├── preview.png
├── .gitattributes
├── bin
└── Release
│ ├── cave.png
│ ├── PNG2WAD.dll
│ ├── PNG2WAD.exe
│ ├── PNG2WAD.pdb
│ ├── bsp-w32.exe
│ ├── city_of_hell.png
│ ├── wolf_prison.png
│ ├── city_of_earth.png
│ ├── System.Drawing.Common.dll
│ ├── Microsoft.Win32.SystemEvents.dll
│ ├── runtimes
│ └── win
│ │ └── lib
│ │ └── net6.0
│ │ ├── System.Drawing.Common.dll
│ │ └── Microsoft.Win32.SystemEvents.dll
│ ├── PNG2WAD.runtimeconfig.json
│ ├── README.txt
│ └── Preferences.ini
├── .gitignore
├── src
├── Doom
│ ├── ToolsOfDoom.csproj
│ ├── Map
│ │ ├── ThingOptions.cs
│ │ ├── Vertex.cs
│ │ ├── LinedefFlags.cs
│ │ ├── Thing.cs
│ │ ├── Sidedef.cs
│ │ ├── Linedef.cs
│ │ ├── Sector.cs
│ │ └── DoomMap.cs
│ └── Wad
│ │ ├── WadLump.cs
│ │ └── WadFile.cs
├── PNG2WAD.csproj
├── Generator
│ ├── ThingsGeneratorFlags.cs
│ ├── TileSide.cs
│ ├── TileType.cs
│ ├── SectorInfo.cs
│ ├── ThingsGenerator.cs
│ └── MapGenerator.cs
├── Config
│ ├── ThemeSector.cs
│ ├── ThemeTexture.cs
│ ├── ThingCategory.cs
│ ├── PreferencesTheme.cs
│ └── Preferences.cs
├── PNGToWad.cs
├── Toolbox.cs
└── INI
│ └── INIFile.cs
├── PNG2WAD.sln
├── README.md
└── LICENSE
/preview.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/preview.png
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
--------------------------------------------------------------------------------
/bin/Release/cave.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/cave.png
--------------------------------------------------------------------------------
/bin/Release/PNG2WAD.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/PNG2WAD.dll
--------------------------------------------------------------------------------
/bin/Release/PNG2WAD.exe:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/PNG2WAD.exe
--------------------------------------------------------------------------------
/bin/Release/PNG2WAD.pdb:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/PNG2WAD.pdb
--------------------------------------------------------------------------------
/bin/Release/bsp-w32.exe:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/bsp-w32.exe
--------------------------------------------------------------------------------
/bin/Release/city_of_hell.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/city_of_hell.png
--------------------------------------------------------------------------------
/bin/Release/wolf_prison.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/wolf_prison.png
--------------------------------------------------------------------------------
/bin/Release/city_of_earth.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/city_of_earth.png
--------------------------------------------------------------------------------
/bin/Release/System.Drawing.Common.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/System.Drawing.Common.dll
--------------------------------------------------------------------------------
/bin/Release/Microsoft.Win32.SystemEvents.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/Microsoft.Win32.SystemEvents.dll
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | *.rsuser
2 | *.suo
3 | *.user
4 | *.userosscache
5 | *.sln.docstates
6 | *.wad
7 |
8 | .vs/
9 | [Bb]in/[Dd]ebug/
10 | [Ss]rc/[Oo]bj/
11 |
--------------------------------------------------------------------------------
/bin/Release/runtimes/win/lib/net6.0/System.Drawing.Common.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/runtimes/win/lib/net6.0/System.Drawing.Common.dll
--------------------------------------------------------------------------------
/bin/Release/runtimes/win/lib/net6.0/Microsoft.Win32.SystemEvents.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/akaAgar/png2wad/HEAD/bin/Release/runtimes/win/lib/net6.0/Microsoft.Win32.SystemEvents.dll
--------------------------------------------------------------------------------
/bin/Release/PNG2WAD.runtimeconfig.json:
--------------------------------------------------------------------------------
1 | {
2 | "runtimeOptions": {
3 | "tfm": "net6.0",
4 | "framework": {
5 | "name": "Microsoft.NETCore.App",
6 | "version": "6.0.0"
7 | },
8 | "configProperties": {
9 | "System.Reflection.Metadata.MetadataUpdater.IsSupported": false
10 | }
11 | }
12 | }
--------------------------------------------------------------------------------
/src/Doom/ToolsOfDoom.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | net6.0
5 | ToolsOfDoom
6 |
7 |
8 |
9 | false
10 | false
11 | ..\..\bin\$(Configuration)
12 |
13 |
14 |
15 |
--------------------------------------------------------------------------------
/src/PNG2WAD.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Exe
5 | net6.0
6 | PNG2WAD
7 |
8 |
9 |
10 | false
11 | false
12 | ..\bin\$(Configuration)
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
--------------------------------------------------------------------------------
/PNG2WAD.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 16
4 | VisualStudioVersion = 16.0.30225.117
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PNG2WAD", "src\PNG2WAD.csproj", "{3CC84FFB-D6BA-4583-A8BF-3B10BA6AE804}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {3CC84FFB-D6BA-4583-A8BF-3B10BA6AE804}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {3CC84FFB-D6BA-4583-A8BF-3B10BA6AE804}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {3CC84FFB-D6BA-4583-A8BF-3B10BA6AE804}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {3CC84FFB-D6BA-4583-A8BF-3B10BA6AE804}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | GlobalSection(ExtensibilityGlobals) = postSolution
23 | SolutionGuid = {0A199FBF-CC23-4F65-857C-487745F75ED9}
24 | EndGlobalSection
25 | EndGlobal
26 |
--------------------------------------------------------------------------------
/src/Generator/ThingsGeneratorFlags.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using System;
22 |
23 | namespace PNG2WAD.Generator
24 | {
25 | ///
26 | /// Enumerate flags for thing generation.
27 | ///
28 | [Flags]
29 | public enum ThingsGeneratorFlags
30 | {
31 | ///
32 | /// More things in easy modes (e.g. health pickups)
33 | ///
34 | MoreThingsInEasyMode = 1,
35 | ///
36 | /// More things in hard mode (e.g. monsters)
37 | ///
38 | MoreThingsInHardMode = 2
39 | }
40 | }
41 |
--------------------------------------------------------------------------------
/src/Generator/TileSide.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | namespace PNG2WAD.Generator
22 | {
23 | ///
24 | /// Four sides of a tile. Used for linedef generation.
25 | ///
26 | public enum TileSide
27 | {
28 | ///
29 | /// North.
30 | ///
31 | North,
32 | ///
33 | /// East.
34 | ///
35 | East,
36 | ///
37 | /// South.
38 | ///
39 | South,
40 | ///
41 | /// West.
42 | ///
43 | West
44 | }
45 | }
46 |
--------------------------------------------------------------------------------
/src/Config/ThemeSector.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | namespace PNG2WAD.Config
22 | {
23 | ///
24 | /// Enumerates the various sector types in a theme.
25 | ///
26 | public enum ThemeSector
27 | {
28 | ///
29 | /// Default sector.
30 | ///
31 | Default,
32 | ///
33 | /// Door side.
34 | ///
35 | DoorSide,
36 | ///
37 | /// Entrance.
38 | ///
39 | Entrance,
40 | ///
41 | /// Exit.
42 | ///
43 | Exit,
44 | ///
45 | /// Exterior.
46 | ///
47 | Exterior,
48 | ///
49 | /// Special ceiling.
50 | ///
51 | SpecialCeiling,
52 | ///
53 | /// Special floor.
54 | ///
55 | SpecialFloor
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/src/Doom/Map/ThingOptions.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 |
22 | using System;
23 |
24 | namespace PNG2WAD.Doom.Map
25 | {
26 | ///
27 | /// Bit flags for a Doom map thing
28 | ///
29 | [Flags]
30 | public enum ThingOptions
31 | {
32 | ///
33 | /// Thing is present in skill levels 1 & 2.
34 | ///
35 | Skill12 = 1,
36 |
37 | ///
38 | /// Thing is present in skill level 3.
39 | ///
40 | Skill3 = 2,
41 |
42 | ///
43 | /// Thing is present in skill levels 4 & 5.
44 | ///
45 | Skill45 = 4,
46 |
47 | ///
48 | /// Monster is deaf.
49 | ///
50 | Deaf = 8,
51 |
52 | ///
53 | /// Thing is only present in multiplayer.
54 | ///
55 | MultiplayerOnly = 16,
56 |
57 | ///
58 | /// Shortcut: this is present in all skill levels.
59 | /// (AllSkills = Skill12 | Skill3 | Skill45)
60 | ///
61 | AllSkills = Skill12 | Skill3 | Skill45
62 | }
63 | }
64 |
--------------------------------------------------------------------------------
/src/Generator/TileType.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | namespace PNG2WAD.Generator
22 | {
23 | ///
24 | /// Type of tile.
25 | ///
26 | public enum TileType
27 | {
28 | ///
29 | /// Wall.
30 | ///
31 | Wall,
32 | ///
33 | /// Default room.
34 | ///
35 | Room,
36 | ///
37 | /// Exterior room.
38 | ///
39 | RoomExterior,
40 | ///
41 | /// Room with special ceiling.
42 | ///
43 | RoomSpecialCeiling,
44 | ///
45 | /// Room with special floor.
46 | ///
47 | RoomSpecialFloor,
48 | ///
49 | /// Door.
50 | ///
51 | Door,
52 | ///
53 | /// Door side.
54 | ///
55 | DoorSide,
56 | ///
57 | /// Secret passage.
58 | ///
59 | Secret,
60 | ///
61 | /// Entrance.
62 | ///
63 | Entrance,
64 | ///
65 | /// Exit.
66 | ///
67 | Exit
68 | }
69 | }
70 |
--------------------------------------------------------------------------------
/src/Doom/Map/Vertex.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using System;
22 | using System.Collections.Generic;
23 | using System.Drawing;
24 |
25 | namespace PNG2WAD.Doom.Map
26 | {
27 | ///
28 | /// A Doom map vertex.
29 | ///
30 | public readonly struct Vertex
31 | {
32 | ///
33 | /// X-coordinate of this vertex.
34 | ///
35 | public int X { get; }
36 |
37 | ///
38 | /// Y-coordinate of this vertex.
39 | ///
40 | public int Y { get; }
41 |
42 | ///
43 | /// Constructor.
44 | ///
45 | /// Coordinates of the vertex.
46 | public Vertex(Point pt)
47 | {
48 | X = pt.X;
49 | Y = pt.Y;
50 | }
51 |
52 | ///
53 | /// Gets an array of bytes descripting this vertex to add to the VERTEXES (sic) lump.
54 | ///
55 | /// An array of bytes
56 | public byte[] ToBytes()
57 | {
58 | List bytes = new();
59 | bytes.AddRange(BitConverter.GetBytes((short)X));
60 | bytes.AddRange(BitConverter.GetBytes((short)Y));
61 | return bytes.ToArray();
62 | }
63 | }
64 | }
65 |
--------------------------------------------------------------------------------
/src/Config/ThemeTexture.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | namespace PNG2WAD.Config
22 | {
23 | ///
24 | /// Enumerates the textures used by a theme.
25 | ///
26 | public enum ThemeTexture
27 | {
28 | ///
29 | /// Default ceiling.
30 | ///
31 | Ceiling,
32 | ///
33 | /// Special ceiling.
34 | ///
35 | CeilingSpecial,
36 | ///
37 | /// Door.
38 | ///
39 | Door,
40 | ///
41 | /// Door side.
42 | ///
43 | DoorSide,
44 | ///
45 | /// Default floor.
46 | ///
47 | Floor,
48 | ///
49 | /// Floor on the entrance tile.
50 | ///
51 | FloorEntrance,
52 | ///
53 | /// Floor on the exit tile.
54 | ///
55 | FloorExit,
56 | ///
57 | /// Floor in exterior tiles.
58 | ///
59 | FloorExterior,
60 | ///
61 | /// Special floor.
62 | ///
63 | FloorSpecial,
64 | ///
65 | /// Wall.
66 | ///
67 | Wall,
68 | ///
69 | /// Wall for exterior sectors.
70 | ///
71 | WallExterior
72 | }
73 | }
74 |
--------------------------------------------------------------------------------
/src/Doom/Map/LinedefFlags.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 |
22 | using System;
23 |
24 | namespace PNG2WAD.Doom.Map
25 | {
26 | ///
27 | /// Special flags for a Doom map linedef.
28 | ///
29 | [Flags]
30 | public enum LinedefFlags
31 | {
32 | ///
33 | /// Cannot be crossed.
34 | ///
35 | Impassible = 1,
36 | ///
37 | /// Blocks monsters.
38 | ///
39 | BlocksMonsters = 2,
40 | ///
41 | /// Has two sides.
42 | ///
43 | TwoSided = 4,
44 | ///
45 | /// Draw lower texture from the bottom.
46 | ///
47 | UpperUnpegged = 8,
48 | ///
49 | /// Draw upper texture from the top.
50 | ///
51 | LowerUnpegged = 16,
52 | ///
53 | /// Show as a wall on the automap, used to hide secret passages.
54 | ///
55 | Secret = 32,
56 | ///
57 | /// Sound can only cross one linedef with this flag (not two).
58 | ///
59 | BlocksSound = 64,
60 | ///
61 | /// Does not appear on the automap.
62 | ///
63 | NotOnMap = 128,
64 | ///
65 | /// Drawn on the automap at the beginning of the level.
66 | ///
67 | AlreadyOnMap = 126
68 | }
69 | }
70 |
--------------------------------------------------------------------------------
/src/Doom/Wad/WadLump.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of Tools of Doom, a library providing a collection of
4 | classes to load/edit/save Doom maps and wad archives, created by @akaAgar
5 | (https://github.com/akaAgar/tools-of-doom).
6 |
7 | Tools of Doom is free software: you can redistribute it and/or modify
8 | it under the terms of the GNU General Public License as published by
9 | the Free Software Foundation, either version 3 of the License, or
10 | (at your option) any later version.
11 |
12 | Tools of Doom is distributed in the hope that it will be useful,
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 | GNU General Public License for more details.
16 |
17 | You should have received a copy of the GNU General Public License
18 | along with Tools of Doom. If not, see https://www.gnu.org/licenses/
19 | ==========================================================================
20 | */
21 |
22 | using System;
23 | using System.Text.RegularExpressions;
24 |
25 | namespace PNG2WAD.Doom.Wad
26 | {
27 | ///
28 | /// A lump in a Doom wad file.
29 | ///
30 | public struct WadLump
31 | {
32 | ///
33 | /// Regex pattern used to remove invalid characters from the lump name.
34 | ///
35 | private const string LUMP_REGEX_PATTERN = "[^A-Z0-9_]";
36 |
37 | ///
38 | /// Lump name.
39 | ///
40 | public string Name { get; }
41 |
42 | ///
43 | /// Lump content, as an array of bytes.
44 | ///
45 | public byte[] Bytes { get; }
46 |
47 | ///
48 | /// Constructor.
49 | ///
50 | /// The name of the lump.
51 | /// The content of the lump, as an array of bytes.
52 | public WadLump(string name, byte[] bytes)
53 | {
54 | Bytes = bytes ?? Array.Empty(); // Make sure bytes is not null
55 | if (string.IsNullOrEmpty(name)) name = "NULL";
56 | Name = Regex.Replace(name.ToUpperInvariant(), LUMP_REGEX_PATTERN, "");
57 | if (Name.Length > WadFile.MAX_LUMP_NAME_LENGTH)
58 | Name = Name[..WadFile.MAX_LUMP_NAME_LENGTH];
59 | }
60 | }
61 | }
62 |
--------------------------------------------------------------------------------
/src/Config/ThingCategory.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | namespace PNG2WAD.Config
22 | {
23 | ///
24 | /// A category of thing for the thing generator.
25 | ///
26 | public enum ThingCategory
27 | {
28 | ///
29 | /// Large ammo pickup (box of bullets, box of shells...)
30 | ///
31 | AmmoLarge,
32 | ///
33 | /// Small ammo pickup (clip, shells...)
