public ItemType(WadStaticId staticId, TRVersion.Game gameVersion = TRVersion.Game.TR4) { IsStatic = true; MoveableId = new WadMoveableId(); _gameVersion = gameVersion.Native(); StaticId = staticId; }
public ItemType(WadMoveableId moveableId, TRVersion.Game gameVersion = TRVersion.Game.TR4) { IsStatic = false; MoveableId = moveableId; _gameVersion = gameVersion.Native(); StaticId = new WadStaticId(); }
public MoveableContextMenu(WadToolClass tool, WadMoveableId moveableId) : base(tool) { Items.Add(new ToolStripMenuItem("Edit skeleton", Properties.Resources.edit_16, (o, e) => { //using (var form = new FormSkeletonEditor(tool,WadToolClass.) // _tool.SelectedObjectEdited(); })); }
public WadMoveable WadTryGetMoveable(WadMoveableId id) { WadMoveable result; foreach (ReferencedWad wad in Wads) { if (wad.Wad != null && wad.Wad.Moveables.TryGetValue(id, out result)) { return(result); } } return(null); }
public FormSkeletonEditor(WadToolClass tool, DeviceManager manager, Wad2 wad, WadMoveableId moveableId) { InitializeComponent(); _wad = wad; _moveable = _wad.Moveables[moveableId].Clone(); _tool = tool; panelRendering.Configuration = _tool.Configuration; panelRendering.InitializeRendering(tool, manager); _tool.EditorEventRaised += Tool_EditorEventRaised; WadMoveable skin; var skinId = new WadMoveableId(TrCatalog.GetMoveableSkin(_tool.DestinationWad.GameVersion, _moveable.Id.TypeId)); if (_tool.DestinationWad.Moveables.ContainsKey(skinId)) { skin = _tool.DestinationWad.Moveables[skinId]; } else { skin = _tool.DestinationWad.Moveables[_moveable.Id]; } // Clone the skeleton and load it _bones = new List <WadMeshBoneNode>(); for (int i = 0; i < _moveable.Bones.Count; i++) { var boneNode = new WadMeshBoneNode(null, skin.Bones[i].Mesh, _moveable.Bones[i]); boneNode.Bone.Translation = _moveable.Bones[i].Translation; boneNode.GlobalTransform = Matrix4x4.Identity; _bones.Add(boneNode); } treeSkeleton.Nodes.AddRange(LoadSkeleton()); ExpandSkeleton(); panelRendering.Skeleton = _bones; if (treeSkeleton.SelectedNodes.Count <= 0) { treeSkeleton.SelectNode(treeSkeleton.Nodes[0]); panelRendering.SelectedNode = (WadMeshBoneNode)treeSkeleton.SelectedNodes[0].Tag; } panelRendering.Invalidate(); }
public AnimationEditor(WadToolClass tool, Wad2 wad, WadMoveableId idToEdit) { Tool = tool; Wad = wad; Moveable = Wad.Moveables.ContainsKey(idToEdit) ? Wad.Moveables[idToEdit] : null; // NOTE: we work with a pair WadAnimation - Animation. All changes to animation data like name, // framerate, next animation, state changes... will be saved directly to WadAnimation. // All changes to keyframes will be instead stored directly in the renderer's Animation class. // While saving, WadAnimation and Animation will be combined and original animations will be overwritten. Animations = new List <AnimationNode>(); for (int i = 0; i < Moveable.Animations.Count; i++) { var animation = Moveable.Animations[i].Clone();; Animations.Add(new AnimationNode(animation, Animation.FromWad2(Moveable.Bones, animation), i)); } }
private void FindLaraSkin() { if (comboItems.Items.Count == 0 || comboItems.SelectedIndex < 0 || !(comboItems.SelectedItem is WadMoveable)) { return; } var item = comboItems.SelectedItem as WadMoveable; if (item.Id == WadMoveableId.Lara) // Show Lara's skin { var skinId = new WadMoveableId(TrCatalog.GetMoveableSkin(_editor.Level.Settings.GameVersion, item.Id.TypeId)); var moveableSkin = _editor.Level.Settings.WadTryGetMoveable(skinId); if (moveableSkin != null) { panelItem.CurrentObject = moveableSkin; } panelItem.Invalidate(); } }
