예제 #1
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        private void TextureInject_Click(object sender, RoutedEventArgs e)
        {
            TR2Level       instance = new TR2Level();
            TR2LevelReader reader   = new TR2LevelReader();
            TR2LevelWriter writer   = new TR2LevelWriter();

            string CurrentDir = Directory.GetCurrentDirectory();

            string LvlName = LevelNames.AsList[ImportLevel.SelectedIndex];

            instance = reader.ReadLevel(LvlName);

            int ExtensionIndex = LvlName.IndexOf('.');

            Directory.SetCurrentDirectory(CurrentDir + "\\TexturePacks\\" + LvlName.Remove(ExtensionIndex) + "\\" + PackDirectory.Text);

            for (int i = 0; i < instance.NumImages; i++)
            {
                instance.Images16[i].Pixels = T16Importer.ImportFrom32PNG(LvlName + i + ".png");
            }

            writer.WriteLevelToFile(instance, LvlName);

            Directory.SetCurrentDirectory(CurrentDir);
        }
예제 #2
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        public RandomizerBase()
        {
            _levels = LevelNames.AsList;

            _reader = new TR2LevelReader();
            _writer = new TR2LevelWriter();
        }
예제 #3
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        public void FloorData_InsertFDEntryWriteReadTest()
        {
            //Read Dragons Lair data
            TR2LevelReader reader = new TR2LevelReader();
            TR2Level       lvl    = reader.ReadLevel("xian.tr2");

            //Parse the floordata using FDControl
            FDControl fdataReader = new FDControl();

            fdataReader.ParseFromLevel(lvl);

            //Add a music trigger to index 9
            fdataReader.Entries[9].Add(new FDTriggerEntry
            {
                Setup          = new FDSetup(FDFunctions.Trigger),
                TrigSetup      = new FDTrigSetup(),
                TrigActionList = new List <FDActionListItem>
                {
                    new FDActionListItem
                    {
                        TrigAction = FDTrigAction.PlaySoundtrack,
                        Parameter  = 40
                    }
                }
            });

            //Write the data back
            fdataReader.WriteToLevel(lvl);

            //Save it and read it back in
            TR2LevelWriter writer = new TR2LevelWriter();

            writer.WriteLevelToFile(lvl, "TEST.tr2");
            lvl = reader.ReadLevel("TEST.tr2");

            fdataReader = new FDControl();
            fdataReader.ParseFromLevel(lvl);

            //Verify index 9 has two entries, that its first entry
            //does not have EndData set, but that its second does
            Assert.AreEqual(fdataReader.Entries[9].Count, 2);
            Assert.IsFalse(fdataReader.Entries[9][0].Setup.EndData);
            Assert.IsTrue(fdataReader.Entries[9][1].Setup.EndData);

            //Verify the trigger we added matches what we expect
            FDEntry entry = fdataReader.Entries[9][1];

            Assert.IsTrue(entry is FDTriggerEntry);

            FDTriggerEntry triggerEntry = entry as FDTriggerEntry;

            Assert.IsTrue(triggerEntry.Setup.Function == (byte)FDFunctions.Trigger);
            Assert.IsTrue(triggerEntry.TrigActionList.Count == 1);
            Assert.IsTrue(triggerEntry.TrigActionList[0].TrigAction == FDTrigAction.PlaySoundtrack);
            Assert.IsTrue(triggerEntry.TrigActionList[0].Parameter == 40);
        }
예제 #4
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        public void FloorData_RemoveFDTest()
        {
            //Read Dragons Lair data
            TR2LevelReader reader = new TR2LevelReader();
            TR2Level       lvl    = reader.ReadLevel("xian.tr2");

            //Parse the floordata using FDControl
            FDControl fdataReader = new FDControl();

            fdataReader.ParseFromLevel(lvl);

            //Find a sector that currently has floor data
            int room, roomSector = -1;

            for (room = 0; room < lvl.NumRooms; room++)
            {
                roomSector = lvl.Rooms[room].SectorList.ToList().FindIndex(s => s.FDIndex > 0);
                if (roomSector != -1)
                {
                    break;
                }
            }

            if (roomSector == -1)
            {
                Assert.Fail("Could not locate a Room Sector that has floor data associated with it.");
            }

            TRRoomSector sector = lvl.Rooms[room].SectorList[roomSector];