34 | ///
35 | AmmoSmall,
36 | ///
37 | /// Armor pickup
38 | ///
39 | Armor,
40 | ///
41 | /// Health pickup
42 | ///
43 | Health,
44 | ///
45 | /// Easy monsters
46 | ///
47 | MonstersEasy,
48 | ///
49 | /// Average difficulty monsters
50 | ///
51 | MonstersAverage,
52 | ///
53 | /// Hard monsters
54 | ///
55 | MonstersHard,
56 | ///
57 | /// Very hard monsters
58 | ///
59 | MonstersVeryHard,
60 | ///
61 | /// Power-ups (invisibility, invulnerability...)
62 | ///
63 | PowerUps,
64 | ///
65 | /// Powerful weapons
66 | ///
67 | WeaponsHigh,
68 | ///
69 | /// Weak weapons
70 | ///
71 | WeaponsLow,
72 | }
73 | }
74 |
--------------------------------------------------------------------------------
/bin/Release/README.txt:
--------------------------------------------------------------------------------
1 | ==================
2 | PNG2WAD
3 | ==================
4 |
5 | An open source command line tool to turn PNG images into Doom maps.
6 | Created by Ambroise Garel (www.cafedefaune.net)
7 |
8 | Project page: akaagar.itch.io/png2wad
9 | Source code: github.com/akaAgar/png2wad
10 |
11 | --------
12 | FEATURES
13 | --------
14 |
15 | - Any bitmap size
16 | - Supports doors, secret passages, special sectors, entrances, exits, variable floor/ceiling heights
17 | - Theme configuration to create maps with various feelings and textures (hell, tech base, sewers...)
18 | - Can generate maps in the Doom 1 (ExMx) or Doom 2 (MAPxx) name format
19 | - Optional things generation to create immediately playable maps filled with monsters and items. Or you can disable the thing generator and populate the map yourself using a map editor such as [DoomBuilder](http://www.doombuilder.com/)
20 | - Includes [Bsp](http://games.moria.org.uk/doom/bsp/) for node generation on Windows. On macOS/Linux you'll have to build nodes manually using a third-party node builder before you can play your maps
21 |
22 | -----
23 | USAGE
24 | -----
25 |
26 | Using the command-line
27 | ----------------------
28 | Syntax is: **PNG2WAD.exe SomeImage.png \[SomeOtherImage.png\] \[YetAnotherImage.png\]...**
29 |
30 | From the GUI
31 | ------------
32 | Drag and drop one or more PNG files on **PNG2WAD.exe**
33 |
34 | Output
35 | ------
36 | Output file will always be generated in the directory where PNG2WAD.exe is located and will have a the name of the first PNG file with a wad extension. For instance, if you create a file from SomePlace.png, SomeOtherPlace.png and AThirdPlace.png, the output file will be named SomePlace.wad.
37 |
38 | If Doom 1 format has been selected in Preferences.ini, first map will be named ExM1, then ExM2, etc (Where x is the number of the episode as defined in Preferences.ini). Maps beyond ExM9 will be ignored.
39 |
40 | If Doom 2 format has been selected in Preferences.ini, first map will be named MAP01, then MAP02, MAP03, etc. Maps beyond MAP99 will be ignored.
41 |
42 | Default format is **Doom 2**.
43 |
44 | ---------------
45 | CREATING IMAGES
46 | ---------------
47 |
48 | Run your favorite image edition tool and create a new PNG of any size. Each pixel is a 64x64 tile on the map.
49 |
50 | Theme
51 | -----
52 |
53 | The upper-left pixel is always a wall. Its color is ignored and used to select the map theme, as defined in the Preferences.ini file. You can add more themes by editing the file.
54 |
55 | Available themes are:
56 |
57 | - Gray (128, 128, 128): cave
58 | - Red (255, 0, 0): hell
59 | - Steel blue (128, 128, 255) : city
60 | - Any other color: tech base (default)
61 |
62 | Image pixels
63 | ------------
64 |
65 | White (255, 255, 255): Wall
66 | Red (255, 0, 0): Room with special floor (nukage, lava, etc.) as defined in the map theme
67 | Green (0, 128, 0): Room with special ceiling (lamp, etc.) as defined in the map theme
68 | Blue (0, 0, 255): Room with open sky (exterior)
69 | Olive (128, 128, 0): Door
70 | Magenta (255, 0, 255): Secret passage
71 | Yellow (255, 255, 0): Entrance/player start
72 | Lime (0, 255, 0): Exit
73 | Any other color: Room
74 |
--------------------------------------------------------------------------------
/src/Doom/Map/Thing.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using System;
22 | using System.Collections.Generic;
23 |
24 | namespace PNG2WAD.Doom.Map
25 | {
26 | ///
27 | /// A Doom map thing.
28 | ///
29 | public readonly struct Thing
30 | {
31 | ///
32 | /// X-coordinate of this thing.
33 | ///
34 | public int X { get; }
35 |
36 | ///
37 | /// Y-coordinate of this thing.
38 | ///
39 | public int Y { get; }
40 |
41 | ///
42 | /// Direction this thing is facing (east is 0, north is 90, west is 180, south is 270)
43 | ///
44 | public int Angle { get; }
45 |
46 | ///
47 | /// Type of thing.
48 | ///
49 | public int Type { get; }
50 |
51 | ///
52 | /// Thing options.
53 | ///
54 | public ThingOptions Options { get; }
55 |
56 | ///
57 | /// Constructor.
58 | ///
59 | /// X-coordinate of this thing
60 | /// Y-coordinate of this thing
61 | /// Type of thing
62 | /// Direction this thing is facing (east is 0, north is 90, west is 180, south is 270)
63 | /// Thing options
64 | public Thing(int x, int y, int type, int angle = 0, ThingOptions options = ThingOptions.AllSkills)
65 | {
66 | X = x;
67 | Y = y;
68 | Angle = angle;
69 | Type = type;
70 | Options = options;
71 | }
72 |
73 | ///
74 | /// Gets an array of bytes descripting this thing to add to the THINGS lump.
75 | ///
76 | /// An array of bytes
77 | public byte[] ToBytes()
78 | {
79 | List bytes = new();
80 | bytes.AddRange(BitConverter.GetBytes((short)X));
81 | bytes.AddRange(BitConverter.GetBytes((short)Y));
82 | bytes.AddRange(BitConverter.GetBytes((short)Angle));
83 | bytes.AddRange(BitConverter.GetBytes((short)Type));
84 | bytes.AddRange(BitConverter.GetBytes((short)Options));
85 | return bytes.ToArray();
86 | }
87 | }
88 | }
89 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # PNG2WAD
2 |
3 | A C# (.Net/Mono) command-line tool to turn PNG images into Doom maps.
4 |
5 | Not interested in the source code and just want to have fun? You'll find binaries on Itch.io : [akaagar.itch.io/png2wad](https://akaagar.itch.io/png2wad)
6 |
7 |
8 |
9 | 
10 |
11 |
12 | ## Features
13 | - Any bitmap size
14 | - Supports doors, secret passages, special sectors, entrances, exits, variable floor/ceiling heights
15 | - Theme configuration to create maps with various feelings and textures (hell, tech base, sewers...)
16 | - Can generate maps in the Doom 1 (ExMx) or Doom 2 (MAPxx) name format
17 | - Optional things generation to create immediately playable maps filled with monsters and items. Or you can disable the thing generator and populate the map yourself using a map editor such as [DoomBuilder](http://www.doombuilder.com/)
18 | - Includes [Bsp](http://games.moria.org.uk/doom/bsp/) for node generation on Windows. On macOS/Linux you'll have to build nodes manually using a third-party node builder before you can play your maps
19 |
20 |
21 |
22 | ## Usage
23 |
24 | ### Using the command-line
25 | Syntax is: **PNG2WAD.exe SomeImage.png \[SomeOtherImage.png\] \[YetAnotherImage.png\]...**
26 |
27 | ### From the GUI
28 | Drag and drop one or more PNG files on **PNG2WAD.exe**
29 |
30 | ### Output
31 |
32 | Output file will always be generated in the directory where PNG2WAD.exe is located and will have a the name of the first PNG file with a wad extension. For instance, if you create a file from SomePlace.png, SomeOtherPlace.png and AThirdPlace.png, the output file will be named SomePlace.wad.
33 |
34 | If Doom 1 format has been selected in Preferences.ini, first map will be named ExM1, then ExM2, etc (Where x is the number of the episode as defined in Preferences.ini). Maps beyond ExM9 will be ignored.
35 |
36 | If Doom 2 format has been selected in Preferences.ini, first map will be named MAP01, then MAP02, MAP03, etc. Maps beyond MAP99 will be ignored.
37 |
38 | Default format is **Doom 2**.
39 |
40 | ## Creating images
41 |
42 | Run your favorite image edition tool and create a new PNG of any size. Each pixel is a 64x64 tile on the map.
43 |
44 | ### Theme
45 | The upper-left pixel is always a wall. Its color is ignored and used to select the map theme, as defined in the Preferences.ini file. You can add more themes by editing the file.
46 |
47 | Available themes are:
48 |
49 | - Gray (128, 128, 128): cave
50 | - Red (255, 0, 0): hell
51 | - Steel blue (128, 128, 255) : city
52 | - Any other color: tech base (default)
53 |
54 | ### Image pixels
55 | | Pixel color | Tile type |
56 | | --------------------- | ------------------------------------------------------------ |
57 | | White (255, 255, 255) | Wall |
58 | | Red (255, 0, 0) | Room with special floor (nukage, lava, etc.) as defined in the map theme |
59 | | Green (0, 128, 0) | Room with special ceiling (lamp, etc.) as defined in the map theme |
60 | | Blue (0, 0, 255) | Room with open sky (exterior) |
61 | | Olive (128, 128, 0) | Door |
62 | | Magenta (255, 0, 255) | Secret passage |
63 | | Yellow (255, 255, 0) | Entrance/player start |
64 | | Lime (0, 255, 0) | Exit |
65 | | Any other color | Room |
66 |
67 |
68 | ## Change history
69 |
70 | **11 July, 2023**
71 | * Updated target framework from .Net Framework 4.5 to .Net 6.0
72 | * Removed dependencies to INIPlusPlus.dll and ToolsOfDoom.dll
73 |
--------------------------------------------------------------------------------
/src/Doom/Map/Sidedef.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using PNG2WAD.Doom.Wad;
22 | using System;
23 | using System.Collections.Generic;
24 |
25 | namespace PNG2WAD.Doom.Map
26 | {
27 | ///
28 | /// A Doom map sidedef.
29 | ///
30 | public readonly struct Sidedef
31 | {
32 | ///
33 | /// Texture X-offset.
34 | ///
35 | public int XOffset { get; }
36 |
37 | ///
38 | /// Texture Y-offset.
39 | ///
40 | public int YOffset { get; }
41 |
42 | ///
43 | /// Upper (above neighboring sector) texture.
44 | ///
45 | public string UpperTexture { get; }
46 |
47 | ///
48 | /// Lower (below neighboring sector) texture.
49 | ///
50 | public string LowerTexture { get; }
51 |
52 | ///
53 | /// Middle (over neighboring sector, or wall) texture.
54 | ///
55 | public string MiddleTexture { get; }
56 |
57 | ///
58 | /// Sector this sidedef faces.
59 | ///
60 | public int Sector { get; }
61 |
62 | ///
63 | /// Constructor.
64 | ///
65 | /// Texture X-offset
66 | /// Texture Y-offset
67 | /// Upper (above neighboring sector) texture
68 | /// Lower (below neighboring sector) texture
69 | /// Middle (over neighboring sector, or wall) texture
70 | /// Sector this sidedef faces
71 | public Sidedef(int xOffset, int yOffset, string upperTexture, string lowerTexture, string middleTexture, int sector)
72 | {
73 | XOffset = xOffset;
74 | YOffset = yOffset;
75 | UpperTexture = upperTexture;
76 | LowerTexture = lowerTexture;
77 | MiddleTexture = middleTexture;
78 | Sector = sector;
79 | }
80 |
81 | ///
82 | /// Gets an array of bytes descripting this sidedef to add to the SIDEDEFS lump.
83 | ///
84 | /// An array of bytes
85 | public byte[] ToBytes()
86 | {
87 | List bytes = new();
88 | bytes.AddRange(BitConverter.GetBytes((short)XOffset));
89 | bytes.AddRange(BitConverter.GetBytes((short)YOffset));
90 | bytes.AddRange(WadFile.GetBytesFromString(UpperTexture));
91 | bytes.AddRange(WadFile.GetBytesFromString(LowerTexture));
92 | bytes.AddRange(WadFile.GetBytesFromString(MiddleTexture));
93 | bytes.AddRange(BitConverter.GetBytes((short)Sector));
94 | return bytes.ToArray();
95 | }
96 | }
97 | }
98 |
--------------------------------------------------------------------------------
/src/Config/PreferencesTheme.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using PNG2WAD.INI;
22 | using System;
23 |
24 | namespace PNG2WAD.Config
25 | {
26 | ///
27 | /// Stores information for a theme in the preferences
28 | ///
29 | public readonly struct PreferencesTheme
30 | {
31 | ///
32 | /// Total number of values in the ThemeSector enum.
33 | ///
34 | public static readonly int THEME_SECTORS_COUNT = Enum.GetValues(typeof(ThemeSector)).Length;
35 |
36 | ///
37 | /// Total number of values in the ThemeTexture enum.
38 | ///
39 | public static readonly int THEME_TEXTURES_COUNT = Enum.GetValues(typeof(ThemeTexture)).Length;
40 |
41 | ///
42 | /// Floor/Ceiling heights. Two int32s (floor, ceiling) per ThemeSector.
43 | ///
44 | public int[][] Height { get; }
45 |
46 | ///
47 | /// Light levels. One int32 per ThemeSector.
48 | ///
49 | public int[] LightLevel { get; }
50 |
51 | ///
52 | /// Sector special types. One int32 per ThemeSector.
53 | ///
54 | public int[] SectorSpecial { get; }
55 |
56 | ///
57 | /// Textures. A string array per ThemeTexture.
58 | ///
59 | public string[][] Textures { get; }
60 |
61 | ///
62 | /// Constructor.
63 | ///
64 | /// Ini file to load from
65 | /// Theme section in the ini file
66 | public PreferencesTheme(INIFile ini, string section)
67 | {
68 | int i;
69 |
70 | Height = new int[THEME_SECTORS_COUNT][];
71 | LightLevel = new int[THEME_SECTORS_COUNT];
72 | SectorSpecial = new int[THEME_SECTORS_COUNT];
73 |
74 | for (i = 0; i < THEME_SECTORS_COUNT; i++)
75 | {
76 | Height[i] = ini.GetValueArray(section, $"Height.{(ThemeSector)i}");
77 | if (Height[i].Length == 0) Height[i] = new int[] { 0, 64 };
78 | else if (Height[i].Length == 1) Height[i] = new int[] { 0, Height[i][1] };
79 | Height[i] = new int[] { Math.Min(Height[i][0], Height[i][1]), Math.Max(Height[i][0], Height[i][1]) };
80 |
81 | LightLevel[i] = ini.GetValue(section, $"LightLevel.{(ThemeSector)i}", -1);
82 | LightLevel[i] = Toolbox.Clamp(LightLevel[i], 0, 255);
83 |
84 | SectorSpecial[i] = ini.GetValue(section, $"SectorSpecial.{(ThemeSector)i}", 0);
85 | SectorSpecial[i] = Math.Max(0, SectorSpecial[i]);
86 | }
87 |
88 | Textures = new string[THEME_TEXTURES_COUNT][];
89 | for (i = 0; i < THEME_TEXTURES_COUNT; i++)
90 | Textures[i] = ini.GetValueArray(section, $"Textures.{(ThemeTexture)i}");
91 | }
92 | }
93 | }
94 |
--------------------------------------------------------------------------------
/src/Doom/Map/Linedef.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using System;
22 | using System.Collections.Generic;
23 |
24 | namespace PNG2WAD.Doom.Map
25 | {
26 | ///
27 | /// A Doom map linedef.
28 | ///
29 | public readonly struct Linedef
30 | {
31 | ///
32 | /// Index of this linedef's first vertex.
33 | ///
34 | public int Vertex1 { get; }
35 |
36 | ///
37 | /// Index of this linedef's second vertex.
38 | ///
39 | public int Vertex2 { get; }
40 |
41 | ///
42 | /// Linedef flags.
43 | ///
44 | public LinedefFlags Flags { get; }
45 |
46 | ///
47 | /// Linedef special type.
48 | ///
49 | public int Type { get; }
50 |
51 | ///
52 | /// Linedef action tag.