public static List <IWadObjectId> CopyObject(WadToolClass tool, IWin32Window owner, List <IWadObjectId> objectIdsToMove, bool alwaysChooseId) { Wad2 sourceWad = tool.SourceWad; Wad2 destinationWad = tool.DestinationWad; if (destinationWad == null || sourceWad == null || objectIdsToMove.Count == 0) { tool.SendMessage("You must have two wads loaded and at least one source object selected.", PopupType.Error); return(null); } var listInProgress = new List <uint>(); // Figure out the new ids if there are any id collisions IWadObjectId[] newIds = objectIdsToMove.ToArray(); // If destination is TR5Main, try to remap object IDs if (destinationWad.GameVersion == TRVersion.Game.TR5Main) { for (int i = 0; i < objectIdsToMove.Count; ++i) { var objectId = objectIdsToMove[i]; if (objectId is WadMoveableId) { var moveableId = (WadMoveableId)objectId; // Try to get a compatible slot var newSlot = TrCatalog.GetMoveableTR5MainSlot(sourceWad.GameVersion, moveableId.TypeId); if (newSlot == "") { continue; } // Get the new ID bool isMoveable; var newId = TrCatalog.GetItemIndex(destinationWad.GameVersion, newSlot, out isMoveable); if (!newId.HasValue) { continue; } // Save the new ID newIds[i] = new WadMoveableId(newId.Value); } } } for (int i = 0; i < objectIdsToMove.Count; ++i) { if (!sourceWad.Contains(objectIdsToMove[i])) { continue; } if (!alwaysChooseId) { if (!destinationWad.Contains(newIds[i])) { if (!newIds.Take(i).Contains(newIds[i])) // There also must not be collisions with the other custom assigned ids. { continue; } } } bool askConfirm = !alwaysChooseId; // Ask for the new slot do { DialogResult dialogResult; if (askConfirm) { dialogResult = DarkMessageBox.Show(owner, "The id " + newIds[i].ToString(destinationWad.GameVersion) + " is already occupied in the destination wad.\n" + "Do you want to replace it (Yes) or to select another Id (No)?", "Occupied slot", MessageBoxButtons.YesNoCancel, MessageBoxIcon.Question); } else { dialogResult = DialogResult.No; } // From this time, always ask for confirm askConfirm = true; if (dialogResult == DialogResult.Cancel) { return(null); } else if (dialogResult == DialogResult.No) { using (var form = new FormSelectSlot(destinationWad, newIds[i], listInProgress)) { if (form.ShowDialog(owner) != DialogResult.OK) { return(null); } if (destinationWad.Contains(form.NewId) || newIds.Take(i).Contains(form.NewId)) { destinationWad.Remove(form.NewId); tool.WadChanged(WadArea.Destination); } newIds[i] = form.NewId; if (form.NewId is WadStaticId) { listInProgress.Add(((WadStaticId)form.NewId).TypeId); } if (form.NewId is WadMoveableId) { listInProgress.Add(((WadMoveableId)form.NewId).TypeId); } if (form.NewId is WadSpriteSequenceId) { listInProgress.Add(((WadSpriteSequenceId)form.NewId).TypeId); } break; } } else { destinationWad.Remove(objectIdsToMove[i]); tool.WadChanged(WadArea.Destination); break; } } while (destinationWad.Contains(newIds[i]) || newIds.Take(i).Contains(newIds[i])); // There also must not be collisions with the other custom assigned ids. } // HACK: Until this is fixed... https://github.com/MontyTRC89/Tomb-Editor/issues/413 // We just block copying of same object to another slot and warn user it's in another slot. var failedIdList = new List <IWadObjectId>(); // Move objects for (int i = 0; i < objectIdsToMove.Count; ++i) { IWadObject obj = sourceWad.TryGet(objectIdsToMove[i]); if (obj == null) { continue; } if (destinationWad.Contains(obj)) // Aforementioned HACK continues here - just add object which failed to copy to failed list { failedIdList.Add(newIds[i]); } else { destinationWad.Add(newIds[i], obj); if (destinationWad.GameVersion == TRVersion.Game.TR5Main && obj is WadMoveable) { var moveable = obj as WadMoveable; foreach (var animation in moveable.Animations) { foreach (var command in animation.AnimCommands) { if (command.Type == WadAnimCommandType.PlaySound) { int id = command.Parameter2 & 0x3FFF; id += TrCatalog.GetTR5MainSoundMapStart(sourceWad.GameVersion); command.Parameter2 = (short)((command.Parameter2 & 0xC000) | (id & 0x3FFF)); } } } } } } // Aforementioned HACK continues here - count amount of actually copied objects int actualAmountOfCopiedObjects = objectIdsToMove.Count - failedIdList.Count; if (actualAmountOfCopiedObjects > 0) { // Update the situation tool.WadChanged(WadArea.Destination); string infoString = (objectIdsToMove.Count == 1 ? "Object" : "Objects") + " successfully copied."; // Aforementioned HACK continues here - additionally inform user that some objects are in different slots. if (failedIdList.Count > 0) { infoString += "\n" + failedIdList.Count + " object" + (failedIdList.Count > 1 ? "s" : "") + " weren't copied because " + (failedIdList.Count > 1 ? "they are" : "it's") + " already in different slot" + (failedIdList.Count > 1 ? "s." : "."); } // Indicate that object is copied tool.SendMessage(infoString, PopupType.Info); } return(newIds.Where(item => !failedIdList.Any(failed => failed == item)).ToList()); }
public static Wad2 ConvertWad2ToTR5Main(WadToolClass tool, IWin32Window owner, Wad2 src) { Wad2 dest = new Wad2(); dest.GameVersion = TRVersion.Game.TR5Main; dest.SoundSystem = SoundSystem.Xml; foreach (var moveable in src.Moveables) { var compatibleSlot = TrCatalog.GetMoveableTR5MainSlot(src.GameVersion, moveable.Key.TypeId); if (compatibleSlot == "") { continue; } bool isMoveable = false; var destId = TrCatalog.GetItemIndex(TRVersion.Game.TR5Main, compatibleSlot, out isMoveable); if (!destId.HasValue) { continue; } var newId = new WadMoveableId(destId.Value); foreach (var animation in moveable.Value.Animations) { foreach (var command in animation.AnimCommands) { if (command.Type == WadAnimCommandType.PlaySound) { int id = command.Parameter2 & 0x3FFF; id += TrCatalog.GetTR5MainSoundMapStart(src.GameVersion); command.Parameter2 = (short)((command.Parameter2 & 0xC000) | (id & 0x3FFF)); } } } dest.Add(newId, moveable.Value); } foreach (var sequence in src.SpriteSequences) { var compatibleSlot = TrCatalog.GetSpriteSequenceTR5MainSlot(src.GameVersion, sequence.Key.TypeId); if (compatibleSlot == "") { continue; } bool isMoveable = false; var destId = TrCatalog.GetItemIndex(TRVersion.Game.TR5Main, compatibleSlot, out isMoveable); if (!destId.HasValue) { continue; } var newId = new WadSpriteSequenceId(destId.Value); dest.Add(newId, sequence.Value); } foreach (var staticObject in src.Statics) { dest.Add(staticObject.Key, staticObject.Value); } return(dest); }
public ItemType(WadMoveableId moveableId, LevelSettings levelSettings) // wad can be null : this(moveableId, levelSettings?.GameVersion ?? TRVersion.Game.TR4) { }