            // Remove the FD for this sector
            fdataReader.RemoveFloorData(sector);
            Assert.AreEqual(sector.FDIndex, 0, "Sector still has FD allocated.");

            //Write the data back
            fdataReader.WriteToLevel(lvl);

            //Save it and read it back in
            TR2LevelWriter writer = new TR2LevelWriter();

            writer.WriteLevelToFile(lvl, "TEST.tr2");
            lvl = reader.ReadLevel("TEST.tr2");

            //Reassign the sector
            sector = lvl.Rooms[room].SectorList[roomSector];

            fdataReader = new FDControl();
            fdataReader.ParseFromLevel(lvl);

            //Ensure the sector still has FD associated with it
            Assert.AreEqual(sector.FDIndex, 0, "Sector still has FD after write/read.");
        }
예제 #5
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        public void FloorData_AppendFDActionListItemTest()
        {
            //Read Dragons Lair data
            TR2LevelReader reader = new TR2LevelReader();
            TR2Level       lvl    = reader.ReadLevel("xian.tr2");

            //Parse the floordata using FDControl
            FDControl fdataReader = new FDControl();

            fdataReader.ParseFromLevel(lvl);

            //Add a music action to the trigger at index 13
            FDTriggerEntry trigger = fdataReader.Entries[13][0] as FDTriggerEntry;

            Assert.AreEqual(trigger.TrigActionList.Count, 2);
            trigger.TrigActionList.Add(new FDActionListItem
            {
                TrigAction = FDTrigAction.PlaySoundtrack,
                Parameter  = 40
            });

            //Write the data back
            fdataReader.WriteToLevel(lvl);

            //Save it and read it back in
            TR2LevelWriter writer = new TR2LevelWriter();

            writer.WriteLevelToFile(lvl, "TEST.tr2");
            lvl = reader.ReadLevel("TEST.tr2");

            fdataReader = new FDControl();
            fdataReader.ParseFromLevel(lvl);

            trigger = fdataReader.Entries[13][0] as FDTriggerEntry;
            // Verifying that the trigger has 3 items implicitly verifies that the Continue
            // flag was correctly changed on the previous last item and on the new item,
            // otherwise the parsing would have stopped at the second
            Assert.AreEqual(trigger.TrigActionList.Count, 3);

            Assert.IsTrue(trigger.TrigActionList[2].TrigAction == FDTrigAction.PlaySoundtrack);
            Assert.IsTrue(trigger.TrigActionList[2].Parameter == 40);
        }
예제 #6
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        public void Opera_ReadTest()
        {
            TR2LevelReader reader = new TR2LevelReader();

            TR2Level lvl = reader.ReadLevel("opera.tr2");

            byte[] lvlAsBytes = File.ReadAllBytes("opera.tr2");

            //Does our view of the level match byte for byte?
            CollectionAssert.AreEqual(lvlAsBytes, lvl.Serialize(), "Read does not match byte for byte");

            TR2LevelWriter writer = new TR2LevelWriter();

            writer.WriteLevelToFile(lvl, "TEST.tr2");

            byte[] copyAsBytes = File.ReadAllBytes("TEST.tr2");

            //Does our saved copy match the original?
            CollectionAssert.AreEqual(lvlAsBytes, copyAsBytes, "Write does not match byte for byte");
        }
예제 #7
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        public void FloorData_InsertFDTest()
        {
            //Read Dragons Lair data
            TR2LevelReader reader = new TR2LevelReader();
            TR2Level       lvl    = reader.ReadLevel("xian.tr2");

            //Parse the floordata using FDControl
            FDControl fdataReader = new FDControl();

            fdataReader.ParseFromLevel(lvl);

            //Find a sector that currently has no floor data
            int room, roomSector = -1;

            for (room = 0; room < lvl.NumRooms; room++)
            {
                roomSector = lvl.Rooms[room].SectorList.ToList().FindIndex(s => s.FDIndex == 0);
                if (roomSector != -1)
                {
                    break;
                }
            }

            if (roomSector == -1)
            {
                Assert.Fail("Could not locate a Room Sector that does not have floor data associated with it.");
            }

            TRRoomSector sector = lvl.Rooms[room].SectorList[roomSector];

            // Create a slot in the FD for this sector
            fdataReader.CreateFloorData(sector);
            Assert.AreNotEqual(sector.FDIndex, 0, "Sector does not have FD allocated.");