53 | ///
54 | public int Tag { get; }
55 |
56 | ///
57 | /// Index of this sidedef's right sidedef.
58 | ///
59 | public int SidedefRight { get; }
60 |
61 | ///
62 | /// Index of this sidedef's left sidedef.
63 | ///
64 | public int SidedefLeft { get; }
65 |
66 | ///
67 | /// Constructor.
68 | ///
69 | /// Index of this linedef's first vertex
70 | /// Index of this linedef's second vertex
71 | /// Linedef flags
72 | /// Linedef special type
73 | /// Linedef action tag
74 | /// Index of this sidedef's right sidedef
75 | /// Index of this sidedef's left sidedef
76 | public Linedef(int vertex1, int vertex2, LinedefFlags flags, int type, int tag, int sidedefLeft, int sidedefRight)
77 | {
78 | Vertex1 = vertex1;
79 | Vertex2 = vertex2;
80 | Flags = flags;
81 | Type = type;
82 | Tag = tag;
83 | SidedefRight = sidedefRight;
84 | SidedefLeft = sidedefLeft;
85 | }
86 |
87 | ///
88 | /// Gets an array of bytes descripting this linedef to add to the LINEDEFS lump.
89 | ///
90 | /// An array of bytes
91 | public byte[] ToBytes()
92 | {
93 | List bytes = new();
94 | bytes.AddRange(BitConverter.GetBytes((short)Vertex1));
95 | bytes.AddRange(BitConverter.GetBytes((short)Vertex2));
96 | bytes.AddRange(BitConverter.GetBytes((short)Flags));
97 | bytes.AddRange(BitConverter.GetBytes((short)Type));
98 | bytes.AddRange(BitConverter.GetBytes((short)Tag));
99 | bytes.AddRange(BitConverter.GetBytes((short)SidedefRight));
100 | bytes.AddRange(BitConverter.GetBytes((short)SidedefLeft));
101 | return bytes.ToArray();
102 | }
103 | }
104 | }
105 |
--------------------------------------------------------------------------------
/src/Doom/Map/Sector.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using PNG2WAD.Doom.Wad;
22 | using System;
23 | using System.Collections.Generic;
24 |
25 | namespace PNG2WAD.Doom.Map
26 | {
27 | ///
28 | /// A Doom map sector.
29 | ///
30 | public readonly struct Sector
31 | {
32 | ///
33 | /// Height of this sector's floor.
34 | ///
35 | public int FloorHeight { get; }
36 |
37 | ///
38 | /// Height of this sector's ceiling.
39 | ///
40 | public int CeilingHeight { get; }
41 |
42 | ///
43 | /// Texture drawn on this sector's floor.
44 | ///
45 | public string FloorTexture { get; }
46 |
47 | ///
48 | /// Texture drawn on this sector's ceiling.
49 | ///
50 | public string CeilingTexture { get; }
51 |
52 | ///
53 | /// Light level in this sector (0-255).
54 | ///
55 | public int LightLevel { get; }
56 |
57 | ///
58 | /// Sector special type.
59 | ///
60 | public int Special { get; }
61 |
62 | ///
63 | /// Sector special tag.
64 | ///
65 | public int Tag { get; }
66 |
67 | ///
68 | /// Constructor.
69 | ///
70 | ///
71 | ///
72 | ///
73 | ///
74 | ///
75 | ///
76 | ///
77 | public Sector(int floorHeight, int ceilingHeight, string floorTexture, string ceilingTexture, int lightLevel, int special = 0, int tag = 0)
78 | {
79 | FloorHeight = Math.Max(-32768, Math.Min(32767, floorHeight));
80 | CeilingHeight = Math.Max(FloorHeight, Math.Min(32767, ceilingHeight));
81 | FloorTexture = floorTexture;
82 | CeilingTexture = ceilingTexture;
83 | LightLevel = Math.Max(0, Math.Min(255, lightLevel));
84 | Special = Math.Max(0, Math.Min(32767, special));
85 | Tag = Math.Max(0, Math.Min(32767, tag));
86 | }
87 |
88 | ///
89 | /// Gets an array of bytes descripting this sector to add to the SECTORS lump.
90 | ///
91 | /// An array of bytes
92 | public byte[] ToBytes()
93 | {
94 | List bytes = new();
95 | bytes.AddRange(BitConverter.GetBytes((short)FloorHeight));
96 | bytes.AddRange(BitConverter.GetBytes((short)CeilingHeight));
97 | bytes.AddRange(WadFile.GetBytesFromString(FloorTexture));
98 | bytes.AddRange(WadFile.GetBytesFromString(CeilingTexture));
99 | bytes.AddRange(BitConverter.GetBytes((short)LightLevel));
100 | bytes.AddRange(BitConverter.GetBytes((short)Special));
101 | bytes.AddRange(BitConverter.GetBytes((short)Tag));
102 | return bytes.ToArray();
103 | }
104 | }
105 | }
106 |
--------------------------------------------------------------------------------
/src/Doom/Map/DoomMap.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 |
22 |
23 | using PNG2WAD.Doom.Wad;
24 | using System;
25 | using System.Collections.Generic;
26 | using System.Drawing;
27 | using System.Linq;
28 |
29 | namespace PNG2WAD.Doom.Map
30 | {
31 | ///
32 | /// A Doom map.
33 | ///
34 | public sealed class DoomMap : IDisposable
35 | {
36 | ///
37 | /// Name of the map in the wad file (E1M1, MAP01, etc.)
38 | ///
39 | public string Name { get; }
40 |
41 | ///
42 | /// Map linedefs.
43 | ///
44 | public List Linedefs { get; } = new List();
45 |
46 | ///
47 | /// Map sectors.
48 | ///
49 | public List Sectors { get; } = new List();
50 |
51 | ///
52 | /// Map sidedefs.
53 | ///
54 | public List Sidedefs { get; } = new List();
55 |
56 | ///
57 | /// Map things.
58 | ///
59 | public List Things { get; } = new List();
60 |
61 | ///
62 | /// Map vertices.
63 | ///
64 | public List Vertices { get; } = new List();
65 |
66 | ///
67 | /// Constructor. Creates a new, empty map.
68 | ///
69 | /// Name of the map in the wad file (E1M1, MAP01...)
70 | public DoomMap(string name)
71 | {
72 | Name = name;
73 | }
74 |
75 | ///
76 | /// Adds the map lumps to a Doom wad file.
77 | ///
78 | /// The wad file to which the map should be added
79 | public void AddToWad(WadFile wad)
80 | {
81 | wad.AddLump(Name, Array.Empty());
82 | wad.AddLump("LINEDEFS", Linedefs.SelectMany(x => x.ToBytes()).ToArray());
83 | wad.AddLump("SECTORS", Sectors.SelectMany(x => x.ToBytes()).ToArray());
84 | wad.AddLump("SIDEDEFS", Sidedefs.SelectMany(x => x.ToBytes()).ToArray());
85 | wad.AddLump("THINGS", Things.SelectMany(x => x.ToBytes()).ToArray());
86 | wad.AddLump("VERTEXES", Vertices.SelectMany(x => x.ToBytes()).ToArray());
87 | }
88 |
89 | ///
90 | /// Adds a new vertex to the map if no vertex with these coordinates exist, or return the index of the vertex with these coordinates.
91 | ///
92 | /// Coordinates of the vertex
93 | /// Index of the vertex with these coordinates
94 | public int AddVertex(Point coordinates)
95 | {
96 | for (int i = 0; i < Vertices.Count; i++)
97 | if ((Vertices[i].X == coordinates.X) && (Vertices[i].Y == coordinates.Y))
98 | return i;
99 |
100 | Vertices.Add(new Vertex(coordinates));
101 | return Vertices.Count - 1;
102 | }
103 |
104 | ///
105 | /// Returns the coordinates the the edges of the map.
106 | ///
107 | /// Minimum X coordinate of any vertex
108 | /// Minimum Y coordinate of any vertex
109 | /// Maximum X coordinate of any vertex
110 | /// Maximum Y coordinate of any vertex
111 | public void GetMapBoundaries(out int minX, out int minY, out int maxX, out int maxY)
112 | {
113 | minX = 0; minY = 0; maxX = 0; maxY = 0;
114 | if (Vertices.Count == 0) return;
115 |
116 | minX = Vertices[0].X; maxX = Vertices[0].X;
117 | minY = Vertices[0].Y; maxY = Vertices[0].Y;
118 |
119 | foreach (Vertex v in Vertices)
120 | {
121 | if (v.X < minX) minX = v.X;
122 | if (v.X > maxX) maxX = v.X;
123 | if (v.Y < minY) minY = v.Y;
124 | if (v.Y > maxY) maxY = v.Y;
125 | }
126 | }
127 |
128 | ///
129 | /// IDisposable implementation.
130 | ///
131 | public void Dispose() { }
132 | }
133 | }
134 |
--------------------------------------------------------------------------------
/src/PNGToWad.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using PNG2WAD.Config;
22 | using PNG2WAD.Generator;
23 | using PNG2WAD.Doom.Map;
24 | using PNG2WAD.Doom.Wad;
25 | using System;
26 | using System.Diagnostics;
27 | using System.Drawing;
28 | using System.IO;
29 | using System.Linq;
30 |
31 | namespace PNG2WAD
32 | {
33 | ///
34 | /// Main program. Parses command-line arguments and creates an instance of the generator.
35 | ///
36 | public sealed class PNGToWad : IDisposable
37 | {
38 | ///
39 | /// Static Main() method. Program entry point.
40 | ///
41 | /// Command line parameters
42 | private static void Main(string[] args)
43 | {
44 | #if DEBUG
45 | if (args.Length == 0)
46 | args = new string[]
47 | {
48 | @"..\Release\wolf_prison.png",
49 | @"..\Release\cave.png",
50 | @"..\Release\city_of_earth.png",
51 | @"..\Release\city_of_hell.png"
52 | };
53 | #endif
54 |
55 | using PNGToWad db = new(args);
56 | }
57 |
58 | ///
59 | /// Constructor.
60 | ///
61 | /// Command line parameters
62 | public PNGToWad(params string[] args)
63 | {
64 | string[] mapBitmapFiles = (from string file in args where File.Exists(file) && Path.GetExtension(file).ToLowerInvariant() == ".png" select file).ToArray();
65 |
66 | if (mapBitmapFiles.Length == 0)
67 | {
68 | Console.WriteLine("Missing parameters or no valid PNG file in the parameters.");
69 | Console.WriteLine("Syntax is: PixelsOfDoom.exe SomeImage.png [SomeOtherImage.png] [YetAnotherImage.png]...");
70 | Console.ReadKey();
71 | return;
72 | }
73 |
74 | string wadFile = Path.GetFileNameWithoutExtension(mapBitmapFiles[0]) + ".wad"; // Output file is the name of the first file with a WAD extension.
75 |
76 | #if DEBUG
77 | Preferences config = new(@"..\Release\Preferences.ini");
78 | #else
79 | Preferences config = new("Preferences.ini");
80 | #endif
81 | MapGenerator generator = new(config);
82 | WadFile wad = new();
83 |
84 | for (int i = 0; i < mapBitmapFiles.Length; i++)
85 | {
86 | int mapNumber = i + 1;
87 |
88 | if ((config.Doom1Format && (mapNumber > 9)) || (!config.Doom1Format && (mapNumber > 99))) // Too many maps, stop here
89 | break;
90 |
91 | #if !DEBUG
92 | try
93 | {
94 | #endif
95 | string mapName = config.Doom1Format ? $"E{config.Episode:0}M{mapNumber:0}" : $"MAP{mapNumber:00}";
96 |
97 | using Bitmap bitmap = new(mapBitmapFiles[i]);
98 | using DoomMap map = generator.Generate(mapName, bitmap);
99 | map.AddToWad(wad);
100 | #if !DEBUG
101 | }
102 | catch (Exception ex)
103 | {
104 | Console.WriteLine(ex.Message);
105 | Console.WriteLine(ex.StackTrace);
106 | Console.WriteLine();
107 | continue;
108 | }
109 | #endif
110 | }
111 |
112 | wad.SaveToFile(wadFile);
113 | wad.Dispose();
114 | generator.Dispose();
115 |
116 | if (config.BuildNodes)
117 | {
118 | Process bspProcess;
119 |
120 | switch (Environment.OSVersion.Platform)
121 | {
122 | case PlatformID.Win32NT:
123 | case PlatformID.Win32S:
124 | case PlatformID.Win32Windows:
125 | case PlatformID.WinCE:
126 | Console.WriteLine("Building nodes with bsp-w32.exe...");
127 | #if DEBUG
128 | bspProcess = Process.Start(@"..\Release\bsp-w32.exe", $"\"{wadFile}\" -o \"{wadFile}\"");
129 | #else
130 | bspProcess = Process.Start("bsp-w32.exe", $"\"{wadFile}\" -o \"{wadFile}\"");
131 | #endif
132 | bspProcess.WaitForExit();
133 | if (bspProcess.ExitCode != 0)
134 | Console.WriteLine("Failed to build nodes!");
135 | break;
136 | }
137 | }
138 | }
139 |
140 | ///
141 | /// IDisposable implementation.
142 | ///
143 | public void Dispose() { }
144 | }
145 | }
146 |
--------------------------------------------------------------------------------
/src/Config/Preferences.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using PNG2WAD.INI;
22 | using System;
23 | using System.Collections.Generic;
24 | using System.Drawing;
25 |
26 | namespace PNG2WAD.Config
27 | {
28 |
29 | ///
30 | /// Stores the preferences loaded from Preferences.ini.
31 | ///
32 | public readonly struct Preferences
33 | {
34 | ///
35 | /// Number of things categories.
36 | ///
37 | public static readonly int THINGS_CATEGORY_COUNT = Enum.GetValues(typeof(ThingCategory)).Length;
38 |
39 | ///
40 | /// Color to used for the default theme.
41 | ///
42 | public static readonly int DEFAULT_THEME_COLOR = Color.White.ToArgb();
43 |
44 | ///
45 | /// Should nodes be built using bsp-w32 once the map(s) are generated?
46 | ///
47 | public bool BuildNodes { get; }
48 |
49 | ///
50 | /// Should map names be generated in the Doom 1 (ExMy) format?
51 | ///
52 | public bool Doom1Format { get; }
53 |
54 | ///
55 | /// What episode do the maps belong to? Only used when Doom1Format is true.
56 | ///
57 | public int Episode { get; }
58 |
59 | ///
60 | /// Should entrances and exits be generated?
61 | ///
62 | public bool GenerateEntranceAndExit { get; }
63 |
64 | ///
65 | /// Should things (monsters, items...) be generated?
66 | ///
67 | public bool GenerateThings { get; }
68 |
69 | ///
70 | /// The map themes.
71 | ///
72 | private readonly Dictionary Themes;
73 |
74 | ///
75 | /// Array of thing types to pick from for each thing category.
76 | ///
77 | public int[][] ThingsTypes { get; }
78 |
79 | ///
80 | /// Min/Max amount of things to spawn for each thing category.
81 | ///
82 | public int[][] ThingsCount { get; }
83 |
84 | ///
85 | /// Constructor.
86 | ///
87 | /// Path to the Preferences.ini file.
88 | public Preferences(string filePath)
89 | {
90 | using INIFile ini = new(filePath);
91 |
92 | // Load common settings
93 | BuildNodes = ini.GetValue("Options", "BuildNodes", false);
94 | Doom1Format = ini.GetValue("Options", "Doom1Format", false);
95 | Episode = Math.Max(1, Math.Min(9, ini.GetValue("Options", "Episode", 1)));
96 | GenerateEntranceAndExit = ini.GetValue("Options", "GenerateEntranceAndExit", true);
97 | GenerateThings = ini.GetValue("Options", "GenerateThings", true);
98 |
99 | // Load things
100 | ThingsTypes = new int[THINGS_CATEGORY_COUNT][];
101 | ThingsCount = new int[THINGS_CATEGORY_COUNT][];
102 | for (int i = 0; i < THINGS_CATEGORY_COUNT; i++)
103 | {
104 | ThingsTypes[i] = ini.GetValueArray("Things", $"Types.{(ThingCategory)i}");
105 | ThingsCount[i] = ini.GetValueArray("Things", $"Count.{(ThingCategory)i}");
106 | Array.Resize(ref ThingsCount[i], 2);
107 | ThingsCount[i] = new int[] { Math.Min(ThingsCount[i][0], ThingsCount[i][1]), Math.Max(ThingsCount[i][0], ThingsCount[i][1]) };
108 | }
109 |
110 | // Load themes. Default theme is loaded first so it can't be overriden.
