Пример #1
0
        private static bool LoadSoundInfos(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad, ref Dictionary <long, WadSoundInfo> outSoundInfos, Dictionary <long, WadSample> samples)
        {
            if (idOuter != Wad2Chunks.SoundInfos)
            {
                return(false);
            }

            var soundInfos = new Dictionary <long, WadSoundInfo>();

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id != Wad2Chunks.SoundInfo)
                {
                    return(false);
                }

                WadSoundInfo soundInfo;
                long index;
                LoadSoundInfo(chunkIO, wad, samples, out soundInfo, out index);
                soundInfos.Add(index, soundInfo);

                return(true);
            });

            outSoundInfos = soundInfos;
            return(true);
        }
Пример #2
0
        private static bool LoadSprites(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad, ref Dictionary <long, WadSprite> outSprites)
        {
            if (idOuter != Wad2Chunks.Sprites)
            {
                return(false);
            }

            var  sprites       = new Dictionary <long, WadSprite>();
            long obsoleteIndex = 0; // Move this into each chunk once we got rid of old style *.wad2 files.

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id != Wad2Chunks.Sprite)
                {
                    return(false);
                }

                int width          = LEB128.ReadInt(chunkIO.Raw);
                int height         = LEB128.ReadInt(chunkIO.Raw);
                byte[] imageData   = null;
                RectangleInt2 rect = new RectangleInt2();

                chunkIO.ReadChunks((id2, chunkSize2) =>
                {
                    if (id2 == Wad2Chunks.SpriteIndex)
                    {
                        obsoleteIndex = chunkIO.ReadChunkLong(chunkSize2);
                    }
                    else if (id2 == Wad2Chunks.SpriteData)
                    {
                        imageData = chunkIO.ReadChunkArrayOfBytes(chunkSize2);
                    }
                    else if (id2 == Wad2Chunks.SpriteSides)
                    {
                        rect.X0 = chunkIO.Raw.ReadInt32();
                        rect.Y0 = chunkIO.Raw.ReadInt32();
                        rect.X1 = chunkIO.Raw.ReadInt32();
                        rect.Y1 = chunkIO.Raw.ReadInt32();
                    }
                    else
                    {
                        return(false);
                    }
                    return(true);
                });

                sprites.Add(obsoleteIndex++, new WadSprite {
                    Texture   = new WadTexture(ImageC.FromByteArray(imageData, width, height)),
                    Alignment = rect
                })
                ;
                return(true);
            });

            outSprites = sprites;
            return(true);
        }
Пример #3
0
        private static void WriteWad2(ChunkWriter chunkIO, Wad2 wad)
        {
            chunkIO.WriteChunkInt(Wad2Chunks.GameVersion, (long)wad.GameVersion);
            chunkIO.WriteChunkInt(Wad2Chunks.SoundSystem, (long)wad.SoundSystem);

            var meshTable    = new List <WadMesh>(wad.MeshesUnique);
            var spriteTable  = new List <WadSprite>(wad.SpriteSequences.Values.SelectMany(spriteSequence => spriteSequence.Sprites));
            var textureTable = new List <WadTexture>(wad.MeshTexturesUnique);

            WriteTextures(chunkIO, textureTable);
            WriteSprites(chunkIO, spriteTable);
            WriteSpriteSequences(chunkIO, wad, spriteTable);
            WriteMoveables(chunkIO, wad, textureTable);
            WriteStatics(chunkIO, wad, textureTable);
            chunkIO.WriteChunkEnd();
        }
Пример #4
0
        private static bool LoadTextures(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad, ref Dictionary <long, WadTexture> outTextures)
        {
            if (idOuter != Wad2Chunks.Textures)
            {
                return(false);
            }

            Dictionary <long, WadTexture> textures = new Dictionary <long, WadTexture>();
            long obsoleteIndex = 0; // Move this into each chunk once we got rid of old style *.wad2 files.

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id != Wad2Chunks.Texture)
                {
                    return(false);
                }

                var width          = LEB128.ReadInt(chunkIO.Raw);
                var height         = LEB128.ReadInt(chunkIO.Raw);
                byte[] textureData = null;
                chunkIO.ReadChunks((id2, chunkSize2) =>
                {
                    if (id2 == Wad2Chunks.TextureIndex)
                    {
                        obsoleteIndex = chunkIO.ReadChunkLong(chunkSize2);
                    }
                    if (id2 == Wad2Chunks.TextureData)
                    {
                        textureData = chunkIO.ReadChunkArrayOfBytes(chunkSize2);
                    }
                    else
                    {
                        return(false);
                    }
                    return(true);
                });

                var texture = ImageC.FromByteArray(textureData, width, height);
                texture.ReplaceColor(new ColorC(255, 0, 255, 255), new ColorC(0, 0, 0, 0));

                textures.Add(obsoleteIndex++, new WadTexture(texture));
                return(true);
            });

