionGroup.Visible  = false;
            if (obj is LVDEntry)
            {
                LVDEntry entry = (LVDEntry)obj;
                currentTreeNode = entryTree;
                currentEntry    = entry;

                //These need implementation in the gui for all objects, not just collisions
                name.Text     = currentEntry.name;
                subname.Text  = currentEntry.subname;
                xStart.Value  = (decimal)currentEntry.startPos[0];
                yStart.Value  = (decimal)currentEntry.startPos[1];
                zStart.Value  = (decimal)currentEntry.startPos[2];
                flag1.Checked = currentEntry.useStartPos;
                string boneNameRigging = currentEntry.BoneName;
                if (boneNameRigging.Length == 0)
                {
                    boneNameRigging = "None";
                }
                button3.Text = boneNameRigging;

                if (entry is Collision)
                {
                    Collision col = (Collision)entry;
                    collisionGroup.Visible = true;
                    flag2.Checked          = col.flag2;
                    flag3.Checked          = col.flag3;
                    flag4.Checked          = col.flag4;
                    vertices.Nodes.Clear();
                    for (int i = 0; i < col.verts.Count; i++)
                    {
                        vertices.Nodes.Add(new TreeNode($"Vertex {i + 1} ({col.verts[i].x},{col.verts[i].y})")
                        {
                            Tag = col.verts[i]
                        });
                    }
                    lines.Nodes.Clear();
                    for (int i = 0; i < col.normals.Count; i++)
                    {
                        object[] temp = { col.normals[i], col.materials[i] };
                        lines.Nodes.Add(new TreeNode($"Line {i + 1}")
                        {
                            Tag = temp
                        });
                    }
                }
                else if (entry is Spawn)
                {
                    pointGroup.Visible = true;
                    currentPoint       = (Spawn)entry;
                    xPoint.Value       = (decimal)((Spawn)entry).x;
                    yPoint.Value       = (decimal)((Spawn)entry).y;
                }
                else if (entry is Bounds)
                {
                    boundGroup.Visible = true;
                    currentBounds      = (Bounds)entry;
                    topVal.Value       = (decimal)currentBounds.top;
                    rightVal.Value     = (decimal)currentBounds.right;
                    leftVal.Value      = (decimal)currentBounds.left;
                    bottomVal.Value    = (decimal)currentBounds.bottom;
                }
                else if (entry is ItemSpawner)
                {
                    itemSpawnerGroup.Visible = true;
                    ItemSpawner spawner = (ItemSpawner)entry;
                    treeView1.Nodes.Clear();
                    int i = 1;
                    foreach (Section section in spawner.sections)
                    {
                        treeView1.Nodes.Add(new TreeNode($"Section {i++}")
                        {
                            Tag = section
                        });
                    }
                }
                else if (entry is GeneralPoint)
                {
                    generalPointShapeBox.Visible = true;
                    GeneralPoint p = (GeneralPoint)entry;
                    currentGeneralPoint = p;
                    pointShapeX.Value   = (Decimal)p.x;
                    pointShapeY.Value   = (Decimal)p.y;
                }
                else if (entry is GeneralShape)
                {
                    GeneralShape s = (GeneralShape)entry;
                    if (s.type == 3)
                    {
                        rectangleGroup.Visible = true;
                        currentGeneralRect     = s;
                        rectUpperX.Value       = (Decimal)s.x2;
                        rectUpperY.Value       = (Decimal)s.y2;
                        rectLowerX.Value       = (Decimal)s.x1;
                        rectLowerY.Value       = (Decimal)s.y1;
                    }
                    else if (s.type == 4)
                    {
                        pathGroup.Visible  = true;
                        currentGeneralPath = s;
                        treeViewPath.Nodes.Clear();
                        int j = 0;
                        foreach (Vector2D v in s.points)
                        {
                            treeViewPath.Nodes.Add(new TreeNode($"Point {++j} ({v.x},{v.y})")
                            {
                                Tag = v
                            });
                        }
                    }
                }
                else if (entry is DAT.COLL_DATA)
                {
                    meleeCollisionGroup.Visible = true;
                    meleeVerts.Nodes.Clear();
                    meleeLinks.Nodes.Clear();
                    meleePolygons.Nodes.Clear();
                    int i = 0;
                    foreach (Vector2D vert in ((DAT.COLL_DATA)entry).vertices)
                    {
                        meleeVerts.Nodes.Add(new TreeNode($"Vertex {i++}")
                        {
                            Tag = vert
                        });
                    }
                    i = 0;
                    foreach (DAT.COLL_DATA.Link link in ((DAT.COLL_DATA)entry).links)
                    {
                        meleeLinks.Nodes.Add(new TreeNode($"Link {i++}")
                        {
                            Tag = link
                        });
                    }
                    i = 0;
                    foreach (DAT.COLL_DATA.AreaTableEntry ate in ((DAT.COLL_DATA)entry).areaTable)
                    {
                        meleePolygons.Nodes.Add(new TreeNode($"Polygon {i++}")
                        {
                            Tag = ate
                        });
                    }
                }
            }
            else if (obj is DAT.JOBJ)
            {
                DAT.JOBJ jobj = (DAT.JOBJ)obj;
                currentJobj = jobj;
                jobjX.Value = (Decimal)jobj.pos.X;
                jobjY.Value = (Decimal)jobj.pos.Y;
                jobjZ.Value = (Decimal)jobj.pos.Z;
            }
        }
Ejemplo n.º 3
0
        public static void DrawSpawn(Spawn s, bool isRespawn)
        {
            GL.LineWidth(2);