111 | Themes = new Dictionary
112 | {
113 | { DEFAULT_THEME_COLOR, new PreferencesTheme(ini, "Theme.Default") }
114 | };
115 |
116 | foreach (string theme in ini.GetAllKeysInSection("Themes"))
117 | {
118 | Color? c = Toolbox.GetColorFromString(ini.GetValue("Themes", theme));
119 | if (!c.HasValue) continue;
120 | if (Themes.ContainsKey(c.Value.ToArgb())) continue;
121 |
122 | Themes.Add(c.Value.ToArgb(), new PreferencesTheme(ini, $"Theme.{theme}"));
123 | }
124 | }
125 |
126 | ///
127 | /// Gets a theme from the RGB color of the top-left pixel of a map PNG.
128 | /// If no theme use this color, returns the default theme.
129 | ///
130 | /// Color of the "theme pixel"
131 | /// A theme
132 | public PreferencesTheme GetTheme(Color color)
133 | {
134 | int colorInt = color.ToArgb();
135 | return Themes.ContainsKey(colorInt) ? Themes[colorInt] : Themes[DEFAULT_THEME_COLOR];
136 | }
137 | }
138 | }
139 |
--------------------------------------------------------------------------------
/bin/Release/Preferences.ini:
--------------------------------------------------------------------------------
1 | [Options]
2 | ; Should bsp-w32.exe be used to build nodes after the wad file is generated (Windows only)?
3 | ; If set to false or when running PixelsOfDoom on Linux or macOS, you'll have to build nodes manually using an external node builder
4 | BuildNodes=true
5 |
6 | ; Should the map be names be in the Doom 1 (ExMy) or Doom 2 (MAPxx) format?
7 | ; Be aware that you'll have to change some values in the Things and themes if you want to generate a Doom 1 map, because not all monsters and textures are available in Doom 1
8 | Doom1Format=false
9 |
10 | ; Episode the maps belong to, if Doom 1 format is used
11 | Episode=1
12 |
13 | ; Should entrance and exits be added on the map?
14 | ; If set to false, the maps will not be playable as no player starts will be generated
15 | GenerateEntranceAndExit=true
16 |
17 | ; Should monsters and items be generated
18 | GenerateThings=true
19 |
20 | [Things]
21 | ; Things types the things generator should spawn
22 | Types.AmmoSmall=2008,2007,2047,2010
23 | Types.AmmoLarge=2048,2046,2049,17
24 | Types.Armor=2018,2019
25 | Types.Health=2012,2011
26 | Types.MonstersVeryHard=64,69,3003
27 | Types.MonstersHard=3005,69
28 | Types.MonstersMedium=3002,3006,58,65
29 | Types.MonstersEasy=3004,9,3001
30 | Types.PowerUps=8,2023,2022,2024,2013
31 | Types.WeaponsLow=2002,2005,2001,82
32 | Types.WeaponsHigh=2006,2004,2003
33 |
34 | ; Minimum and maximum number of things to spawn in a map with 1000 walkable tiles (more or less what you could expect to find in an average 64×64 pixels map)
35 | ; A multiplier is applied if the map has more or less walkable tiles.
36 | Count.AmmoLarge=4,8
37 | Count.AmmoSmall=8,12
38 | Count.Armor=2,4
39 | Count.Health=8,10
40 | Count.MonstersAverage=15,25
41 | Count.MonstersEasy=15,25
42 | Count.MonstersHard=5,10
43 | Count.MonstersVeryHard=2,5
44 | Count.PowerUps=0,2
45 | Count.WeaponsHigh=1,3
46 | Count.WeaponsLow=2,4
47 |
48 | ; The color of the upper-left pixel of a PNG is used to set the map theme.
49 | [Themes]
50 | Default=255,255,255
51 | Cave=128,128,128
52 | City=128,128,255
53 | Hell=255,0,0
54 |
55 | ; Default theme, used when the upper-left pixel does not match any theme
56 | [Theme.Default]
57 | ; Floor and ceiling heights
58 | Height.Default=0,64
59 | Height.DoorSide=0,64
60 | Height.Entrance=4,64
61 | Height.Exit=4,64
62 | Height.Exterior=0,128
63 | Height.SpecialCeiling=0,60
64 | Height.SpecialFloor=-4,64
65 |
66 | LightLevel.Default=192
67 | LightLevel.DoorSide=192
68 | LightLevel.Entrance=192
69 | LightLevel.Exit=255
70 | LightLevel.Exterior=255
71 | LightLevel.SpecialCeiling=255
72 | LightLevel.SpecialFloor=192
73 |
74 | ; Sector types can be found here: https://doomwiki.org/wiki/Sector
75 | SectorSpecial.Default=0
76 | SectorSpecial.DoorSide=0
77 | SectorSpecial.Entrance=0
78 | SectorSpecial.Exit=8
79 | SectorSpecial.Exterior=0
80 | SectorSpecial.SpecialCeiling=17
81 | SectorSpecial.SpecialFloor=7
82 |
83 | Textures.Ceiling=CEIL3_1,CEIL3_3,FLAT18,FLAT20,FLAT4,FLAT5_5
84 | Textures.CeilingSpecial=CEIL3_4,FLAT17,FLAT2,FLOOR1_7,GRNLITE1,TLITE6_1,TLITE6_4,TLITE6_5,TLITE6_6
85 | Textures.Door=DOOR1,DOOR3
86 | Textures.DoorSide=LITE5
87 | Textures.Floor=FLAT1_1,FLAT1_2,FLAT5,FLAT5_5,FLOOR0_1,FLOOR0_2,FLOOR1_1,FLOOR3_3,FLOOR4_1,FLOOR5_3,FLOOR5_4
88 | Textures.FloorEntrance=CEIL4_3
89 | Textures.FloorExit=FLAT22
90 | Textures.FloorExterior=FLOOR6_2,FLAT10
91 | Textures.FloorSpecial=NUKAGE1
92 | Textures.Wall=STARTAN2,CEMENT6,GRAY1,ICKWALL1,SLADWALL,BIGBRIK3,BRONZE4,BROVINE2,SPACEW2,SPACEW4,TEKGREN2
93 | Textures.WallExterior=
94 |
95 | [Theme.Cave]
96 | Height.Default=0,64
97 | Height.DoorSide=0,64
98 | Height.Entrance=4,64
99 | Height.Exit=4,64
100 | Height.Exterior=0,128
101 | Height.SpecialCeiling=0,64
102 | Height.SpecialFloor=-4,64
103 |
104 | LightLevel.Default=164
105 | LightLevel.DoorSide=164
106 | LightLevel.Entrance=164
107 | LightLevel.Exit=255
108 | LightLevel.Exterior=192
109 | LightLevel.SpecialCeiling=164
110 | LightLevel.SpecialFloor=192
111 |
112 | SectorSpecial.Default=0
113 | SectorSpecial.DoorSide=0
114 | SectorSpecial.Entrance=0
115 | SectorSpecial.Exit=8
116 | SectorSpecial.Exterior=0
117 | SectorSpecial.SpecialCeiling=0
118 | SectorSpecial.SpecialFloor=0
119 |
120 | Textures.Ceiling=FLAT5_7,FLAT5_8,FLOOR6_2,MFLR8_2
121 | Textures.CeilingSpecial=FLAT5_2
122 | Textures.Door=BIGDOOR5
123 | Textures.DoorSide=METAL,SUPPORT3
124 | Textures.Floor=FLAT10,FLAT5_7,FLAT5_8,FLOOR6_2,MFLR8_2,MFLR8_4
125 | Textures.FloorEntrance=CEIL4_3
126 | Textures.FloorExit=FLAT22
127 | Textures.FloorExterior=
128 | Textures.FloorSpecial=FWATER1
129 | Textures.Wall=ASHWALL2,ROCK1,STONE4,STONE6
130 | Textures.WallExterior=
131 |
132 | [Theme.City]
133 | Height.Default=0,64
134 | Height.DoorSide=0,64
135 | Height.Entrance=4,64
136 | Height.Exit=4,64
137 | Height.Exterior=0,256
138 | Height.SpecialCeiling=0,64
139 | Height.SpecialFloor=-4,64
140 |
141 | LightLevel.Default=192
142 | LightLevel.DoorSide=192
143 | LightLevel.Entrance=192
144 | LightLevel.Exit=255
145 | LightLevel.Exterior=220
146 | LightLevel.SpecialCeiling=255
147 | LightLevel.SpecialFloor=192
148 |
149 | SectorSpecial.Default=0
150 | SectorSpecial.DoorSide=0
151 | SectorSpecial.Entrance=0
152 | SectorSpecial.Exit=8
153 | SectorSpecial.Exterior=0
154 | SectorSpecial.SpecialCeiling=0
155 | SectorSpecial.SpecialFloor=0
156 |
157 | Textures.Ceiling=CEIL3_1,FLAT5_4,FLAT9
158 | Textures.CeilingSpecial=CEIL3_4
159 | Textures.Door=DOOR1,DOOR3
160 | Textures.DoorSide=LITE5
161 | Textures.Floor=FLAT3,FLAT5,FLOOR0_2,FLOOR0_6,FLOOR0_7,FLOOR3_3
162 | Textures.FloorEntrance=CEIL4_3
163 | Textures.FloorExit=FLAT22
164 | Textures.FloorExterior=FLAT1,RROCK03
165 | Textures.FloorSpecial=FLAT14,FLOOR1_1,FLOOR1_6
166 | Textures.Wall=STARTAN2,CEMENT6,GRAY1,ICKWALL1,SLADWALL,BIGBRIK3,BRONZE4,BROVINE2,SPACEW2,SPACEW4,TEKGREN2
167 | Textures.WallExterior=BIGBRIK2,BLAKWAL2,BRICK1,BRICK5,BRICK11
168 |
169 | [Theme.Hell]
170 | Height.Default=0,64
171 | Height.DoorSide=0,64
172 | Height.Entrance=4,64
173 | Height.Exit=4,64
174 | Height.Exterior=0,128
175 | Height.SpecialCeiling=0,64
176 | Height.SpecialFloor=-4,64
177 |
178 | LightLevel.Default=164
179 | LightLevel.DoorSide=164
180 | LightLevel.Entrance=164
181 | LightLevel.Exit=255
182 | LightLevel.Exterior=192
183 | LightLevel.SpecialCeiling=164
184 | LightLevel.SpecialFloor=192
185 |
186 | SectorSpecial.Default=0
187 | SectorSpecial.DoorSide=0
188 | SectorSpecial.Entrance=0
189 | SectorSpecial.Exit=8
190 | SectorSpecial.Exterior=0
191 | SectorSpecial.SpecialCeiling=0
192 | SectorSpecial.SpecialFloor=5
193 |
194 | Textures.Ceiling=CEIL1_1,FLAT5_1,FLAT5_2,FLAT5_3
195 | Textures.CeilingSpecial=FLAT5_6,SFLR6_1,SFLR6_4
196 | Textures.Door=BIGDOOR5
197 | Textures.DoorSide=METAL,SUPPORT3
198 | Textures.Floor=FLAT1_1,FLAT1_2,FLAT5_1,FLAT5_2,FLAT5_3
199 | Textures.FloorEntrance=GATE4
200 | Textures.FloorExit=GATE1,GATE2,GATE3
201 | Textures.FloorExterior=FLAT5_7,FLAT5_8,FLOOR6_1,FLOOR6_2,MFLR8_2,MFLR8_3
202 | Textures.FloorSpecial=LAVA1
203 | Textures.Wall=GSTONE1,GSTVINE1,MARBGRAY,MARBLE2,SKINEDGE,SKSNAKE1
204 | Textures.WallExterior=
205 |
--------------------------------------------------------------------------------
/src/Generator/SectorInfo.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using PNG2WAD.Config;
22 | using System;
23 |
24 | namespace PNG2WAD.Generator
25 | {
26 | ///
27 | /// Information about a sector. Includes all data required by the SECTORS lump in the wad file, but also about the wall textures.
28 | ///
29 | public struct SectorInfo
30 | {
31 | ///
32 | /// Type of sector.
33 | ///
34 | public TileType Type { get; }
35 |
36 | ///
37 | /// Ceiling height.
38 | ///
39 | public int CeilingHeight { get; private set; }
40 |
41 | ///
42 | /// Ceiling texture.
43 | ///
44 | public string CeilingTexture { get; private set; }
45 |
46 | ///
47 | /// Floor height.
48 | ///
49 | public int FloorHeight { get; private set; }
50 |
51 | ///
52 | /// Floor texture.
53 | ///
54 | public string FloorTexture { get; private set; }
55 |
56 | ///
57 | /// Light level.
58 | ///
59 | public int LightLevel { get; private set; }
60 |
61 | ///
62 | /// Special type of linedefs facing this sector.
63 | ///
64 | public int LinedefSpecial { get; private set; }
65 |
66 | ///
67 | /// Special type of this sector.
68 | ///
69 | public int SectorSpecial { get; private set; }
70 |
71 | ///
72 | /// Wall texture.
73 | ///
74 | public string WallTexture { get; private set; }
75 |
76 | ///
77 | /// Upper wall texture.
78 | ///
79 | public string WallTextureUpper { get; private set; }
80 |
81 | ///
82 | /// Lower wall texture.
83 | ///
84 | public string WallTextureLower { get; private set; }
85 |
86 | ///
87 | /// Constructor.
88 | ///
89 | /// Type of sector
90 | /// Map theme
91 | /// Selected "default" textures for this map
92 | public SectorInfo(TileType type, PreferencesTheme theme, string[] themeTextures)
93 | {
94 | Type = type;
95 |
96 | FloorHeight = theme.Height[(int)ThemeSector.Default][0];
97 | CeilingHeight = theme.Height[(int)ThemeSector.Default][1];
98 | LinedefSpecial = 0;
99 | SectorSpecial = 0;
100 |
101 | LightLevel = theme.LightLevel[(int)ThemeSector.Default];
102 |
103 | CeilingTexture = themeTextures[(int)ThemeTexture.Ceiling];
104 | FloorTexture = themeTextures[(int)ThemeTexture.Floor];
105 | WallTexture = Toolbox.RandomFromArray(theme.Textures[(int)ThemeTexture.Wall]);
106 | WallTextureUpper = null;
107 | WallTextureLower = null;
108 |
109 | switch (type)
110 | {
111 | case TileType.Door:
112 | CeilingHeight = FloorHeight;
113 | LinedefSpecial = 1; // DR Door Open Wait Close
114 | CeilingTexture = "CRATOP1";
115 | WallTexture = "DOORTRAK";
116 | WallTextureUpper = themeTextures[(int)ThemeTexture.Door];
117 | break;
118 |
119 | case TileType.DoorSide:
120 | WallTexture = themeTextures[(int)ThemeTexture.DoorSide];
121 | break;
122 |
123 | case TileType.Entrance:
124 | ApplySectorSpecial(theme, ThemeSector.Entrance);
125 | FloorTexture = themeTextures[(int)ThemeTexture.FloorEntrance];
126 | break;
127 |
128 | case TileType.Exit:
129 | ApplySectorSpecial(theme, ThemeSector.Exit);
130 | LinedefSpecial = 52; // W1 Exit Level
131 | FloorTexture = themeTextures[(int)ThemeTexture.FloorExit];
132 | break;
133 |
134 | case TileType.RoomExterior:
135 | ApplySectorSpecial(theme, ThemeSector.Exterior);
136 | CeilingTexture = "F_SKY1";
137 | if (theme.Textures[(int)ThemeTexture.FloorExterior].Length > 0)
138 | FloorTexture = themeTextures[(int)ThemeTexture.FloorExterior];
139 | if (theme.Textures[(int)ThemeTexture.WallExterior].Length > 0)
140 | WallTexture = Toolbox.RandomFromArray(theme.Textures[(int)ThemeTexture.WallExterior]);
141 | break;
142 |
143 | case TileType.RoomSpecialCeiling:
144 | ApplySectorSpecial(theme, ThemeSector.SpecialCeiling);
145 | CeilingTexture = themeTextures[(int)ThemeTexture.CeilingSpecial];
146 | break;
147 |
148 | case TileType.RoomSpecialFloor:
149 | ApplySectorSpecial(theme, ThemeSector.SpecialFloor);
150 | FloorTexture = themeTextures[(int)ThemeTexture.FloorSpecial];
151 | break;
152 |
153 | case TileType.Secret:
154 | CeilingHeight = FloorHeight;
155 | LinedefSpecial = 31; // D1 Door Open Stay
156 | SectorSpecial = 9; // Secret room
157 | WallTexture = "DOORTRAK";
158 | break;
159 | }
160 |
161 | CeilingHeight = Math.Max(FloorHeight, CeilingHeight);
162 |
163 | WallTextureUpper = WallTextureUpper ?? WallTexture;
164 | WallTextureLower = WallTextureLower ?? WallTexture;
165 | }
166 |
167 | ///
168 | /// Applies parameters read from a ThemeSector.