            outTextures = textures;
            return(true);
        }
Пример #5
0
 private static void WriteSpriteSequences(ChunkWriter chunkIO, Wad2 wad, List <WadSprite> spriteTable)
 {
     chunkIO.WriteChunkWithChildren(Wad2Chunks.SpriteSequences, () =>
     {
         foreach (var sequence in wad.SpriteSequences.Values)
         {
             chunkIO.WriteChunkWithChildren(Wad2Chunks.SpriteSequence, () =>
             {
                 LEB128.Write(chunkIO.Raw, sequence.Id.TypeId);
                 foreach (var spr in sequence.Sprites)
                 {
                     chunkIO.WriteChunkInt(Wad2Chunks.SpriteSequenceSpriteIndex, spriteTable.IndexOf(spr));
                 }
             });
         }
     });
 }
Пример #6
0
        private static void WriteStatics(ChunkWriter chunkIO, Wad2 wad, List <WadTexture> textureTable)
        {
            chunkIO.WriteChunkWithChildren(Wad2Chunks.Statics, () =>
            {
                foreach (var staticMesh in wad.Statics)
                {
                    chunkIO.WriteChunkWithChildren(Wad2Chunks.Static, () =>
                    {
                        var s = staticMesh.Value;

                        LEB128.Write(chunkIO.Raw, s.Id.TypeId);
                        LEB128.Write(chunkIO.Raw, s.Flags);
                        LEB128.Write(chunkIO.Raw, (short)s.LightingType);

                        WriteMesh(chunkIO, s.Mesh, textureTable);

                        chunkIO.WriteChunkInt(Wad2Chunks.StaticAmbientLight, s.AmbientLight);

                        foreach (var light in s.Lights)
                        {
                            chunkIO.WriteChunkWithChildren(Wad2Chunks.StaticLight, () =>
                            {
                                chunkIO.WriteChunkVector3(Wad2Chunks.StaticLightPosition, light.Position);
                                chunkIO.WriteChunkFloat(Wad2Chunks.StaticLightRadius, light.Radius);
                                chunkIO.WriteChunkFloat(Wad2Chunks.StaticLightIntensity, light.Intensity);
                            });
                        }

                        chunkIO.WriteChunkWithChildren(Wad2Chunks.StaticVisibilityBox, () =>
                        {
                            chunkIO.WriteChunkVector3(Wad2Chunks.MeshBoundingBoxMin, s.VisibilityBox.Minimum);
                            chunkIO.WriteChunkVector3(Wad2Chunks.MeshBoundingBoxMax, s.VisibilityBox.Maximum);
                        });

                        chunkIO.WriteChunkWithChildren(Wad2Chunks.StaticCollisionBox, () =>
                        {
                            chunkIO.WriteChunkVector3(Wad2Chunks.MeshBoundingBoxMin, s.CollisionBox.Minimum);
                            chunkIO.WriteChunkVector3(Wad2Chunks.MeshBoundingBoxMax, s.CollisionBox.Maximum);
                        });

                        //chunkIO.WriteChunkString(Wad2Chunks.StaticName, s.Name);
                    });
                }
            });
        }
Пример #7
0
        public static void SaveToFile(Wad2 wad, string filename)
        {
            // We save first to a temporary memory stream
            using (var stream = new MemoryStream())
            {
                SaveToStream(wad, stream);

                // Save to temporary file as well, so original wad2 won't vanish in case of crash
                var tempName = filename + ".tmp";
                if (File.Exists(tempName))
                {
                    File.Delete(tempName);
                }

                stream.Seek(0, SeekOrigin.Begin);
                using (var writer = new BinaryWriter(new FileStream(tempName, FileMode.Create, FileAccess.Write, FileShare.None)))
                {
                    var buffer = stream.ToArray();
                    writer.Write(buffer, 0, buffer.Length);
                }

                // Save successful, write temp file over original (if exists)
                if (File.Exists(filename))
                {
                    File.Delete(filename);
                }
                File.Move(tempName, filename);
            }

            // Save sounds to XML file
            if (wad.Sounds.SoundInfos.Count > 0)
            {
                string xmlFilename = Path.Combine(Path.GetDirectoryName(filename), Path.GetFileNameWithoutExtension(filename) + ".xml");
                WadSounds.SaveToXml(xmlFilename, wad.Sounds);
            }
        }
Пример #8
0
        private static Wad2 LoadWad2(ChunkReader chunkIO, bool obsolete)
        {
            if (obsolete)
            {
                LEB128.ReadUInt(chunkIO.Raw);
            }
            var wad = new Wad2();

            Dictionary <long, WadTexture>   textures   = null;
            Dictionary <long, WadSample>    samples    = null;
            Dictionary <long, WadSoundInfo> soundInfos = null;
            Dictionary <long, WadSprite>    sprites    = null;

            wad.SoundSystem = SoundSystem.Dynamic;