internal static WadMoveable ConvertTr4MoveableToWadMoveable(Wad2 wad, Tr4Wad oldWad, int moveableIndex, Dictionary <int, WadTexture> textures) { wad_moveable oldMoveable = oldWad.Moveables[moveableIndex]; var newId = new WadMoveableId(oldMoveable.ObjectID); // A workaround to find out duplicated item IDs produced by StrPix unpatched for v130 wads. // In such case, a legacy name is used to guess real item ID, if this fails - broken item is filtered out. if (wad.Moveables.ContainsKey(newId)) { var message = "Duplicated moveable ID " + oldMoveable.ObjectID + " was identified while loading " + oldWad.BaseName + ". "; if (oldWad.LegacyNames.Count - oldWad.Statics.Count < moveableIndex) { logger.Warn(message + "Can't restore real ID by name, name table is too short. Ignoring moveable."); return(null); } bool isMoveable; var guessedId = TrCatalog.GetItemIndex(TRVersion.Game.TR4, oldWad.LegacyNames[moveableIndex], out isMoveable); if (isMoveable && guessedId.HasValue) { newId = new WadMoveableId(guessedId.Value); if (wad.Moveables.ContainsKey(newId)) { logger.Warn(message + "Can't restore real ID by name, name table is inconsistent. Ignoring moveable."); return(null); } else { logger.Warn(message + "Successfully restored real ID by name."); } } else { logger.Warn(message + "Can't find provided name in catalog. Ignoring moveable."); return(null); } } WadMoveable newMoveable = new WadMoveable(newId); var frameBases = new Dictionary <WadAnimation, ushort[]>(); // Load meshes var meshes = new List <WadMesh>(); for (int j = 0; j < oldMoveable.NumPointers; j++) { meshes.Add(ConvertTr4MeshToWadMesh(wad, oldWad, textures, oldWad.Meshes[(int)oldWad.RealPointers[oldMoveable.PointerIndex + j]], (int)oldMoveable.ObjectID)); } // Build the skeleton var root = new WadBone(); root.Name = "bone_0_root"; root.Parent = null; root.Translation = Vector3.Zero; root.Mesh = meshes[0]; newMoveable.Bones.Add(root); for (int j = 0; j < oldMoveable.NumPointers - 1; j++) { WadBone bone = new WadBone(); bone.Name = "bone_" + (j + 1).ToString(); bone.Parent = null; bone.Translation = Vector3.Zero; bone.Mesh = meshes[j + 1]; newMoveable.Bones.Add(bone); } for (int mi = 0; mi < (oldMoveable.NumPointers - 1); mi++) { int j = mi + 1; var opcode = (WadLinkOpcode)oldWad.Links[(int)(oldMoveable.LinksIndex + mi * 4)]; int linkX = oldWad.Links[(int)(oldMoveable.LinksIndex + mi * 4) + 1]; int linkY = -oldWad.Links[(int)(oldMoveable.LinksIndex + mi * 4) + 2]; int linkZ = oldWad.Links[(int)(oldMoveable.LinksIndex + mi * 4) + 3]; newMoveable.Bones[j].OpCode = opcode; newMoveable.Bones[j].Translation = new Vector3(linkX, linkY, linkZ); } // Convert animations int numAnimations = 0; int nextMoveable = oldWad.GetNextMoveableWithAnimations(moveableIndex); if (nextMoveable == -1) { numAnimations = oldWad.Animations.Count - oldMoveable.AnimationIndex; } else { numAnimations = oldWad.Moveables[nextMoveable].AnimationIndex - oldMoveable.AnimationIndex; } for (int j = 0; j < numAnimations; j++) { if (oldMoveable.AnimationIndex == -1) { break; } wad_animation oldAnimation = oldWad.Animations[j + oldMoveable.AnimationIndex]; WadAnimation newAnimation = new WadAnimation(); newAnimation.StateId = oldAnimation.StateId; newAnimation.FrameRate = oldAnimation.FrameDuration; newAnimation.NextAnimation = (ushort)(oldAnimation.NextAnimation - oldMoveable.AnimationIndex); newAnimation.NextFrame = oldAnimation.NextFrame; newAnimation.Name = TrCatalog.GetAnimationName(TRVersion.Game.TR4, oldMoveable.ObjectID, (uint)j); // Fix wadmerger/wad format bug with inverted frame start/end on single-frame anims ushort newFrameStart = oldAnimation.FrameStart < oldAnimation.FrameEnd ? oldAnimation.FrameStart : oldAnimation.FrameEnd; ushort newFrameEnd = oldAnimation.FrameStart < oldAnimation.FrameEnd ? oldAnimation.FrameEnd : newFrameStart; newAnimation.EndFrame = (ushort)(newFrameEnd - newFrameStart); for (int k = 0; k < oldAnimation.NumStateChanges; k++) { WadStateChange sc = new WadStateChange(); wad_state_change wadSc = oldWad.Changes[(int)oldAnimation.ChangesIndex + k]; sc.StateId = (ushort)wadSc.StateId; for (int n = 0; n < wadSc.NumDispatches; n++) { WadAnimDispatch ad = new WadAnimDispatch(); wad_anim_dispatch wadAd = oldWad.Dispatches[(int)wadSc.DispatchesIndex + n]; ad.InFrame = (ushort)(wadAd.Low - newFrameStart); ad.OutFrame = (ushort)(wadAd.High - newFrameStart); ad.NextAnimation = (ushort)((wadAd.NextAnimation - oldMoveable.AnimationIndex) % numAnimations); ad.NextFrame = (ushort)wadAd.NextFrame; sc.Dispatches.Add(ad); } newAnimation.StateChanges.Add(sc); } if (oldAnimation.NumCommands < oldWad.Commands.Count) { int lastCommand = oldAnimation.CommandOffset; for (int k = 0; k < oldAnimation.NumCommands; k++) { short commandType = oldWad.Commands[lastCommand]; WadAnimCommand command = new WadAnimCommand(); command.Type = (WadAnimCommandType)commandType; switch (command.Type) { case WadAnimCommandType.SetPosition: command.Parameter1 = (short)oldWad.Commands[lastCommand + 1]; command.Parameter2 = (short)oldWad.Commands[lastCommand + 2]; command.Parameter3 = (short)oldWad.Commands[lastCommand + 3]; lastCommand += 4; break; case WadAnimCommandType.SetJumpDistance: command.Parameter1 = (short)oldWad.Commands[lastCommand + 1]; command.Parameter2 = (short)oldWad.Commands[lastCommand + 2]; lastCommand += 3; break; case WadAnimCommandType.EmptyHands: case WadAnimCommandType.KillEntity: lastCommand += 1; break; case WadAnimCommandType.PlaySound: case WadAnimCommandType.FlipEffect: command.Parameter1 = (short)(oldWad.Commands[lastCommand + 1] - newFrameStart); command.Parameter2 = (short)oldWad.Commands[lastCommand + 2]; // For single-frame anims, clamp frame number to first frame (another fix for WM/wad format range inversion bug) if (newAnimation.EndFrame == 0 && command.Parameter1 > 0) { command.Parameter1 = 0; } lastCommand += 3; break; default: // Ignore invalid anim commands (see for example karnak.wad) logger.Warn("Invalid anim command " + commandType); goto ExitForLoop; } newAnimation.AnimCommands.Add(command); } ExitForLoop: ; } int frames = (int)oldAnimation.KeyFrameOffset / 2; uint numFrames = 0; if (oldAnimation.KeyFrameSize != 0) { if ((j + oldMoveable.AnimationIndex) == (oldWad.Animations.Count - 1)) { numFrames = ((uint)(2 * oldWad.KeyFrames.Count) - oldAnimation.KeyFrameOffset) / (uint)(2 * oldAnimation.KeyFrameSize); } else { numFrames = (oldWad.Animations[oldMoveable.AnimationIndex + j + 1].KeyFrameOffset - oldAnimation.KeyFrameOffset) / (uint)(2 * oldAnimation.KeyFrameSize); } } for (int f = 0; f < numFrames; f++) { WadKeyFrame frame = new WadKeyFrame(); int startOfFrame = frames; frame.BoundingBox = new BoundingBox(new Vector3(oldWad.KeyFrames[frames], -oldWad.KeyFrames[frames + 2], oldWad.KeyFrames[frames + 4]), new Vector3(oldWad.KeyFrames[frames + 1], -oldWad.KeyFrames[frames + 3], oldWad.KeyFrames[frames + 5])); frames += 6; frame.Offset = new Vector3(oldWad.KeyFrames[frames], (short)(-oldWad.KeyFrames[frames + 1]), oldWad.KeyFrames[frames + 2]); frames += 3; for (int n = 0; n < oldMoveable.NumPointers; n++) { frame.Angles.Add(WadKeyFrameRotation.FromTrAngle(ref