169 | ///
170 | /// The map theme
171 | /// Type of ThemeSector to copy parameters from
172 | private void ApplySectorSpecial(PreferencesTheme theme, ThemeSector themeSector)
173 | {
174 | CeilingHeight = theme.Height[(int)themeSector][1];
175 | FloorHeight = theme.Height[(int)themeSector][0];
176 | LightLevel = theme.LightLevel[(int)themeSector];
177 | SectorSpecial = theme.SectorSpecial[(int)themeSector];
178 | }
179 | }
180 | }
181 |
--------------------------------------------------------------------------------
/src/Toolbox.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using System;
22 | using System.Collections.Generic;
23 | using System.Drawing;
24 |
25 | namespace PNG2WAD
26 | {
27 | ///
28 | /// A static "toolbox" class with various class extensions and static methods.
29 | ///
30 | public static class Toolbox
31 | {
32 | ///
33 | /// (Private) Random number generator.
34 | ///
35 | private static readonly Random RNG = new();
36 |
37 | ///
38 | /// Compares two colors R,G,B values
39 | ///
40 | /// A color
41 | /// Another color
42 | /// True if all R,G,B values are all the same, false otherwise.
43 | public static bool IsSameRGB(this Color color, Color other)
44 | {
45 | return (color.R == other.R) && (color.G == other.G) && (color.B == other.B);
46 | }
47 |
48 | ///
49 | /// Returns the pythagorean distance between two points.
50 | ///
51 | /// A point
52 | /// Another point
53 | /// The distance between the two points
54 | public static float Distance(this Point point, Point other)
55 | {
56 | return (float)Math.Sqrt(Math.Pow(point.X - other.X, 2) + Math.Pow(point.Y - other.Y, 2));
57 | }
58 |
59 |
60 | ///
61 | /// Adds two points.
62 | ///
63 | /// A point
64 | /// Another point
65 | /// A new with X = point.X + other.X and Y = point.Y + other.Y
66 | public static Point Add(this Point point, Point other)
67 | {
68 | return new Point(point.X + other.X, point.Y + other.Y);
69 | }
70 |
71 | ///
72 | /// Multiplies a point with another point.
73 | ///
74 | /// A point
75 | /// Another point
76 | /// A new with X = point.X * mutiplier.X and Y = point.Y * mutiplier.Y
77 | public static Point Mult(this Point point, Point mutiplier)
78 | {
79 | return new Point(point.X * mutiplier.X, point.Y * mutiplier.Y);
80 | }
81 |
82 | ///
83 | /// Turns a string into a System.Drawing.Color.
84 | /// Can parse strings in HTML (#xxxxxx), RGB (xxx,xxx,xxx) and KnownColor (Red, Blue, etc.) formats.
85 | ///
86 | /// A string
87 | /// The color, or null if parsing failed
88 | public static Color? GetColorFromString(string colorString)
89 | {
90 | int r, g, b;
91 |
92 | try
93 | {
94 | colorString = colorString.Trim();
95 |
96 |
97 | if (colorString.StartsWith("#")) // HTML format
98 | {
99 | colorString = colorString[1..];
100 |
101 | if (colorString.Length == 6)
102 | {
103 | r = Convert.ToInt32(colorString[..2], 16);
104 | g = Convert.ToInt32(colorString.Substring(2, 2), 16);
105 | b = Convert.ToInt32(colorString.Substring(4, 2), 16);
106 |
107 | return Color.FromArgb(255, r, g, b);
108 | }
109 | else if (colorString.Length == 3)
110 | {
111 | string xR = colorString[..1]; xR += xR;
112 | string xG = colorString.Substring(1, 1); xG += xG;
113 | string xB = colorString.Substring(2, 1); xB += xB;
114 |
115 | r = Convert.ToInt32(xR, 16);
116 | g = Convert.ToInt32(xG, 16);
117 | b = Convert.ToInt32(xB, 16);
118 |
119 | return Color.FromArgb(255, r, g, b);
120 | }
121 | }
122 | else if (colorString.Contains(',')) // R,G,B format
123 | {
124 | string[] rgbStrings = colorString.Split(',');
125 |
126 | if (rgbStrings.Length >= 3)
127 | {
128 | r = Convert.ToInt32(rgbStrings[0].Trim());
129 | g = Convert.ToInt32(rgbStrings[1].Trim());
130 | b = Convert.ToInt32(rgbStrings[2].Trim());
131 |
132 | return Color.FromArgb(255, r, g, b);
133 | }
134 | }
135 | else if (Enum.TryParse(colorString, true, out KnownColor knownColor))
136 | return Color.FromKnownColor(knownColor);
137 | }
138 | catch (Exception)
139 | {
140 | return null;
141 | }
142 |
143 | return null;
144 | }
145 |
146 | ///
147 | /// Returns a random integer between 0 (inclusive) and maxValue (exclusive).
148 | ///
149 | /// The maximum possible value, EXCLUSIVE
150 | /// An integer
151 | public static int RandomInt(int maxValue)
152 | {
153 | return RNG.Next(maxValue);
154 | }
155 |
156 | ///
157 | /// Returns a random integer between minValue (inclusive) and maxValue (exclusive).
158 | ///
159 | /// The maximum possible value, INCLUSIVE
160 | /// The maximum possible value, EXCLUSIVE
161 | /// An integer
162 | public static int RandomInt(int minValue, int maxValue)
163 | {
164 | return RNG.Next(minValue, maxValue);
165 | }
166 |
167 | ///
168 | /// Returns a random element from a array.
169 | ///
170 | /// The type of the array
171 | /// The array
172 | /// An element from the array
173 | public static T RandomFromArray(T[] array)
174 | {
175 | if ((array == null) || (array.Length == 0)) return default;
176 | return array[RNG.Next(array.Length)];
177 | }
178 |
179 | ///
180 | /// Returns a random element from a list.
181 | ///
182 | /// The type of the list
183 | /// The list
184 | /// An element from the list
185 | public static T RandomFromList(List list)
186 | {
187 | if ((list == null) || (list.Count == 0)) return default;
188 | return list[RNG.Next(list.Count)];
189 | }
190 |
191 | ///
192 | /// Clamps the value between minValue and maxValue.
193 | ///
194 | /// A value
195 | /// Minimum acceptable value
196 | /// Maximum acceptable value
197 | /// The clamped value
198 | public static int Clamp(int value, int minValue, int maxValue)
199 | {
200 | return Math.Max(minValue, Math.Min(maxValue, value));
201 | }
202 | }
203 | }
204 |
--------------------------------------------------------------------------------
/src/Generator/ThingsGenerator.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using PNG2WAD.Config;
22 | using PNG2WAD.Doom.Map;
23 | using System;
24 | using System.Collections.Generic;
25 | using System.Drawing;
26 | using System.Linq;
27 |
28 | namespace PNG2WAD.Generator
29 | {
30 | ///
31 | /// Things generator. Creates player starts, items, monsters and other things.
32 | ///
33 | public sealed class ThingsGenerator : IDisposable
34 | {
35 | ///
36 | /// Default angle is North.
37 | ///
38 | private const int DEFAULT_ANGLE = 90;
39 |
40 | ///
41 | /// Number of deathmatch starts.
42 | ///
43 | private const int DEATHMATCH_STARTS_COUNT = 8;
44 |
45 | ///
46 | /// PNG2WAD Preferences.
47 | ///
48 | private readonly Preferences Preferences;
49 |
50 | ///
51 | /// List of 64x64 where a thing can be spawned.
52 | ///
53 | private readonly List FreeTiles;
54 |
55 | ///
56 | /// Constructor.
57 | ///
58 | /// PNG2WAD preferences
59 | public ThingsGenerator(Preferences preferences)
60 | {
61 | Preferences = preferences;
62 |
63 | FreeTiles = new List();
64 | }
65 |
66 | ///
67 | /// Create all required things on a map.
68 | ///
69 | /// The Doom map on which to create things
70 | /// Map sub-tiles generated by MapGenerator
71 | public void CreateThings(DoomMap map, TileType[,] subTiles)
72 | {
73 | int i, x, y;
74 |
75 | FreeTiles.Clear();
76 | for (x = 0; x < subTiles.GetLength(0); x += MapGenerator.SUBTILE_DIVISIONS)
77 | for (y = 0; y < subTiles.GetLength(1); y += MapGenerator.SUBTILE_DIVISIONS)
78 | {
79 | switch (subTiles[x,y])
80 | {
81 | case TileType.Door:
82 | case TileType.DoorSide:
83 | case TileType.Entrance:
84 | case TileType.Exit:
85 | case TileType.Secret:
86 | case TileType.Wall:
87 | continue;
88 | }
89 |
90 | FreeTiles.Add(new Point(x / MapGenerator.SUBTILE_DIVISIONS, y / MapGenerator.SUBTILE_DIVISIONS));
91 | }
92 |
93 |
94 | if (Preferences.GenerateEntranceAndExit)
95 | {
96 | AddPlayerStarts(map, subTiles); // Single-player and coop starts (spawned on entrances, or next to each other is none found)
97 | AddThings(map, DEATHMATCH_STARTS_COUNT, 0, 11); // Deathmatch starts (spawned anywhere on the map)
98 | }
99 |
100 | float thingsCountMultiplier = FreeTiles.Count / 1000.0f; // Bigger map = more things
101 |
102 | if (Preferences.GenerateThings)
103 | {
104 | for (i = 0; i < Preferences.THINGS_CATEGORY_COUNT; i++)
105 | AddThings(map, (ThingCategory)i,
106 | (int)(Preferences.ThingsCount[i][0] * thingsCountMultiplier),
107 | (int)(Preferences.ThingsCount[i][1] * thingsCountMultiplier));
108 | }
109 | }
110 |
111 | ///
112 | /// Adds a random number of things from a certain ThingCategory.
113 | ///
114 | /// The Doom map on which to add things
115 | /// The thing category from which to pick thing types
116 | /// Min number of things to add
117 | /// Max number of things to add
118 | /// Special flags for thing generation
119 | private void AddThings(DoomMap map, ThingCategory thingCategory, int minCount, int maxCount, ThingsGeneratorFlags generationFlags = 0)
120 | {
121 | int count = Toolbox.RandomInt(minCount, maxCount + 1);
122 | AddThings(map, count, generationFlags, Preferences.ThingsTypes[(int)thingCategory]);
123 | }
124 |
125 | ///
126 | /// Add a certain number of things from an array of thing types to a map.
127 | ///
128 | /// The Doom map on which to add things
129 | /// The number of things to add
130 | /// Special flags for thing generation
131 | /// Array of thing types to select from
132 | private void AddThings(DoomMap map, int count, ThingsGeneratorFlags generationFlags, params int[] thingTypes)
133 | {
134 | if ((count < 1) || (thingTypes.Length == 0)) return;
135 |
136 | for (int i = 0; i < count; i++)
137 | {
138 | if (FreeTiles.Count == 0) return;
139 |
140 | ThingOptions options = ThingOptions.AllSkills;
141 |
142 | switch (generationFlags)
143 | {
144 | case ThingsGeneratorFlags.MoreThingsInEasyMode:
145 | if (Toolbox.RandomInt(4) == 0) options = ThingOptions.Skill12 | ThingOptions.Skill3;
146 | else if (Toolbox.RandomInt(3) == 0) options = ThingOptions.Skill12;
147 | break;
148 | case ThingsGeneratorFlags.MoreThingsInHardMode:
149 | if (Toolbox.RandomInt(3) == 0) options = ThingOptions.Skill3 | ThingOptions.Skill45;
150 | else if (Toolbox.RandomInt(2) == 0) options = ThingOptions.Skill45;
151 | break;
152 | }
153 |
154 | int thingType = Toolbox.RandomFromArray(thingTypes);
155 | Point pt = Toolbox.RandomFromList(FreeTiles);
156 | AddThing(map, pt.X, pt.Y, thingType, Toolbox.RandomInt(360), options);
157 | FreeTiles.Remove(pt);
158 | }
159 | }
160 |
161 | ///
162 | /// Adds player starts to the map
163 | ///
164 | /// Doom map to add player starts to
165 | /// Map sub-tiles generated by MapGenerator
166 | private void AddPlayerStarts(DoomMap map, TileType[,] subTiles)
167 | {
168 | int x, y;
169 | List entrances = new();
170 |
171 | // Spawn a single-player/coop entrance for each of the four players
172 | for (int player = 1; player <= 4; player++)
173 | {
174 | bool foundAnEntrance = false;
175 |
176 | // First try to look for a free "entrance" tile
177 | for (x = 0; x < subTiles.GetLength(0); x+= MapGenerator.SUBTILE_DIVISIONS)
178 | for (y = 0; y < subTiles.GetLength(1); y += MapGenerator.SUBTILE_DIVISIONS)
179 | {
180 | if (!foundAnEntrance && (subTiles[x, y] == TileType.Entrance))
181 | {
182 | Point entranceTile = new(x / MapGenerator.SUBTILE_DIVISIONS, y / MapGenerator.SUBTILE_DIVISIONS);
183 | if (entrances.Contains(entranceTile)) continue; // Entrance already in use
184 | AddThing(map, x / MapGenerator.SUBTILE_DIVISIONS, y / MapGenerator.SUBTILE_DIVISIONS, player);
185 | entrances.Add(entranceTile);
186 | foundAnEntrance = true;
187 | }
188 | }
189 |
190 | if (foundAnEntrance) continue;
191 |
192 | // No "entrance" tile found for this player, so...
193 | if (FreeTiles.Count > 0)
194 | {
195 | Point tile;
196 |
197 | // ...if no player entrance has been selected yet, spawn the player on a random free tile
198 | if (entrances.Count == 0)
199 | tile = Toolbox.RandomFromList(FreeTiles);
200 | // ...else spawn the player on the nearest free tile from player 1 start
201 | else
202 | tile = (from Point t in FreeTiles select t).OrderBy(t => t.Distance(entrances[0])).First();
203 |
204 | FreeTiles.Remove(tile);
205 | AddThing(map, tile.X, tile.Y, player);
206 | entrances.Add(tile);
207 | foundAnEntrance = true;
208 | }
209 |
210 | if (foundAnEntrance) continue;
211 |
212 | // No free spot, put the player start in the northwest map corner.
213 | // Should never happen unless the map is entirely made of walls, doors or other unpassable stuff.
214 | // Might be outside a sector but at least the map won't crash with a "no player start found" error.
215 | AddThing(map, player - 1, 0, player);
216 | entrances.Add(new Point(player - 1, 0));
217 | }
218 | }
219 |
220 | ///
221 | /// Adds a thing to the map.
222 | ///
223 | /// Doom map the thing should be added to
224 | /// X coordinate of the tile on which the thing should be spawned
225 | /// Y coordinate of the tile on which the thing should be spanwed
226 | /// Type of thing
227 | /// Angle the thing should face
228 | /// Thing options
229 | private static void AddThing(DoomMap map, int x, int y, int thingType, int angle = (int)DEFAULT_ANGLE, ThingOptions options = ThingOptions.AllSkills)
230 | {
231 | map.Things.Add(
232 | new Thing(
233 | (int)((x + .5f) * MapGenerator.TILE_SIZE),
234 | (int)((y + .5f) * -MapGenerator.TILE_SIZE),
235 | thingType, angle, options));
236 | }
237 |
238 | ///
239 | /// IDisposable implementation.
240 | ///
241 | public void Dispose() { }
242 | }
243 | }
244 |
--------------------------------------------------------------------------------
/src/Doom/Wad/WadFile.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of Tools of Doom, a library providing a collection of
4 | classes to load/edit/save Doom maps and wad archives, created by @akaAgar
5 | (https://github.com/akaAgar/tools-of-doom).