            Vector3 pos = s.useStartPos ? s.startPos : new Vector3(s.x, s.y, 0);
            float   x = pos[0], y = pos[1], z = pos[2];

            //Draw quad
            float width  = 3.0f;
            float height = 10.0f;

            GL.Color4(Color.FromArgb(100, Color.Blue));
            GL.Begin(PrimitiveType.QuadStrip);

            GL.Vertex3(x - width, y, z);
            GL.Vertex3(x + width, y, z);
            GL.Vertex3(x - width, y + height, z);
            GL.Vertex3(x + width, y + height, z);

            GL.End();

            //Respawn platform
            if (isRespawn)
            {
                float scale = 5.0f;

                //Draw arrow
                GL.Color4(Color.FromArgb(200, Color.Gray));
                GL.Begin(PrimitiveType.Triangles);

                GL.Vertex3(x - scale, y, z);
                GL.Vertex3(x + scale, y, z);
                GL.Vertex3(x, y, z + scale);

                GL.Vertex3(x - scale, y, z);
                GL.Vertex3(x + scale, y, z);
                GL.Vertex3(x, y, z - scale);

                GL.Vertex3(x - scale, y, z);
                GL.Vertex3(x, y - scale, z);
                GL.Vertex3(x, y, z + scale);

                GL.Vertex3(x + scale, y, z);
                GL.Vertex3(x, y - scale, z);
                GL.Vertex3(x, y, z - scale);

                GL.Vertex3(x + scale, y, z);
                GL.Vertex3(x, y - scale, z);
                GL.Vertex3(x, y, z + scale);

                GL.Vertex3(x - scale, y, z);
                GL.Vertex3(x, y - scale, z);
                GL.Vertex3(x, y, z - scale);

                GL.End();

                //Draw wireframe
                GL.Color4(Color.FromArgb(200, Color.Black));
                GL.Begin(PrimitiveType.Lines);

                GL.Vertex3(x - scale, y, z);
                GL.Vertex3(x, y - scale, z);
                GL.Vertex3(x + scale, y, z);
                GL.Vertex3(x, y - scale, z);

                GL.Vertex3(x, y, z - scale);
                GL.Vertex3(x, y - scale, z);
                GL.Vertex3(x, y, z + scale);
                GL.Vertex3(x, y - scale, z);

                GL.Vertex3(x, y, z - scale);
                GL.Vertex3(x + scale, y, z);
                GL.Vertex3(x, y, z - scale);
                GL.Vertex3(x - scale, y, z);

                GL.Vertex3(x, y, z + scale);
                GL.Vertex3(x + scale, y, z);
                GL.Vertex3(x, y, z + scale);
                GL.Vertex3(x - scale, y, z);

                GL.End();
            }
        }