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id == Wad2Chunks.GameVersion)
                {
                    wad.GameVersion = (TRVersion.Game)chunkIO.ReadChunkLong(chunkSize);
                    return(true);
                }
                else if (id == Wad2Chunks.SoundSystem)
                {
                    wad.SoundSystem = (SoundSystem)chunkIO.ReadChunkLong(chunkSize);
                    return(true);
                }
                else if (LoadTextures(chunkIO, id, wad, ref textures))
                {
                    return(true);
                }
                else if (LoadSamples(chunkIO, id, wad, ref samples, obsolete))
                {
                    return(true);
                }
                else if (LoadSoundInfos(chunkIO, id, wad, ref soundInfos, samples))
                {
                    return(true);
                }
                else if (LoadFixedSoundInfos(chunkIO, id, wad, soundInfos))
                {
                    return(true);
                }
                else if (LoadAdditionalSoundInfos(chunkIO, id, wad, soundInfos, samples))
                {
                    return(true);
                }
                else if (LoadSprites(chunkIO, id, wad, ref sprites))
                {
                    return(true);
                }
                else if (LoadSpriteSequences(chunkIO, id, wad, sprites))
                {
                    return(true);
                }
                else if (LoadMoveables(chunkIO, id, wad, soundInfos, textures))
                {
                    return(true);
                }
                else if (LoadStatics(chunkIO, id, wad, textures))
                {
                    return(true);
                }
                return(false);
            });

            if (obsolete)
            {
                foreach (KeyValuePair <long, WadSoundInfo> soundInfo in soundInfos)
                {
                    if (TrCatalog.IsSoundFixedByDefault(TRVersion.Game.TR4, checked ((uint)soundInfo.Key)))
                    {
                        var Id = new WadFixedSoundInfoId(checked ((uint)soundInfo.Key));
                        wad.FixedSoundInfosObsolete.Add(Id, new WadFixedSoundInfo(Id)
                        {
                            SoundInfo = soundInfo.Value
                        });
                    }
                }
            }

            // XML_SOUND_SYSTEM: Used for conversion of Wad2 to new sound system
            wad.AllLoadedSoundInfos = soundInfos;

            // Force wad to be xml wad in case there's no sound infos at all
            if (wad.SoundSystem != SoundSystem.Xml && wad.AllLoadedSoundInfos?.Count == 0)
            {
                wad.SoundSystem = SoundSystem.Xml;
            }

            return(wad);
        }
Пример #9
0
        private static bool LoadAdditionalSoundInfos(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad, Dictionary <long, WadSoundInfo> soundInfos, Dictionary <long, WadSample> samples)
        {
            if (idOuter == Wad2Chunks.AdditionalSoundInfosObsolete)
            {
                chunkIO.ReadChunks((id, chunkSize) =>
                {
                    if (id != Wad2Chunks.SoundInfo)
                    {
                        return(false);
                    }

                    WadSoundInfo soundInfo;
                    long index;
                    LoadSoundInfo(chunkIO, wad, samples, out soundInfo, out index);
                    var wId = new WadAdditionalSoundInfoId("Unnamed " + soundInfo.Name);
                    wad.AdditionalSoundInfosObsolete.Add(wId, new WadAdditionalSoundInfo(wId)
                    {
                        SoundInfo = soundInfo
                    });

                    return(true);
                });
                return(true);
            }
            else if (idOuter == Wad2Chunks.AdditionalSoundInfos)
            {
                var additionalSoundInfos = new SortedList <WadAdditionalSoundInfoId, WadAdditionalSoundInfo>();
                chunkIO.ReadChunks((id, chunkSize) =>
                {
                    if (id != Wad2Chunks.AdditionalSoundInfo)
                    {
                        return(false);
                    }
                    string soundName = null;
                    int SoundInfoId  = -1;
                    chunkIO.ReadChunks((id2, chunkSize2) =>
                    {
                        if (id2 == Wad2Chunks.AdditionalSoundInfoName)
                        {
                            soundName = chunkIO.ReadChunkString(chunkSize2);
                        }
                        else if (id2 == Wad2Chunks.AdditionalSoundInfoSoundInfoId)
                        {
                            SoundInfoId = chunkIO.ReadChunkInt(chunkSize2);
                        }
                        else
                        {
                            return(false);
                        }
                        return(true);
                    });

                    var Id = new WadAdditionalSoundInfoId(soundName);
                    additionalSoundInfos.Add(Id, new WadAdditionalSoundInfo(Id)
                    {
                        SoundInfo = soundInfos[SoundInfoId]
                    });
                    return(true);
                });

                wad.AdditionalSoundInfosObsolete = additionalSoundInfos;
                return(true);
            }
            return(false);
        }
Пример #10
0
        private static bool LoadFixedSoundInfos(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad, Dictionary <long, WadSoundInfo> soundInfos)
        {
            if (idOuter != Wad2Chunks.FixedSoundInfos)
            {
                return(false);
            }

            var fixedSoundInfos = new SortedList <WadFixedSoundInfoId, WadFixedSoundInfo>();