6 |
7 | Tools of Doom is free software: you can redistribute it and/or modify
8 | it under the terms of the GNU General Public License as published by
9 | the Free Software Foundation, either version 3 of the License, or
10 | (at your option) any later version.
11 |
12 | Tools of Doom is distributed in the hope that it will be useful,
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 | GNU General Public License for more details.
16 |
17 | You should have received a copy of the GNU General Public License
18 | along with Tools of Doom. If not, see https://www.gnu.org/licenses/
19 | ==========================================================================
20 | */
21 |
22 | using System;
23 | using System.Collections.Generic;
24 | using System.IO;
25 | using System.Linq;
26 | using System.Text;
27 |
28 | namespace PNG2WAD.Doom.Wad
29 | {
30 | ///
31 | /// A Doom wad archive.
32 | ///
33 | public sealed class WadFile : IDisposable
34 | {
35 | ///
36 | /// Max length of a lump name.
37 | ///
38 | public const int MAX_LUMP_NAME_LENGTH = 8;
39 |
40 | ///
41 | /// Is the wad an IWAD (true) or a PWAD (false)?
42 | ///
43 | public bool IWAD { get; set; } = false;
44 |
45 | ///
46 | /// The number of lumps in the archive.
47 | ///
48 | public int LumpCount { get { return Lumps.Count; } }
49 |
50 | ///
51 | /// A list of all the lumps in the wad archive.
52 | ///
53 | // Cannot be a string/byte[] dictionary because a wad archive can have multiple lumps with the same names (and often does, as each map has its own THINGS, LINEDEFS, etc.)
54 | private readonly List Lumps = new();
55 |
56 | ///
57 | /// Constructor. Creates an empty wad archive.
58 | ///
59 | public WadFile() { }
60 |
61 | ///
62 | /// Constructor. Loads a wad archive from a file.
63 | ///
64 | /// Path to the wad file
65 | public WadFile(string filePath)
66 | {
67 | if (!File.Exists(filePath)) return;
68 |
69 | byte[] buffer4 = new byte[4];
70 | byte[] buffer8 = new byte[8];
71 |
72 | int i;
73 |
74 | using FileStream fs = new(filePath, FileMode.Open);
75 |
76 | fs.Read(buffer4, 0, 4); // Bytes 0-3 (ASCII string): IWAD or PWAD
77 | switch (GetStringFromBytes(buffer4))
78 | {
79 | case "IWAD": IWAD = true; break;
80 | case "PWAD": IWAD = false; break;
81 | default: return; // Neither an IWAD or a PWAD, invalid format
82 | }
83 |
84 | fs.Read(buffer4, 0, 4); // Bytes 4-7 (int): lump count
85 | int lumpCount = Convert.ToInt32(buffer4);
86 | if (lumpCount <= 0) return;
87 |
88 | fs.Read(buffer4, 0, 4); // Bytes 8-11 (int): directory offset
89 | int directoryOffset = Convert.ToInt32(buffer4);
90 | if (directoryOffset < 12) return;
91 |
92 | for (i = 0; i < lumpCount; i++)
93 | {
94 | fs.Seek(directoryOffset + 16 * i, SeekOrigin.Begin);
95 |
96 | fs.Read(buffer4, 0, 4);
97 | int lumpOffset = Convert.ToInt32(buffer4);
98 | fs.Read(buffer4, 0, 4);
99 | int lumpSize = Convert.ToInt32(buffer4);
100 | fs.Read(buffer4, 0, 8);
101 | string lumpName = GetStringFromBytes(buffer8);
102 |
103 | byte[] lumpbytes = new byte[lumpSize];
104 | fs.Seek(lumpOffset, SeekOrigin.Begin);
105 | fs.Read(lumpbytes, 0, lumpSize);
106 | Lumps.Add(new WadLump(lumpName, lumpbytes));
107 | }
108 | }
109 |
110 | ///
111 | /// Remove all lumps.
112 | ///
113 | public void ClearLumps() { Lumps.Clear(); }
114 |
115 | ///
116 | ///
117 | ///
118 | ///
119 | ///
120 | public WadLump? this[string lumpName]
121 | {
122 | get
123 | {
124 | int index = GetFirstIndexByLumpName(lumpName);
125 | if (index == -1) return null;
126 | return Lumps[index];
127 | }
128 | }
129 |
130 | ///
131 | /// Gets the lump with the provided index, or returns null if index is invalid.
132 | ///
133 | /// Index of the lump
134 | /// A wad lump, or null if index was invalid
135 | public WadLump? this[int index]
136 | {
137 | get
138 | {
139 | if ((index < 0) || (index >= Lumps.Count)) return null;
140 | return Lumps[index];
141 | }
142 | }
143 |
144 | ///
145 | /// Gets the indices of all lumps with this name.
146 | ///
147 | /// Lump name to search for
148 | ///
149 | public int[] GetIndicesByLumpName(string lumpName)
150 | {
151 | if (string.IsNullOrEmpty(lumpName)) return Array.Empty();
152 | lumpName = lumpName.ToUpperInvariant();
153 |
154 | List indices = new();
155 |
156 | for (int i = 0; i < Lumps.Count; i++)
157 | if (Lumps[i].Name == lumpName)
158 | indices.Add(i);
159 |
160 | return indices.ToArray();
161 | }
162 |
163 | public int GetFirstIndexByLumpName(string lumpName)
164 | {
165 | int[] indices = GetIndicesByLumpName(lumpName);
166 | return (indices.Length == 0) ? -1 : indices[0];
167 | }
168 |
169 | ///
170 | /// Removes node(s) with the provided name.
171 | ///
172 | /// Name of the lump(s) to remove
173 | /// If false, only the first node with this name will be removed. If true, all nodes with this name will be removed
174 | /// True if at least one lump was removed, false if no lump with this name was found
175 | public bool RemoveLump(string lumpName, bool removeAll = false)
176 | {
177 | if (removeAll)
178 | {
179 | int lumpIndex = GetFirstIndexByLumpName(lumpName);
180 | if (lumpIndex < 0) return false;
181 |
182 | while (lumpIndex >= 0)
183 | {
184 | Lumps.RemoveAt(lumpIndex);
185 | lumpIndex = GetFirstIndexByLumpName(lumpName);
186 | }
187 |
188 | return true;
189 | }
190 |
191 | return RemoveLump(GetFirstIndexByLumpName(lumpName));
192 | }
193 |
194 | ///
195 | /// Removes the lump at the provided index.
196 | ///
197 | /// Index of the lump to remove
198 | /// True if the lump was removed succesfully, false if index was invalid
199 | public bool RemoveLump(int index)
200 | {
201 | if ((index < 0) || (index >= Lumps.Count)) return false;
202 | Lumps.RemoveAt(index);
203 | return true;
204 | }
205 |
206 | ///
207 | /// The names of all lumps in the file.
208 | ///
209 | public string[] LumpNames { get { return (from WadLump lump in Lumps select lump.Name).ToArray(); } }
210 |
211 | ///
212 | /// Saves the content of the .wad to a file.
213 | ///
214 | public void SaveToFile(string wadFilePath)
215 | {
216 | // Directory offset is 12 (header length) plus the sum of the length of all lumps
217 | int directoryOffset = 12 + (from WadLump lump in Lumps select lump.Bytes.Length).Sum();
218 |
219 | // Write the 12-bytes wad file header.
220 | // 4 bytes: an ASCII string which must be either "IWAD" or "PWAD"
221 | // 4 bytes: an integer which is the number of lumps in the wad
222 | // 4 bytes: an integer which is the file offset to the start of the directory
223 | List headerBytes = new();
224 | headerBytes.AddRange(Encoding.ASCII.GetBytes(IWAD ? "IWAD" : "PWAD"));
225 | headerBytes.AddRange(BitConverter.GetBytes(Lumps.Count));
226 | headerBytes.AddRange(BitConverter.GetBytes(directoryOffset));
227 |
228 | // Writes the file directory
229 | List directoryBytes = new();
230 | int byteOffset = 12;
231 | foreach (WadLump l in Lumps)
232 | {
233 | directoryBytes.AddRange(BitConverter.GetBytes(byteOffset));
234 | directoryBytes.AddRange(BitConverter.GetBytes(l.Bytes.Length));
235 | directoryBytes.AddRange(GetBytesFromString(l.Name));
236 | byteOffset += l.Bytes.Length;
237 | }
238 |
239 | List wadBytes = new();
240 | wadBytes.AddRange(headerBytes);
241 | foreach (WadLump l in Lumps) wadBytes.AddRange(l.Bytes);
242 | wadBytes.AddRange(directoryBytes);
243 | File.WriteAllBytes(wadFilePath, wadBytes.ToArray());
244 | }
245 |
246 | ///
247 | /// Convert an ASCII string to an array of bytes.
248 | ///
249 | /// String to convert
250 | /// Fixed length of the returned byte array
251 | /// A byte array
252 | public static byte[] GetBytesFromString(string text, int length = MAX_LUMP_NAME_LENGTH)
253 | {
254 | if (length <= 0) return Array.Empty();
255 | if (string.IsNullOrEmpty(text)) return new byte[length];
256 |
257 | byte[] bytes = Encoding.ASCII.GetBytes(text);
258 | Array.Resize(ref bytes, length);
259 | return bytes;
260 | }
261 |
262 | ///
263 | /// Converts an array of bytes into an ASCII string.
264 | ///
265 | /// Array of bytes to convert
266 | /// A ASCII string
267 | public static string GetStringFromBytes(params byte[] asciiBytes)
268 | {
269 | if (asciiBytes == null) return "";
270 |
271 | return Encoding.ASCII.GetString(asciiBytes).Trim('\0').ToUpperInvariant();
272 | }
273 |
274 | ///
275 | /// Adds a lump to the wad.
276 | ///
277 | /// The name of the lump.
278 | /// The content of the lump, as a byte array.
279 | public void AddLump(string lumpName, byte[] bytes)
280 | {
281 | Lumps.Add(new WadLump(lumpName, bytes));
282 | }
283 |
284 | ///
285 | /// IDisposeable implementation.
286 | ///
287 | public void Dispose() { ClearLumps(); }
288 | }
289 | }
290 |
--------------------------------------------------------------------------------
/src/INI/INIFile.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using System;
22 | using System.IO;
23 | using System.Collections.Generic;
24 | using System.Globalization;
25 | using System.Linq;
26 | using System.Text;
27 | using System.Text.RegularExpressions;
28 |
29 | namespace PNG2WAD.INI
30 | {
31 | ///
32 | /// Loads and saves Windows .ini files.
33 | ///
34 | public class INIFile : IDisposable
35 | {
36 | private const StringSplitOptions SPLIT_OPTIONS_REMOVE_EMPTY_AND_TRIM = StringSplitOptions.RemoveEmptyEntries;
37 |
38 | private static readonly Regex KEY_NORMALIZATION_REGEX = new("[^a-z0-9-\\.]");
39 |
40 | private readonly Dictionary> entries = new(StringComparer.OrdinalIgnoreCase);
41 |
42 | ///
43 | /// Constructor.
44 | ///
45 | public INIFile()
46 | {
47 | entries.Clear();
48 | }
49 |
50 | public INIFile(string filePath, Encoding encoding = null)
51 | {
52 | LoadFromFile(filePath, encoding);
53 | }
54 |
55 | public void Clear()
56 | {
57 | foreach (string entryKey in entries.Keys)
58 | entries[entryKey].Clear();
59 |
60 | entries.Clear();
61 | }
62 |
63 | public string[] GetAllSections()
64 | {
65 | return entries.Keys.OrderBy(x => x).ToArray();
66 | }
67 |
68 | public void LoadFromFile(string filePath, Encoding encoding = null)
69 | {
70 | Clear();
71 | if (!File.Exists(filePath)) return;
72 | string dataString = File.ReadAllText(filePath, encoding ?? Encoding.UTF8);
73 |
74 | ParseString(dataString);
75 | }
76 |
77 | public void LoadFromDataString(string dataString)
78 | {
79 | ParseString(dataString);
80 | }
81 |
82 | public string[] GetAllKeysInSection(string sectionKey, bool topLevelOnly = false)
83 | {
84 | if (!entries.ContainsKey(sectionKey)) return Array.Empty();
85 |
86 | if (topLevelOnly)
87 | return (from string key in entries[sectionKey].Keys select key.Split('.')[0]).Distinct().OrderBy(x => x).ToArray();
88 |
89 | return entries[sectionKey].Keys.OrderBy(x => x).ToArray();
90 | }
91 |
92 | public bool SectionExists(string sectionKey)
93 | {
94 | return entries.ContainsKey(sectionKey);
95 | }
96 |
97 | public bool ValueExists(string sectionKey, string keyID)
98 | {
99 | return entries.ContainsKey(sectionKey) && entries[sectionKey].ContainsKey(keyID);
100 | }
101 |
102 | public void RemoveSection(string sectionKey)
103 | {
104 | if (!entries.ContainsKey(sectionKey)) return;
105 |
106 | entries.Remove(sectionKey);
107 | }
108 |
109 | public void RemoveKey(string sectionKey, string keyID)
110 | {
111 | if (!entries.ContainsKey(sectionKey) || !entries[sectionKey].ContainsKey(keyID)) return;
112 |
113 | entries[sectionKey].Remove(keyID);
114 | }
115 |
116 | protected string GetRawValue(string sectionKey, string keyID)
117 | {
118 | sectionKey = NormalizeKey(sectionKey);
119 | keyID = NormalizeKey(keyID);
120 |
121 | if (!ValueExists(sectionKey, keyID)) return null;
122 |
123 | return entries[sectionKey][keyID];
124 | }
125 |
126 | protected void SetRawValue(string sectionKey, string keyID, string value)
127 | {
128 | sectionKey = NormalizeKey(sectionKey);
129 | keyID = NormalizeKey(keyID);
130 | value ??= "";
131 |
132 | if (!entries.ContainsKey(sectionKey))
133 | entries.Add(sectionKey, new Dictionary(StringComparer.OrdinalIgnoreCase));
134 |
135 | if (!entries[sectionKey].ContainsKey(keyID))
136 | entries[sectionKey].Add(keyID, value);
137 | else
138 | entries[sectionKey][keyID] = value;
139 | }
140 |
141 | protected string[] GetAllValuesKeys()
142 | {
143 | return (
144 | from Dictionary section in entries.Values
145 | select section.Keys).SelectMany(i => i).Distinct().OrderBy(x => x).ToArray();
146 | }
147 |
148 | private void ParseString(string dataString)
149 | {
150 | Clear();
151 |
152 | string[] lines = dataString.Replace("\r\n", "\n").Split(new char[] { '\n' }, SPLIT_OPTIONS_REMOVE_EMPTY_AND_TRIM);
153 | string currentSection = null;
154 |
155 | foreach (string line in lines)
156 | {
157 | if (line.StartsWith(";")) continue; // Line is a comment
158 | if (line.StartsWith("[") && line.EndsWith("]"))
159 | {
160 | currentSection = line.TrimStart('[').TrimEnd(']').Trim().ToLowerInvariant();
161 | if (string.IsNullOrEmpty(currentSection)) currentSection = null;
162 | continue;
163 | }
164 | if (!line.Contains('=')) continue;
165 | if (currentSection == null) continue;
166 |
167 | string[] parts = line.Split(new char[] { '=' }, 2, SPLIT_OPTIONS_REMOVE_EMPTY_AND_TRIM);
168 | if (parts.Length < 2) continue;
169 |
170 | string key = parts[0].ToLowerInvariant();
171 | if (string.IsNullOrEmpty(key)) continue;
172 |
173 | SetRawValue(currentSection, key, parts[1]);
174 | }
175 | }
176 |
177 | public T GetValue(string sectionKey, string keyID, T defaultValue = default)
178 | {
179 | if (!ValueExists(sectionKey, keyID)) return defaultValue;
180 | return ConvertFromString(GetRawValue(sectionKey, keyID));
181 | }
182 |
183 | public T[] GetValueArray(string sectionKey, string keyID, params T[] defaultValues)
184 | {
185 | if (!ValueExists(sectionKey, keyID)) return defaultValues;
186 |
187 | Type valueType = typeof(T);
188 |
189 | string[] values = GetRawValue(sectionKey, keyID).Split(GetArraySeparator(), SPLIT_OPTIONS_REMOVE_EMPTY_AND_TRIM);
190 |
191 | return (from string value in values select ConvertFromString(value)).ToArray();
192 | }
193 |
194 | public Dictionary GetValueStringArrayDictionary(string sectionKey, string keyID)
195 | {
196 | Dictionary dict = new(StringComparer.OrdinalIgnoreCase)
197 | {
198 | { "", GetValueArray(sectionKey, keyID) }
199 | };
200 |
201 | string[] subKeys =
202 | (from subKey in GetAllKeysInSection(sectionKey)
203 | where subKey.ToLowerInvariant().StartsWith($"{keyID.ToLowerInvariant()}.") &&
204 | subKey.Length > keyID.Length + 1
205 | select subKey.Split('.')[1].ToLowerInvariant()).ToArray();
206 |
207 | foreach (string subKey in subKeys)
208 | {
209 | if (dict.ContainsKey(subKey)) continue;
210 | dict.Add(subKey, GetValueArray(sectionKey, $"{keyID}.{subKey}"));
211 | }
212 |
213 | return dict;
214 | }
215 |
216 | public Dictionary GetValueStringDictionary(string sectionKey, string keyID)
217 | {
218 | Dictionary dict = new(StringComparer.OrdinalIgnoreCase)
219 | {
220 | { "", GetValue(sectionKey, keyID) }
221 | };
222 |
223 | string[] subKeys =
224 | (from subKey in GetAllKeysInSection(sectionKey)
225 | where subKey.ToLowerInvariant().StartsWith($"{keyID.ToLowerInvariant()}.") &&
226 | subKey.Length > keyID.Length + 1
227 | select subKey.Split('.')[1].ToLowerInvariant()).ToArray();
228 |
229 | foreach (string subKey in subKeys)
230 | {
231 | if (dict.ContainsKey(subKey)) continue;
232 | dict.Add(subKey, GetValue(sectionKey, $"{keyID}.{subKey}"));
233 | }
234 |
235 | return dict;
236 | }
237 |
238 | public Dictionary GetValueEnumDictionary(string sectionKey, string keyID) where EnumType : struct
239 | {
240 | Dictionary stringDict = GetValueStringDictionary(sectionKey, keyID);
241 |
242 | Dictionary dict = new();
243 | foreach (string sKey in stringDict.Keys)
244 | {
245 | if (string.IsNullOrWhiteSpace(sKey)) continue;
246 | bool success = Enum.TryParse(sKey, true, out EnumType eKey);
247 | if (!success) continue;
248 | if (dict.ContainsKey(eKey)) continue;
249 | dict.Add(eKey, stringDict[sKey]);
250 | }
251 |
252 | return dict;
253 | }
254 |
255 | public T[] GetValueArrayEnumIndex(string sectionKey, string keyID) where TIndex : Enum
256 | {
257 | T[] values = new T[Enum.GetValues(typeof(TIndex)).Length];
258 |
259 | for (int i = 0; i < values.Length; i++)
260 | {
261 | string fullKey = $"{keyID}.{(TIndex)(object)i}";
262 |
263 | if (!ValueExists(sectionKey, fullKey))
264 | {
265 | values[i] = default;
266 | continue;
267 | }
268 |
269 | values[i] = GetValue(sectionKey, keyID);
270 | }
271 |
272 | return values;
273 | }
274 |
275 | ///
276 | /// Get an array of comma-separated lower case strings.