            // Add a music trigger
            fdataReader.Entries[sector.FDIndex].Add(new FDTriggerEntry
            {
                Setup          = new FDSetup(FDFunctions.Trigger),
                TrigSetup      = new FDTrigSetup(),
                TrigActionList = new List <FDActionListItem>
                {
                    new FDActionListItem
                    {
                        TrigAction = FDTrigAction.PlaySoundtrack,
                        Parameter  = 40
                    }
                }
            });

            //Write the data back
            fdataReader.WriteToLevel(lvl);

            //Save it and read it back in
            TR2LevelWriter writer = new TR2LevelWriter();

            writer.WriteLevelToFile(lvl, "TEST.tr2");
            lvl = reader.ReadLevel("TEST.tr2");

            //Reassign the sector
            sector = lvl.Rooms[room].SectorList[roomSector];

            fdataReader = new FDControl();
            fdataReader.ParseFromLevel(lvl);

            //Ensure the sector still has FD associated with it
            Assert.AreNotEqual(sector.FDIndex, 0, "Sector no longer has FD after write/read.");

            //Verify there is one entry for this sector
            Assert.AreEqual(fdataReader.Entries[sector.FDIndex].Count, 1);

            //Verify the trigger we added matches what we expect
            FDEntry entry = fdataReader.Entries[sector.FDIndex][0];

            Assert.IsTrue(entry is FDTriggerEntry);

            FDTriggerEntry triggerEntry = entry as FDTriggerEntry;

            Assert.IsTrue(triggerEntry.Setup.Function == (byte)FDFunctions.Trigger);
            Assert.IsTrue(triggerEntry.TrigActionList.Count == 1);
            Assert.IsTrue(triggerEntry.TrigActionList[0].TrigAction == FDTrigAction.PlaySoundtrack);
            Assert.IsTrue(triggerEntry.TrigActionList[0].Parameter == 40);
        }
예제 #8
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        public void FloorData_ReadWriteOneShotTest()
        {
            //Read GW data
            TR2LevelReader reader = new TR2LevelReader();
            TR2Level       lvl    = reader.ReadLevel("wall.tr2");

            //Parse the floordata using FDControl
            FDControl fdataReader = new FDControl();

            fdataReader.ParseFromLevel(lvl);

            //Get all triggers for entity ID 18
            List <FDTriggerEntry> triggers = FDUtilities.GetEntityTriggers(fdataReader, 18);

            //There should be 3
            Assert.AreEqual(triggers.Count, 3);

            //Verify none of the triggers has OneShot set
            foreach (FDTriggerEntry trigger in triggers)
            {
                Assert.IsFalse(trigger.TrigSetup.OneShot);
            }

            //Set OneShot on each trigger
            foreach (FDTriggerEntry trigger in triggers)
            {
                trigger.TrigSetup.SetOneShot();
            }

            fdataReader.WriteToLevel(lvl);

            //Save it and read it back in
            TR2LevelWriter writer = new TR2LevelWriter();

            writer.WriteLevelToFile(lvl, "TEST.tr2");
            lvl = reader.ReadLevel("TEST.tr2");

            fdataReader = new FDControl();
            fdataReader.ParseFromLevel(lvl);

            //Get the triggers again afresh
            triggers = FDUtilities.GetEntityTriggers(fdataReader, 18);

            //Verify that they now have OneShot set
            foreach (FDTriggerEntry trigger in triggers)
            {
                Assert.IsTrue(trigger.TrigSetup.OneShot);
            }

            //Switch it off again
            foreach (FDTriggerEntry trigger in triggers)
            {
                trigger.TrigSetup.ClearOneShot();
            }

            fdataReader.WriteToLevel(lvl);

            //Save it and read it back in
            writer.WriteLevelToFile(lvl, "TEST.tr2");
            lvl = reader.ReadLevel("TEST.tr2");

            fdataReader = new FDControl();
            fdataReader.ParseFromLevel(lvl);

            //Get the triggers again afresh
            triggers = FDUtilities.GetEntityTriggers(fdataReader, 18);

            //Verify that they now once again do not have OneShot set
            foreach (FDTriggerEntry trigger in triggers)
            {
                Assert.IsFalse(trigger.TrigSetup.OneShot);
            }
        }
예제 #9
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 public RandomizerBase()
 {
     _reader = new TR2LevelReader();
     _writer = new TR2LevelWriter();
 }