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id != Wad2Chunks.FixedSoundInfo)
                {
                    return(false);
                }
                int soundId     = -1;
                int SoundInfoId = -1;
                chunkIO.ReadChunks((id2, chunkSize2) =>
                {
                    if (id2 == Wad2Chunks.FixedSoundInfoId)
                    {
                        soundId = chunkIO.ReadChunkInt(chunkSize2);
                    }
                    else if (id2 == Wad2Chunks.FixedSoundInfoSoundInfoId)
                    {
                        SoundInfoId = chunkIO.ReadChunkInt(chunkSize2);
                    }
                    else
                    {
                        return(false);
                    }
                    return(true);
                });
                if (soundId == -1 || SoundInfoId == -1)
                {
                    throw new Exception("Invalid fixed sound info.");
                }

                var Id = new WadFixedSoundInfoId(checked ((uint)soundId));
                fixedSoundInfos.Add(Id, new WadFixedSoundInfo(Id)
                {
                    SoundInfo = soundInfos[SoundInfoId]
                });
                return(true);
            });

            wad.FixedSoundInfosObsolete = fixedSoundInfos;
            return(true);
        }
Пример #11
0
        private static bool LoadSoundInfo(ChunkReader chunkIO, Wad2 wad, Dictionary <long, WadSample> samples,
                                          out WadSoundInfo soundInfo, out long index)
        {
            var   tempSoundInfo = new WadSoundInfo(0);
            long  tempIndex     = 0;
            float volume        = 0;
            float chance        = 0;
            float pitch         = 0;
            float range         = 0;

            chunkIO.ReadChunks((id2, chunkSize2) =>
            {
                // XML_SOUND_SYSTEM
                if (id2 == Wad2Chunks.SoundInfoIndex)
                {
                    tempIndex = chunkIO.ReadChunkLong(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoVolume)
                {
                    volume = chunkIO.ReadChunkFloat(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoRange)
                {
                    range = chunkIO.ReadChunkFloat(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoPitch)
                {
                    pitch = chunkIO.ReadChunkFloat(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoChance)
                {
                    chance = chunkIO.ReadChunkFloat(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoDisablePanning)
                {
                    tempSoundInfo.DisablePanning = chunkIO.ReadChunkBool(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoRandomizePitch)
                {
                    tempSoundInfo.RandomizePitch = chunkIO.ReadChunkBool(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoRandomizeVolume)
                {
                    tempSoundInfo.RandomizeVolume = chunkIO.ReadChunkBool(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoLoopBehaviour)
                {
                    tempSoundInfo.LoopBehaviour = (WadSoundLoopBehaviour)(3 & chunkIO.ReadChunkByte(chunkSize2));
                }
                else if (id2 == Wad2Chunks.SoundInfoName || id2 == Wad2Chunks.SoundInfoNameObsolete)
                {
                    tempSoundInfo.Name = chunkIO.ReadChunkString(chunkSize2);
                }
                else if (id2 == Wad2Chunks.SoundInfoSampleIndex)
                {
                    tempSoundInfo.Samples.Add(samples[chunkIO.ReadChunkInt(chunkSize2)]); // Legacy
                }
                else
                {
                    return(false);
                }
                return(true);
            });

            // Convert from floats to ints
            tempSoundInfo.Volume         = (int)Math.Round(volume * 100.0f);
            tempSoundInfo.RangeInSectors = (int)range;
            tempSoundInfo.Chance         = (int)Math.Round(chance * 100.0f);
            tempSoundInfo.PitchFactor    = (int)Math.Round((pitch - 1.0f) * 100.0f);

            // Try to get the old ID
            tempSoundInfo.Id = TrCatalog.TryGetSoundInfoIdByDescription(wad.GameVersion, tempSoundInfo.Name);

            if (string.IsNullOrWhiteSpace(tempSoundInfo.Name))
            {
                tempSoundInfo.Name = TrCatalog.GetOriginalSoundName(wad.GameVersion, unchecked ((uint)tempIndex));
            }

            index     = tempIndex;
            soundInfo = tempSoundInfo;

            return(true);
        }
Пример #12
0
        private static bool LoadStatics(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad, /*Dictionary<long, WadMesh> meshes*/
                                        Dictionary <long, WadTexture> textures)
        {
            if (idOuter != Wad2Chunks.Statics)
            {
                return(false);
            }

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id != Wad2Chunks.Static)
                {
                    return(false);
                }

                var s = new WadStatic(new WadStaticId(LEB128.ReadUInt(chunkIO.Raw)));
                //s.Mesh = meshes[LEB128.ReadInt(chunkIO.Raw)];
                s.Flags        = LEB128.ReadShort(chunkIO.Raw);
                s.LightingType = (WadMeshLightingType)LEB128.ReadShort(chunkIO.Raw);