277 | ///
278 | /// Section key
279 | /// Value key
280 | /// Should multiple instances of the same string be removed?
281 | /// An array of strings
282 | public string[] GetValueArrayNormalizedStrings(string sectionKey, string keyID, bool distinct = false)
283 | {
284 | string valuesString = GetRawValue(sectionKey, keyID);
285 | if (string.IsNullOrEmpty(valuesString)) return Array.Empty();
286 |
287 | IEnumerable values = valuesString.Split(',', SPLIT_OPTIONS_REMOVE_EMPTY_AND_TRIM);
288 |
289 | if (!values.Any()) return Array.Empty();
290 | values = (from string value in values select value.ToLowerInvariant());
291 |
292 | if (distinct)
293 | values = values.Distinct();
294 |
295 | return values.ToArray();
296 | }
297 |
298 | public T[][] GetValueArrayArrayEnumIndex(string sectionKey, string keyID) where TIndex : Enum
299 | {
300 | T[][] values = new T[Enum.GetValues(typeof(TIndex)).Length][];
301 |
302 | for (int i = 0; i < values.Length; i++)
303 | {
304 | string fullKey = $"{keyID}.{(TIndex)(object)i}";
305 |
306 | if (!ValueExists(sectionKey, fullKey))
307 | {
308 | values[i] = default;
309 | continue;
310 | }
311 |
312 | values[i] = GetValueArray(sectionKey, fullKey);
313 | }
314 |
315 | return values;
316 | }
317 |
318 | public List GetValueList(string section, string key, params T[] defaultValues)
319 | {
320 | return new List(GetValueArray(section, key, defaultValues));
321 | }
322 |
323 | public T GetValueAsFlags(string section, string key) where T : Enum
324 | {
325 | T[] valueArray = GetValueArray(section, key);
326 | int valueFlags = 0;
327 | foreach (T value in valueArray)
328 | valueFlags |= (int)(object)value;
329 |
330 | return (T)(object)valueFlags;
331 | }
332 |
333 | public Dictionary GetValueDictionary(string section, string key, params KeyValuePair[] defaultPairs) where TKey : struct, Enum
334 | {
335 | if (!ValueExists(section, key))
336 | return new Dictionary(defaultPairs);
337 |
338 | Dictionary dict = new();
339 |
340 | foreach (TKey dictKey in Enum.GetValues(typeof(TKey)))
341 | dict.Add(dictKey, ConvertFromString(GetRawValue(section, $"{key}.{dictKey}")));
342 |
343 | return dict;
344 | }
345 |
346 | public void SetValueDictionary(string section, string key, Dictionary value)
347 | {
348 | foreach (TKey dictKey in value.Keys)
349 | SetValue(section, $"{key}.{ConvertToString(dictKey)}", value[dictKey]);
350 | }
351 |
352 | public void SetValueDictionaryArray(string section, string key, Dictionary value)
353 | {
354 | foreach (TKey dictKey in value.Keys)
355 | SetValueArray(section, $"{key}.{ConvertToString(dictKey)}", value[dictKey]);
356 | }
357 |
358 | public void SetValue(string section, string key, T value)
359 | {
360 | SetRawValue(section, key, ConvertToString(value));
361 | }
362 |
363 | protected virtual T ConvertFromString(string valueString)
364 | {
365 | Type valueType = typeof(T);
366 |
367 | if (valueType.IsEnum) return (T)Enum.Parse(valueType, valueString, true);
368 | if (valueType == typeof(bool)) return (T)(object)Convert.ToBoolean(valueString, NumberFormatInfo.InvariantInfo);
369 | if (valueType == typeof(byte)) return (T)(object)Convert.ToByte(valueString, NumberFormatInfo.InvariantInfo);
370 | if (valueType == typeof(double)) return (T)(object)Convert.ToDouble(valueString, NumberFormatInfo.InvariantInfo);
371 | if (valueType == typeof(float)) return (T)(object)Convert.ToSingle(valueString, NumberFormatInfo.InvariantInfo);
372 | if (valueType == typeof(int)) return (T)(object)Convert.ToInt32(valueString, NumberFormatInfo.InvariantInfo);
373 | if (valueType == typeof(long)) return (T)(object)Convert.ToInt64(valueString, NumberFormatInfo.InvariantInfo);
374 | if (valueType == typeof(sbyte)) return (T)(object)Convert.ToSByte(valueString, NumberFormatInfo.InvariantInfo);
375 | if (valueType == typeof(short)) return (T)(object)Convert.ToInt16(valueString, NumberFormatInfo.InvariantInfo);
376 | if (valueType == typeof(string)) return (T)(object)valueString;
377 | if (valueType == typeof(uint)) return (T)(object)Convert.ToUInt32(valueString, NumberFormatInfo.InvariantInfo);
378 | if (valueType == typeof(ushort)) return (T)(object)Convert.ToUInt16(valueString, NumberFormatInfo.InvariantInfo);
379 | if (valueType == typeof(ulong)) return (T)(object)Convert.ToUInt64(valueString, NumberFormatInfo.InvariantInfo);
380 |
381 | throw new Exception($"Cannot read values of type {valueType.FullName} from INI file.");
382 | }
383 |
384 | protected virtual string ConvertToString(T value)
385 | {
386 | Type valueType = typeof(T);
387 | object objectValue = value;
388 |
389 | if (valueType.IsEnum) return objectValue.ToString();
390 | if (valueType == typeof(bool)) return ((bool)objectValue).ToString(NumberFormatInfo.InvariantInfo);
391 | if (valueType == typeof(byte)) return ((byte)objectValue).ToString(NumberFormatInfo.InvariantInfo);
392 | if (valueType == typeof(double)) return ((double)objectValue).ToString(NumberFormatInfo.InvariantInfo);
393 | if (valueType == typeof(float)) return ((float)objectValue).ToString(NumberFormatInfo.InvariantInfo);
394 | if (valueType == typeof(int)) return ((int)objectValue).ToString(NumberFormatInfo.InvariantInfo);
395 | if (valueType == typeof(long)) return ((long)objectValue).ToString(NumberFormatInfo.InvariantInfo);
396 | if (valueType == typeof(sbyte)) return ((sbyte)objectValue).ToString(NumberFormatInfo.InvariantInfo);
397 | if (valueType == typeof(short)) return ((short)objectValue).ToString(NumberFormatInfo.InvariantInfo);
398 | if (valueType == typeof(string)) return objectValue.ToString(); // $"\"{value.ToString().Trim('\"')}\"";
399 | if (valueType == typeof(uint)) return ((uint)objectValue).ToString(NumberFormatInfo.InvariantInfo);
400 | if (valueType == typeof(ushort)) return ((ushort)objectValue).ToString(NumberFormatInfo.InvariantInfo);
401 | if (valueType == typeof(ulong)) return ((ulong)objectValue).ToString(NumberFormatInfo.InvariantInfo);
402 |
403 | throw new Exception($"Cannot write values of type {valueType.FullName} to file.");
404 | }
405 |
406 | public Dictionary GetValueDictionaryArray(string section, string key) where TKey : struct, Enum
407 | {
408 | key = key.ToLowerInvariant();
409 | Dictionary dict = new();
410 |
411 | foreach (TKey dictKey in Enum.GetValues(typeof(TKey)))
412 | dict.Add(dictKey, GetValueArray(section, $"{key}.{dictKey}"));
413 |
414 | return dict;
415 | }
416 |
417 | public void SetValueArray(string section, string key, params T[] values)
418 | {
419 | string arrayString = string.Join(
420 | GetArraySeparator(),
421 | (from T value in values select ConvertToString(value)).ToArray());
422 |
423 | SetRawValue(section, key, arrayString);
424 | }
425 |
426 | protected virtual char GetArraySeparator()
427 | {
428 | if (typeof(ElementType) == typeof(string))
429 | return ';';
430 |
431 | return ',';
432 | }
433 |
434 | public void SaveToFile(string filePath, Encoding encoding = null)
435 | {
436 | string dataString = "";
437 | bool firstSection = true;
438 |
439 | foreach (string entryKey in GetAllSections())
440 | {
441 | if (firstSection) firstSection = false;
442 | else dataString += "\r\n";
443 | dataString += $"[{entryKey}]\r\n";
444 |
445 | foreach (string keyID in GetAllKeysInSection(entryKey))
446 | dataString += $"{keyID}={GetRawValue(entryKey, keyID)}\r\n";
447 | }
448 |
449 | File.WriteAllText(filePath, dataString, encoding ?? Encoding.UTF8);
450 | }
451 |
452 | private static string NormalizeKey(string key)
453 | {
454 | if (string.IsNullOrEmpty(key)) return "0";
455 | key = KEY_NORMALIZATION_REGEX.Replace(key.ToLowerInvariant().Replace(" ", "-"), "-").Trim('-');
456 | while (key.Contains("--")) key = key.Replace("--", "-");
457 | return key;
458 | }
459 |
460 | public static T CreateFromRawString(string dataString) where T : INIFile, new()
461 | {
462 | T dataFile = new();
463 | dataFile.ParseString(dataString);
464 | return dataFile;
465 | }
466 |
467 | ///
468 | /// IDisposable implementation.
469 | ///
470 | public void Dispose()
471 | {
472 | Clear();
473 | GC.SuppressFinalize(this);
474 | }
475 | }
476 | }
477 |
--------------------------------------------------------------------------------
/src/Generator/MapGenerator.cs:
--------------------------------------------------------------------------------
1 | /*
2 | ==========================================================================
3 | This file is part of PNG2WAD, a tool to create Doom maps from PNG files,
4 | created by @akaAgar (https://github.com/akaAgar/png2wad)
5 |
6 | PNG2WAD is free software: you can redistribute it and/or modify
7 | it under the terms of the GNU General Public License as published by
8 | the Free Software Foundation, either version 3 of the License, or
9 | (at your option) any later version.
10 |
11 | PNG2WAD is distributed in the hope that it will be useful,
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 | GNU General Public License for more details.
15 |
16 | You should have received a copy of the GNU General Public License
17 | along with PNG2WAD. If not, see https://www.gnu.org/licenses/
18 | ==========================================================================
19 | */
20 |
21 | using PNG2WAD.Config;
22 | using PNG2WAD.Doom.Map;
23 | using System;
24 | using System.Collections.Generic;
25 | using System.Drawing;
26 |
27 | namespace PNG2WAD.Generator
28 | {
29 | ///
30 | /// Map generator. Turns a PNG image into a Doom map.
31 | ///
32 | public sealed class MapGenerator : IDisposable
33 | {
34 | ///
35 | /// Size of each tile (one tile = one pixel in the PNG image) in Doom map units.
36 | ///
37 | public const int TILE_SIZE = 64;
38 |
39 | ///
40 | /// Number of subdivisions of each tile.
41 | /// Required to generate doors, as doors are divided into 3 sectors: 3 "doorstep" subtiles, 2 "door" subtiles and then 3 "doorstep" subtiles again.
42 | ///
43 | public const int SUBTILE_DIVISIONS = 8;
44 |
45 | ///
46 | /// The size of each subtile, in Doom map units.
47 | ///
48 | public const int SUBTILE_SIZE = TILE_SIZE / SUBTILE_DIVISIONS;
49 |
50 | ///
51 | /// Multiplier to get the position of a vertex from the map subtiles coordinates.
52 | /// Y axis has to be inverted because of the way Doom maps are made.
53 | ///
54 | private static readonly Point VERTEX_POSITION_MULTIPLIER = new(SUBTILE_SIZE, -SUBTILE_SIZE);
55 |
56 | ///
57 | /// Number of subtiles on the X-axis (equals to "source PNG width × SUBTILE_SIZE)
58 | ///
59 | private int MapSubWidth { get { return SubTiles.GetLength(0); } }
60 |
61 | ///
62 | /// Number of subtiles on the Y-axis (equals to "source PNG height × SUBTILE_SIZE)
63 | ///
64 | private int MapSubHeight { get { return SubTiles.GetLength(1); } }
65 |
66 | ///
67 | /// Map theme to use.
68 | ///
69 | private PreferencesTheme Theme;
70 |
71 | ///
72 | /// Selected texture for each ThemeTexture category.
73 | ///
74 | private string[] ThemeTextures;
75 |
76 | ///
77 | /// Type of each map sub-tile.
78 | ///
79 | private TileType[,] SubTiles;
80 |
81 | ///
82 | /// Sector index of each map sub-tile.
83 | ///
84 | private int[,] Sectors;
85 |
86 | ///
87 | /// List to sector info from which to generate sectors and linedefs.
88 | ///
89 | private List SectorsInfo;
90 |
91 | ///
92 | /// PNG2WAD preferences.
93 | ///
94 | private readonly Preferences Preferences;
95 |
96 | ///
97 | /// Constructor.
98 | ///
99 | /// PNG2WAD preferences
100 | public MapGenerator(Preferences preferences)
101 | {
102 | Preferences = preferences;
103 | }
104 |
105 | ///
106 | /// Generates the map.