frames, oldWad.KeyFrames, false, true)); } if ((frames - startOfFrame) < oldAnimation.KeyFrameSize) { frames += ((int)oldAnimation.KeyFrameSize - (frames - startOfFrame)); } newAnimation.KeyFrames.Add(frame); } // New velocities float acceleration = oldAnimation.Accel / 65536.0f; newAnimation.StartVelocity = oldAnimation.Speed / 65536.0f; float lateralAcceleration = oldAnimation.AccelLateral / 65536.0f; newAnimation.StartLateralVelocity = oldAnimation.SpeedLateral / 65536.0f; if (newAnimation.KeyFrames.Count != 0 && newAnimation.FrameRate != 0) { newAnimation.EndVelocity = newAnimation.StartVelocity + acceleration * (newAnimation.KeyFrames.Count - 1) * newAnimation.FrameRate; newAnimation.EndLateralVelocity = newAnimation.StartLateralVelocity + lateralAcceleration * (newAnimation.KeyFrames.Count - 1) * newAnimation.FrameRate; } else { // Basic foolproofness for potentially broken animations newAnimation.EndVelocity = newAnimation.StartVelocity; newAnimation.EndLateralVelocity = newAnimation.StartLateralVelocity; } // Deduce real maximum frame number, based on interpolation and keyframes. // We need to refer this value in NextFrame-related fixes (below) because of epic WadMerger bug, // which incorrectly calculates NextFrame and "steals" last frame from every custom animation. ushort maxFrameCount = (ushort)((newAnimation.FrameRate == 1 || numFrames <= 2) ? numFrames : ((numFrames - 1) * newAnimation.FrameRate) + 1); // Also correct animation out-point if (newAnimation.EndFrame >= maxFrameCount) { newAnimation.EndFrame = (ushort)(maxFrameCount - 1); } frameBases.Add(newAnimation, new ushort[] { newFrameStart, (ushort)(maxFrameCount - 1) }); newMoveable.Animations.Add(newAnimation); } for (int i = 0; i < newMoveable.Animations.Count; i++) { var animation = newMoveable.Animations[i]; if (animation.KeyFrames.Count == 0) { animation.EndFrame = 0; } // HACK: this fixes some invalid NextAnimations values animation.NextAnimation %= (ushort)newMoveable.Animations.Count; newMoveable.Animations[i] = animation; } for (int i = 0; i < newMoveable.Animations.Count; i++) { var animation = newMoveable.Animations[i]; // HACK: this fixes some invalid NextFrame values if (frameBases[newMoveable.Animations[animation.NextAnimation]][0] != 0) { animation.NextFrame -= frameBases[newMoveable.Animations[animation.NextAnimation]][0]; if (animation.NextFrame > frameBases[newMoveable.Animations[animation.NextAnimation]][1]) { animation.NextFrame = frameBases[newMoveable.Animations[animation.NextAnimation]][1]; } } foreach (var stateChange in animation.StateChanges) { for (int j = 0; j < stateChange.Dispatches.Count; ++j) { WadAnimDispatch animDispatch = stateChange.Dispatches[j]; // HACK: Probably WadMerger's bug if (animDispatch.NextAnimation > 32767) { animDispatch.NextAnimation = 0; animDispatch.NextFrame = 0; continue; } if (frameBases[newMoveable.Animations[animDispatch.NextAnimation]][0] != 0) { // HACK: In some cases dispatches have invalid NextFrame. // From tests it seems that's ok to make NextFrame equal to max frame number. animDispatch.NextFrame -= frameBases[newMoveable.Animations[animDispatch.NextAnimation]][0]; if (animDispatch.NextFrame > frameBases[newMoveable.Animations[animDispatch.NextAnimation]][1]) { animDispatch.NextFrame = frameBases[newMoveable.Animations[animDispatch.NextAnimation]][1]; } } stateChange.Dispatches[j] = animDispatch; } } } wad.Moveables.Add(newMoveable.Id, newMoveable); return(newMoveable); }