                chunkIO.ReadChunks((id2, chunkSize2) =>
                {
                    if (id2 == Wad2Chunks.StaticVisibilityBox)
                    {
                        var min = Vector3.Zero;
                        var max = Vector3.Zero;
                        chunkIO.ReadChunks((id3, chunkSize3) =>
                        {
                            if (id3 == Wad2Chunks.MeshBoundingBoxMin)
                            {
                                min = chunkIO.ReadChunkVector3(chunkSize3);
                            }
                            else if (id3 == Wad2Chunks.MeshBoundingBoxMax)
                            {
                                max = chunkIO.ReadChunkVector3(chunkSize3);
                            }
                            else
                            {
                                return(false);
                            }
                            return(true);
                        });
                        s.VisibilityBox = new BoundingBox(min, max);
                    }
                    else if (id2 == Wad2Chunks.StaticCollisionBox)
                    {
                        var min = Vector3.Zero;
                        var max = Vector3.Zero;
                        chunkIO.ReadChunks((id3, chunkSize3) =>
                        {
                            if (id3 == Wad2Chunks.MeshBoundingBoxMin)
                            {
                                min = chunkIO.ReadChunkVector3(chunkSize3);
                            }
                            else if (id3 == Wad2Chunks.MeshBoundingBoxMax)
                            {
                                max = chunkIO.ReadChunkVector3(chunkSize3);
                            }
                            else
                            {
                                return(false);
                            }
                            return(true);
                        });
                        s.CollisionBox = new BoundingBox(min, max);
                    }
                    else if (id2 == Wad2Chunks.Mesh)
                    {
                        s.Mesh = LoadMesh(chunkIO, chunkSize2, textures);
                    }
                    else if (id2 == Wad2Chunks.StaticAmbientLight)
                    {
                        s.AmbientLight = chunkIO.ReadChunkShort(chunkSize2);
                    }
                    else if (id2 == Wad2Chunks.StaticLight)
                    {
                        var light = new WadLight();
                        chunkIO.ReadChunks((id3, chunkSize3) =>
                        {
                            if (id3 == Wad2Chunks.StaticLightPosition)
                            {
                                light.Position = chunkIO.ReadChunkVector3(chunkSize3);
                            }
                            else if (id3 == Wad2Chunks.StaticLightRadius)
                            {
                                light.Radius = chunkIO.ReadChunkFloat(chunkSize3);
                            }
                            else if (id3 == Wad2Chunks.StaticLightIntensity)
                            {
                                light.Intensity = chunkIO.ReadChunkFloat(chunkSize3);
                            }
                            else
                            {
                                return(false);
                            }
                            return(true);
                        });
                        s.Lights.Add(light);
                    }
                    else
                    {
                        return(false);
                    }
                    return(true);
                });

                wad.Statics.Add(s.Id, s);
                return(true);
            });

            return(true);
        }
Пример #13
0
 public static void SaveToBinaryWriterFast(Wad2 wad, BinaryWriterFast fastWriter)
 {
     using (var chunkIO = new ChunkWriter(Wad2Chunks.MagicNumber, fastWriter))
         WriteWad2(chunkIO, wad);
 }
Пример #14
0
 public static void SaveToStream(Wad2 wad, Stream stream)
 {
     using (var chunkIO = new ChunkWriter(Wad2Chunks.MagicNumber, stream, ChunkWriter.Compression.None))
         WriteWad2(chunkIO, wad);
 }
Пример #15
0
        private static void WriteMoveables(ChunkWriter chunkIO, Wad2 wad, List <WadTexture> textureTable)
        {
            chunkIO.WriteChunkWithChildren(Wad2Chunks.Moveables, () =>
            {
                foreach (var moveable in wad.Moveables)
                {
                    chunkIO.WriteChunkWithChildren(Wad2Chunks.Moveable, () =>
                    {
                        var m = moveable.Value;

                        LEB128.Write(chunkIO.Raw, m.Id.TypeId);

                        foreach (var mesh in m.Meshes)
                        {
                            WriteMesh(chunkIO, mesh, textureTable);
                        }

                        foreach (var b in m.Bones)
                        {
                            chunkIO.WriteChunkWithChildren(Wad2Chunks.MoveableBoneNew, () =>
                            {
                                LEB128.Write(chunkIO.Raw, (byte)b.OpCode);
                                chunkIO.Raw.WriteStringUTF8(b.Name);
                                chunkIO.WriteChunkVector3(Wad2Chunks.MoveableBoneTranslation, b.Translation);
                                chunkIO.WriteChunkInt(Wad2Chunks.MoveableBoneMeshPointer, m.Bones.IndexOf(b));
                            });
                        }

                        foreach (var animation in m.Animations)
                        {
                            chunkIO.WriteChunkWithChildren(Wad2Chunks.Animation2, () =>
                            {
                                LEB128.Write(chunkIO.Raw, animation.StateId);
                                LEB128.Write(chunkIO.Raw, animation.EndFrame);
                                LEB128.Write(chunkIO.Raw, animation.FrameRate);

                                LEB128.Write(chunkIO.Raw, animation.NextAnimation);
                                LEB128.Write(chunkIO.Raw, animation.NextFrame);

                                chunkIO.WriteChunkString(Wad2Chunks.AnimationName, animation.Name);

                                foreach (var kf in animation.KeyFrames)
                                {
                                    chunkIO.WriteChunkWithChildren(Wad2Chunks.KeyFrame, () =>
                                    {
                                        chunkIO.WriteChunkVector3(Wad2Chunks.KeyFrameOffset, kf.Offset);
                                        chunkIO.WriteChunkWithChildren(Wad2Chunks.KeyFrameBoundingBox, () =>
                                        {
                                            chunkIO.WriteChunkVector3(Wad2Chunks.MeshBoundingBoxMin, kf.BoundingBox.Minimum);
                                            chunkIO.WriteChunkVector3(Wad2Chunks.MeshBoundingBoxMax, kf.BoundingBox.Maximum);
                                        });
                                        foreach (var angle in kf.Angles)
                                        {
                                            chunkIO.WriteChunkVector3(Wad2Chunks.KeyFrameAngle, angle.Rotations);
                                        }
                                    });
                                }

                                foreach (var stateChange in animation.StateChanges)
                                {
                                    chunkIO.WriteChunkWithChildren(Wad2Chunks.StateChange, () =>
                                    {
                                        LEB128.Write(chunkIO.Raw, stateChange.StateId);
                                        foreach (var dispatch in stateChange.Dispatches)
                                        {
                                            chunkIO.WriteChunk(Wad2Chunks.Dispatch, () =>
                                            {
                                                LEB128.Write(chunkIO.Raw, dispatch.InFrame);
                                                LEB128.Write(chunkIO.Raw, dispatch.OutFrame);
                                                LEB128.Write(chunkIO.Raw, dispatch.NextAnimation);
                                                LEB128.Write(chunkIO.Raw, dispatch.NextFrame);
                                            });
                                        }
                                    });
                                }

                                foreach (var command in animation.AnimCommands)
                                {
                                    chunkIO.WriteChunkWithChildren(Wad2Chunks.AnimCommand, () =>
                                    {
                                        LEB128.Write(chunkIO.Raw, (ushort)command.Type);
                                        LEB128.Write(chunkIO.Raw, command.Parameter1);
                                        LEB128.Write(chunkIO.Raw, command.Parameter2);
                                        LEB128.Write(chunkIO.Raw, command.Parameter3);
                                        chunkIO.WriteChunkInt(Wad2Chunks.AnimCommandSoundInfo, -1);
                                    });
                                }

                                // New chunk for velocities
                                chunkIO.WriteChunkVector4(Wad2Chunks.AnimationVelocities,
                                                          new System.Numerics.Vector4(animation.StartVelocity,
                                                                                      animation.EndVelocity,
                                                                                      animation.StartLateralVelocity,
                                                                                      animation.EndLateralVelocity));
                            });
                        }
                    });
                }
            });
        }
Пример #16
0
        private static bool LoadSpriteSequences(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad, Dictionary <long, WadSprite> sprites)
        {
            if (idOuter != Wad2Chunks.SpriteSequences)
            {
                return(false);
            }

            var spriteSequences = new SortedList <WadSpriteSequenceId, WadSpriteSequence>();

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id != Wad2Chunks.SpriteSequence)
                {
                    return(false);
                }

                var s = new WadSpriteSequence(new WadSpriteSequenceId(LEB128.ReadUInt(chunkIO.Raw)));
                chunkIO.ReadChunks((id2, chunkSize2) =>
                {
                    if (id2 == Wad2Chunks.SpriteSequenceSpriteIndex)
                    {
                        s.Sprites.Add(sprites[chunkIO.ReadChunkInt(chunkSize2)]);
                    }
                    else
                    {
                        return(false);
                    }
                    return(true);
                });

                spriteSequences.Add(s.Id, s);
                return(true);
            });

            wad.SpriteSequences = spriteSequences;
            return(true);
        }
Пример #17
0
        private static bool LoadMoveables(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad,
                                          Dictionary <long, WadSoundInfo> soundInfos,
                                          Dictionary <long, WadTexture> textures)
        {
            if (idOuter != Wad2Chunks.Moveables)
            {
                return(false);
            }

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id != Wad2Chunks.Moveable)
                {
                    return(false);
                }

                uint objTypeId = LEB128.ReadUInt(chunkIO.Raw);
                var mov        = new WadMoveable(new WadMoveableId(objTypeId));
                var meshes     = new List <WadMesh>();
                chunkIO.ReadChunks((id2, chunkSize2) =>
                {
                    if (id2 == Wad2Chunks.Mesh)
                    {
                        var mesh = LoadMesh(chunkIO, chunkSize2, textures);
                        meshes.Add(mesh);
                    }
                    else if (id2 == Wad2Chunks.MoveableBone)
                    {
                        var skeleton = LoadBone(chunkIO, mov, meshes);

                        // Now convert the skeleton in the new (?) format. Ugly system but this is required for
                        // setting exact hardcoded ID for some moveables (i.e. gun mesh of an enemy, the engine
                        // has hardcoded mesh indices for effects)
                        var bones = new List <WadBone>();

                        var root         = new WadBone();
                        root.Name        = skeleton.Name;
                        root.Translation = Vector3.Zero;
                        root.Mesh        = skeleton.Mesh;
                        bones.Add(root);

                        BuildNewMeshTree(skeleton, bones);
                        mov.Bones.AddRange(bones);
                    }
                    else if (id2 == Wad2Chunks.MoveableBoneNew)
                    {
                        var bone = new WadBone();

                        bone.OpCode = (WadLinkOpcode)LEB128.ReadByte(chunkIO.Raw);
                        bone.Name   = chunkIO.Raw.ReadStringUTF8();

                        chunkIO.ReadChunks((id3, chunkSize3) =>
                        {
                            if (id3 == Wad2Chunks.MoveableBoneTranslation)
                            {
                                bone.Translation = chunkIO.ReadChunkVector3(chunkSize);
                            }
                            else if (id3 == Wad2Chunks.MoveableBoneMeshPointer)
                            {
                                bone.Mesh = meshes[chunkIO.ReadChunkInt(chunkSize)];
                            }
                            else
                            {
                                return(false);
                            }
                            return(true);
                        });

                        mov.Bones.Add(bone);
                    }
                    else if (id2 == Wad2Chunks.AnimationObsolete ||
                             id2 == Wad2Chunks.Animation ||
                             id2 == Wad2Chunks.Animation2)
                    {
                        var animation = new WadAnimation();

                        animation.StateId   = LEB128.ReadUShort(chunkIO.Raw);
                        animation.EndFrame  = LEB128.ReadUShort(chunkIO.Raw);
                        animation.FrameRate = LEB128.ReadByte(chunkIO.Raw);

                        if (id2 == Wad2Chunks.AnimationObsolete)
                        {
                            LEB128.ReadUShort(chunkIO.Raw);
                            LEB128.ReadUShort(chunkIO.Raw);
                        }

                        int oldSpeed, oldAccel, oldLatSpeed, oldLatAccel;
                        oldSpeed = oldAccel = oldLatSpeed = oldLatAccel = 0;

                        if (id2 != Wad2Chunks.Animation2)
                        {
                            // Use old speeds/accels for legacy chunk versions
                            oldSpeed    = LEB128.ReadInt(chunkIO.Raw);
                            oldAccel    = LEB128.ReadInt(chunkIO.Raw);
                            oldLatSpeed = LEB128.ReadInt(chunkIO.Raw);
                            oldLatAccel = LEB128.ReadInt(chunkIO.Raw);

                            // Correct EndFrame for legacy chunk versions
                            if (animation.EndFrame > 0)
                            {
                                animation.EndFrame--;
                            }
                        }

                        // Fix possibly corrupted EndFrame value which was caused by bug introduced in 1.2.9
                        if (animation.EndFrame == ushort.MaxValue)
                        {
                            animation.EndFrame = 0;
                        }

                        animation.NextAnimation = LEB128.ReadUShort(chunkIO.Raw);
                        animation.NextFrame     = LEB128.ReadUShort(chunkIO.Raw);

                        bool foundNewVelocitiesChunk = false;
                        chunkIO.ReadChunks((id3, chunkSize3) =>
                        {
                            if (id3 == Wad2Chunks.AnimationName)
                            {
                                animation.Name = chunkIO.ReadChunkString(chunkSize3);
                            }
                            else if (id3 == Wad2Chunks.AnimationVelocities)
                            {
                                foundNewVelocitiesChunk        = true;
                                var velocities                 = chunkIO.ReadChunkVector4(chunkSize);
                                animation.StartVelocity        = velocities.X;
                                animation.EndVelocity          = velocities.Y;
                                animation.StartLateralVelocity = velocities.Z;
                                animation.EndLateralVelocity   = velocities.W;
                            }
                            else if (id3 == Wad2Chunks.KeyFrame)
                            {
                                var keyframe = new WadKeyFrame();
                                chunkIO.ReadChunks((id4, chunkSize4) =>
                                {
                                    if (id4 == Wad2Chunks.KeyFrameOffset)
                                    {
                                        keyframe.Offset = chunkIO.ReadChunkVector3(chunkSize4);
                                    }
                                    else if (id4 == Wad2Chunks.KeyFrameBoundingBox)
                                    {
                                        var kfMin = Vector3.Zero;
                                        var kfMax = Vector3.Zero;
                                        chunkIO.ReadChunks((id5, chunkSize5) =>
                                        {
                                            if (id5 == Wad2Chunks.MeshBoundingBoxMin)
                                            {
                                                kfMin = chunkIO.ReadChunkVector3(chunkSize5);
                                            }
                                            else if (id5 == Wad2Chunks.MeshBoundingBoxMax)
                                            {
                                                kfMax = chunkIO.ReadChunkVector3(chunkSize5);
                                            }
                                            else
                                            {
                                                return(false);
                                            }
                                            return(true);
                                        });
                                        keyframe.BoundingBox = new BoundingBox(kfMin, kfMax);
                                    }
                                    else if (id4 == Wad2Chunks.KeyFrameAngle)
                                    {
                                        var angle       = new WadKeyFrameRotation();
                                        angle.Rotations = chunkIO.ReadChunkVector3(chunkSize4);
                                        keyframe.Angles.Add(angle);
                                    }
                                    else
                                    {
                                        return(false);
                                    }
                                    return(true);
                                });
                                animation.KeyFrames.Add(keyframe);
                            }
                            else if (id3 == Wad2Chunks.StateChange)
                            {
                                var stateChange     = new WadStateChange();
                                stateChange.StateId = LEB128.ReadUShort(chunkIO.Raw);
                                chunkIO.ReadChunks((id4, chunkSize4) =>
                                {
                                    if (id4 == Wad2Chunks.Dispatch)
                                    {
                                        var dispatch           = new WadAnimDispatch();
                                        dispatch.InFrame       = LEB128.ReadUShort(chunkIO.Raw);
                                        dispatch.OutFrame      = LEB128.ReadUShort(chunkIO.Raw);
                                        dispatch.NextAnimation = LEB128.ReadUShort(chunkIO.Raw);
                                        dispatch.NextFrame     = LEB128.ReadUShort(chunkIO.Raw);
                                        stateChange.Dispatches.Add(dispatch);
                                    }
                                    else
                                    {
                                        return(false);
                                    }
                                    return(true);
                                });
                                animation.StateChanges.Add(stateChange);
                            }
                            else if (id3 == Wad2Chunks.AnimCommand)
                            {
                                var command        = new WadAnimCommand();
                                long offset        = chunkIO.Raw.BaseStream.Position;
                                command.Type       = (WadAnimCommandType)LEB128.ReadUShort(chunkIO.Raw);
                                command.Parameter1 = LEB128.ReadShort(chunkIO.Raw);
                                command.Parameter2 = LEB128.ReadShort(chunkIO.Raw);
                                command.Parameter3 = LEB128.ReadShort(chunkIO.Raw);

                                chunkIO.ReadChunks((id4, chunkSize4) =>
                                {
                                    if (id4 == Wad2Chunks.AnimCommandSoundInfo)
                                    {
                                        var info = chunkIO.ReadChunkInt(chunkSize4);
                                        if (info != -1)
                                        {
                                            command.SoundInfoObsolete = soundInfos[info];
                                        }
                                        return(true);
                                    }
                                    else
                                    {
                                        return(false);
                                    }
                                });

                                animation.AnimCommands.Add(command);
                            }
                            else
                            {
                                return(false);
                            }
                            return(true);
                        });

                        // Legacy code for calculating start and end velocities
                        if (!foundNewVelocitiesChunk)
                        {
                            float acceleration      = oldAccel / 65536.0f;
                            animation.StartVelocity = oldSpeed / 65536.0f;
                            animation.EndVelocity   = animation.StartVelocity + acceleration *
                                                      (animation.KeyFrames.Count - 1) * animation.FrameRate;

                            float lateralAcceleration      = oldLatAccel / 65536.0f;
                            animation.StartLateralVelocity = oldLatSpeed / 65536.0f;
                            animation.EndLateralVelocity   = animation.StartLateralVelocity + lateralAcceleration *
                                                             (animation.KeyFrames.Count - 1) * animation.FrameRate;
                        }

                        mov.Animations.Add(animation);
                    }
                    else
                    {
                        return(false);
                    }
                    return(true);
                });

                wad.Moveables.Add(mov.Id, mov);

                return(true);
            });

            return(true);
        }
Пример #18
0
        private static bool LoadSamples(ChunkReader chunkIO, ChunkId idOuter, Wad2 wad, ref Dictionary <long, WadSample> outSamples, bool obsolete)
        {
            if (idOuter != Wad2Chunks.Samples)
            {
                return(false);
            }

            var  samples       = new Dictionary <long, WadSample>();
            long obsoleteIndex = 0; // Move this into each chunk once we got rid of old style *.wad2 files.

            chunkIO.ReadChunks((id, chunkSize) =>
            {
                if (id != Wad2Chunks.Sample)
                {
                    return(false);
                }

                string FilenameObsolete = null;
                byte[] data             = null;

                chunkIO.ReadChunks((id2, chunkSize2) =>
                {
                    if (id2 == Wad2Chunks.SampleIndex)
                    {
                        obsoleteIndex = chunkIO.ReadChunkLong(chunkSize2);
                    }
                    else if (id2 == Wad2Chunks.SampleFilenameObsolete)
                    {
                        FilenameObsolete = chunkIO.ReadChunkString(chunkSize2);
                    }
                    else if (id2 == Wad2Chunks.SampleData)
                    {
                        data = chunkIO.ReadChunkArrayOfBytes(chunkSize2);
                    }
                    else
                    {
                        return(false);
                    }
                    return(true);
                });

                if (data == null && !string.IsNullOrEmpty(FilenameObsolete))
                {
                    string fullPath = Path.Combine(PathC.GetDirectoryNameTry(Assembly.GetEntryAssembly().Location), "Sounds\\TR4\\Samples", FilenameObsolete + ".wav");
                    data            = File.ReadAllBytes(fullPath);
                }

                samples.Add(obsoleteIndex++, new WadSample("", WadSample.ConvertSampleFormat(data,
                                                                                             sampleRate => obsolete ?
                                                                                             new WadSample.ResampleInfo {
                    Resample = false, SampleRate = WadSample.GameSupportedSampleRate
                } :
                                                                                             new WadSample.ResampleInfo {
                    Resample = true, SampleRate = sampleRate
                })));
                return(true);
            });

            outSamples = samples;
            return(true);
        }