107 | ///
108 | /// Map name (MAP01, E1M1, etc)
109 | /// PNG to generate the file from
110 | /// A Doom map
111 | public DoomMap Generate(string name, Bitmap bitmap)
112 | {
113 | if (bitmap == null) return null;
114 |
115 | DoomMap map = new(name);
116 |
117 | CreateTheme(bitmap);
118 | CreateArrays(bitmap);
119 | CreateSectors(map);
120 | CreateLines(map);
121 |
122 | using (ThingsGenerator thingsGenerator = new(Preferences))
123 | {
124 | thingsGenerator.CreateThings(map, SubTiles);
125 | }
126 |
127 | return map;
128 | }
129 |
130 | ///
131 | /// Selects the proper theme from the PNG's upper-leftmost pixel, and picks random textures.
132 | ///
133 | /// The PNG image
134 | private void CreateTheme(Bitmap bitmap)
135 | {
136 | Theme = Preferences.GetTheme(bitmap.GetPixel(0, 0));
137 | bitmap.SetPixel(0, 0, Color.White);
138 | ThemeTextures = new string[PreferencesTheme.THEME_TEXTURES_COUNT];
139 |
140 | for (int i = 0; i < PreferencesTheme.THEME_TEXTURES_COUNT; i++)
141 | ThemeTextures[i] = Toolbox.RandomFromArray(Theme.Textures[i]);
142 | }
143 |
144 | ///
145 | /// Get a tile type from a pixel.
146 | ///
147 | /// A pixel on the PNG image
148 | /// A tile type
149 | private static TileType GetTileTypeFromPixel(Color pixel)
150 | {
151 | if (pixel.IsSameRGB(Color.White)) return TileType.Wall;
152 |
153 | if (pixel.IsSameRGB(Color.FromArgb(0, 0, 255))) return TileType.RoomExterior;
154 | if (pixel.IsSameRGB(Color.FromArgb(0, 128, 0))) return TileType.RoomSpecialCeiling;
155 | if (pixel.IsSameRGB(Color.FromArgb(255, 0, 0))) return TileType.RoomSpecialFloor;
156 |
157 | if (pixel.IsSameRGB(Color.FromArgb(128, 128, 0))) return TileType.Door;
158 | if (pixel.IsSameRGB(Color.Magenta)) return TileType.Secret;
159 |
160 | if (pixel.IsSameRGB(Color.Yellow)) return TileType.Entrance;
161 | if (pixel.IsSameRGB(Color.Lime)) return TileType.Exit;
162 |
163 | return TileType.Room;
164 | }
165 |
166 | ///
167 | /// Creates/clears SectorInfo list and Subtiles and Sectors array before generating a map.
168 | ///
169 | /// The map PNG image
170 | private void CreateArrays(Bitmap bitmap)
171 | {
172 | int x, y, sX, sY;
173 | TileType tileType, subTileType;
174 |
175 | SectorsInfo = new List();
176 |
177 | SubTiles = new TileType[bitmap.Width * SUBTILE_DIVISIONS, bitmap.Height * SUBTILE_DIVISIONS];
178 | for (x = 0; x < bitmap.Width; x++)
179 | for (y = 0; y < bitmap.Height; y++)
180 | {
181 | tileType = GetTileTypeFromPixel(bitmap.GetPixel(x, y));
182 |
183 | if (!Preferences.GenerateEntranceAndExit) // Entrance and exit generation disabled, do not create entrance/exit tiles
184 | {
185 | if ((tileType == TileType.Entrance) || (tileType == TileType.Exit))
186 | tileType = TileType.Room;
187 | }
188 |
189 | for (sX = 0; sX < SUBTILE_DIVISIONS; sX++)
190 | for (sY = 0; sY < SUBTILE_DIVISIONS; sY++)
191 | {
192 | subTileType = tileType;
193 |
194 | if (tileType == TileType.Door)
195 | {
196 | subTileType = TileType.DoorSide;
197 |
198 | if ((x > 0) && (x < bitmap.Width - 1) &&
199 | (GetTileTypeFromPixel(bitmap.GetPixel(x - 1, y)) != TileType.Room) &&
200 | (GetTileTypeFromPixel(bitmap.GetPixel(x + 1, y)) != TileType.Room))
201 | {
202 | if ((sY == 3) || (sY == 4))
203 | subTileType = TileType.Door;
204 | }
205 | else
206 | {
207 | if ((sX == 3) || (sX == 4))
208 | subTileType = TileType.Door;
209 | }
210 | }
211 |
212 | SubTiles[x * SUBTILE_DIVISIONS + sX, y * SUBTILE_DIVISIONS + sY] = subTileType;
213 | }
214 | }
215 |
216 | Sectors = new int[bitmap.Width * SUBTILE_DIVISIONS, bitmap.Height * SUBTILE_DIVISIONS];
217 | for (x = 0; x < bitmap.Width * SUBTILE_DIVISIONS; x++)
218 | for (y = 0; y < bitmap.Height * SUBTILE_DIVISIONS; y++)
219 | Sectors[x, y] = -2;
220 | }
221 |
222 | ///
223 | /// Creates the map linedefs and sidedefs
224 | ///
225 | /// Doom map in which to write linedefs and sidedefs
226 | private void CreateLines(DoomMap map)
227 | {
228 | int x, y;
229 |
230 | bool[,,] linesSet = new bool[MapSubWidth, MapSubHeight, 4];
231 |
232 | for (x = 0; x < MapSubWidth; x++)
233 | for (y = 0; y < MapSubHeight; y++)
234 | {
235 | int sector = GetSector(x, y);
236 | if (sector < 0) continue; // Tile is a wall, do nothing
237 |
238 | for (int i = 0; i < 4; i++)
239 | {
240 | if (linesSet[x, y, i]) continue; // Line already drawn
241 |
242 | Point neighborDirection = GetTileSideOffset((TileSide)i);
243 |
244 | int neighborSector = GetSector(x + neighborDirection.X, y + neighborDirection.Y);
245 | if (sector == neighborSector) continue; // Same sector on both sides, no need to add a line
246 |
247 | if ((neighborSector >= 0) && ((i == (int)TileSide.South) || (i == (int)TileSide.East)))
248 | continue; // Make sure two-sided lines aren't drawn twice
249 |
250 | bool vertical = (neighborDirection.X != 0);
251 |
252 | int length = AddLine(map, new Point(x, y), (TileSide)i, vertical, sector, neighborSector);
253 |
254 | for (int j = 0; j < length; j++)
255 | {
256 | Point segmentPosition = new Point(x, y).Add(vertical ? new Point(0, j) : new Point(j, 0));
257 | if (!IsSubPointOnMap(segmentPosition)) continue;
258 | linesSet[segmentPosition.X, segmentPosition.Y, i] = true;
259 | }
260 | }
261 | }
262 | }
263 |
264 | ///
265 | /// Gets the proper offset according to the side of the tile (N, S, E or W)
266 | ///
267 | /// One of the four sides of a tile
268 | /// An offset
269 | private static Point GetTileSideOffset(TileSide side)
270 | {
271 | return side switch
272 | {
273 | TileSide.East => new Point(1, 0),
274 | TileSide.South => new Point(0, 1),
275 | TileSide.West => new Point(-1, 0),
276 | _ => new Point(0, -1),// case WallDirection.North
277 | };
278 | }
279 |
280 | ///
281 | /// Adds a new linedef (and its sidedef(s)) to the map.
282 | ///
283 | /// The Doom map
284 | /// Line start position
285 | /// Direction to the line's neighbor sector
286 | /// Is the line vertical (on the Y-axis) or horizontal (on the X-axis)
287 | /// Index of the sector this line faces
288 | /// Index of the sector this line is turned against
289 | ///
290 | private int AddLine(DoomMap map, Point position, TileSide neighborDirection, bool vertical, int sector, int neighborSector)
291 | {
292 | bool flipVectors = false;
293 | Point vertexOffset = Point.Empty;
294 | Point neighborOffset = GetTileSideOffset(neighborDirection);
295 | Point neighborPosition;
296 |
297 | bool needsFlipping = SectorsInfo[sector].LinedefSpecial > 0;
298 |
299 | switch (neighborDirection)
300 | {
301 | case TileSide.West:
302 | flipVectors = true;
303 | break;
304 | case TileSide.East:
305 | vertexOffset = new Point(1, 0);
306 | break;
307 | case TileSide.South:
308 | flipVectors = true;
309 | vertexOffset = new Point(0, 1);
310 | break;
311 | }
312 |
313 | int v1 = map.AddVertex(position.Add(vertexOffset).Mult(VERTEX_POSITION_MULTIPLIER));
314 | int length = 0;
315 |
316 | Point direction = vertical ? new Point(0, 1) : new Point(1, 0);
317 |
318 | do
319 | {
320 | position = position.Add(direction);
321 | neighborPosition = position.Add(neighborOffset);
322 | length++;
323 |
324 |
325 | if ((GetSector(position) != sector) || (GetSector(neighborPosition) != neighborSector)) break;
326 | } while (true);
327 |
328 | int v2 = map.AddVertex(position.Add(vertexOffset).Mult(VERTEX_POSITION_MULTIPLIER));
329 |
330 | if (flipVectors) { v1 += v2; v2 = v1 - v2; v1 -= v2; } // Quick hack to flip two integers without temporary variable
331 |
332 | if (neighborSector < 0) // neighbor is a wall, create an impassible linedef
333 | {
334 | map.Sidedefs.Add(new Sidedef(0, 0, "-", "-", SectorsInfo[sector].WallTexture, sector));
335 | map.Linedefs.Add(new Linedef(v1, v2, LinedefFlags.Impassible | LinedefFlags.LowerUnpegged, 0, 0, -1, map.Sidedefs.Count - 1));
336 | }
337 | else // neighbor is another sector, create a two-sided linedef
338 | {
339 | int lineSpecial = Math.Max(SectorsInfo[sector].LinedefSpecial, SectorsInfo[neighborSector].LinedefSpecial);
340 |
341 | map.Sidedefs.Add(CreateTwoSidedSidedef(neighborSector, SectorsInfo[neighborSector], SectorsInfo[sector]));
342 | map.Sidedefs.Add(CreateTwoSidedSidedef(sector, SectorsInfo[sector], SectorsInfo[neighborSector]));
343 |
344 | if (needsFlipping)
345 | map.Linedefs.Add(new Linedef(v2, v1, LinedefFlags.TwoSided, lineSpecial, 0, map.Sidedefs.Count - 1, map.Sidedefs.Count - 2));
346 | else
347 | map.Linedefs.Add(new Linedef(v1, v2, LinedefFlags.TwoSided, lineSpecial, 0, map.Sidedefs.Count - 2, map.Sidedefs.Count - 1));
348 | }
349 |
350 | return length;
351 | }
352 |
353 | ///
354 | /// Creates a sidedef from two SectorInfo
355 | ///
356 | /// Sector this sidedef faces
357 | /// Info about the sector this sidedef faces
358 | /// Info about the sector this sidedef's opposing sector
359 | private static Sidedef CreateTwoSidedSidedef(int sectorID, SectorInfo sector, SectorInfo neighborSector)
360 | {
361 | string lowerTexture, upperTexture;
362 |
363 | if (neighborSector.Type == TileType.Door)
364 | {
365 | upperTexture = (neighborSector.CeilingHeight < sector.CeilingHeight) ? neighborSector.WallTextureUpper : "-";
366 | lowerTexture = (neighborSector.FloorHeight > sector.FloorHeight) ? neighborSector.WallTextureLower : "-";
367 | }
368 | else
369 | {
370 | upperTexture = (neighborSector.CeilingHeight < sector.CeilingHeight) ? sector.WallTexture : "-";
371 | lowerTexture = (neighborSector.FloorHeight > sector.FloorHeight) ? sector.WallTexture : "-";
372 | }
373 |
374 | return new Sidedef(0, 0, upperTexture, lowerTexture, "-", sectorID);
375 | }
376 |
377 | ///
378 | /// Gets the sector index at a given position.
379 | ///
380 | /// Coordinates of a sub-tile
381 | /// A sector index or -1 if none
382 | private int GetSector(Point position) { return GetSector(position.X, position.Y); }
383 |
384 | ///
385 | /// Gets the sector index at a given position.
386 | ///
387 | /// X coordinate of a sub-tile
388 | /// Y coordinate of a sub-tile
389 | /// A sector index or -1 if none
390 | private int GetSector(int x, int y)
391 | {
392 | if ((x < 0) || (y < 0) || (x >= MapSubWidth) || (y >= MapSubHeight) || (Sectors[x, y] < 0))
393 | return -1;
394 |
395 | return Sectors[x, y];
396 | }
397 |
398 | ///
399 | /// Is a sub-tile coordinate on the map?
400 | ///
401 | /// Coordinates of a sub-tile
402 | /// True if sub-tile on the map, false if out of bounds
403 | private bool IsSubPointOnMap(Point position)
404 | {
405 | return !((position.X < 0) || (position.Y < 0) || (position.X >= MapSubWidth) || (position.Y >= MapSubHeight));
406 | }
407 |
408 | ///
409 | /// Creates the sectors on the Doom map.
410 | ///
411 | /// The Doom map
412 | private void CreateSectors(DoomMap map)
413 | {
414 | int x, y;
415 |
416 | map.Sectors.Clear();
417 |
418 | for (x = 0; x < MapSubWidth; x++)
419 | for (y = 0; y < MapSubHeight; y++)
420 | {
421 | if (Sectors[x, y] != -2) continue; // Cell was already checked
422 |
423 | if (SubTiles[x, y] == TileType.Wall)
424 | {
425 | Sectors[x, y] = -1;
426 | continue;
427 | }
428 |
429 | Stack pixels = new();
430 | Point pt = new(x, y);
431 | pixels.Push(pt);
432 |
433 | while (pixels.Count > 0)
434 | {
435 | Point a = pixels.Pop();
436 |
437 | if (a.X < MapSubWidth && a.X > 0 && a.Y < MapSubHeight && a.Y > 0)
438 | {
439 | if ((Sectors[a.X, a.Y] == -2) && (SubTiles[a.X, a.Y].Equals(SubTiles[x, y])))
440 | {
441 | Sectors[a.X, a.Y] = SectorsInfo.Count;
442 | pixels.Push(new Point(a.X - 1, a.Y));
443 | pixels.Push(new Point(a.X + 1, a.Y));
444 | pixels.Push(new Point(a.X, a.Y - 1));
445 | pixels.Push(new Point(a.X, a.Y + 1));
446 | }
447 | }
448 | }
449 |
450 | SectorInfo sectorInfo = new(SubTiles[x, y], Theme, ThemeTextures);
451 | SectorsInfo.Add(sectorInfo);
452 |
453 | map.Sectors.Add(
454 | new Sector(
455 | sectorInfo.FloorHeight, sectorInfo.CeilingHeight,
456 | sectorInfo.FloorTexture, sectorInfo.CeilingTexture,
457 | sectorInfo.LightLevel, sectorInfo.SectorSpecial, 0));
458 | }
459 | }
460 |
461 | ///
462 | /// IDisposable implementation
463 | ///
464 | public void Dispose()
465 | {
466 |
467 | }
468 | }
469 | }
470 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | GNU GENERAL PUBLIC LICENSE
2 | Version 3, 29 June 2007
3 |
4 | Copyright (C) 2007 Free Software Foundation, Inc.
5 | Everyone is permitted to copy and distribute verbatim copies
6 | of this license document, but changing it is not allowed.
7 |
8 | Preamble
9 |
10 | The GNU General Public License is a free, copyleft license for
11 | software and other kinds of works.
12 |
13 | The licenses for most software and other practical works are designed
14 | to take away your freedom to share and change the works. By contrast,
15 | the GNU General Public License is intended to guarantee your freedom to
16 | share and change all versions of a program--to make sure it remains free
17 | software for all its users. We, the Free Software Foundation, use the
18 | GNU General Public License for most of our software; it applies also to
19 | any other work released this way by its authors. You can apply it to
20 | your programs, too.
21 |
22 | When we speak of free software, we are referring to freedom, not
23 | price. Our General Public Licenses are designed to make sure that you
24 | have the freedom to distribute copies of free software (and charge for
25 | them if you wish), that you receive source code or can get it if you
26 | want it, that you can change the software or use pieces of it in new
27 | free programs, and that you know you can do these things.
28 |
29 | To protect your rights, we need to prevent others from denying you
30 | these rights or asking you to surrender the rights. Therefore, you have
31 | certain responsibilities if you distribute copies of the software, or if
32 | you modify it: responsibilities to respect the freedom of others.
33 |
34 | For example, if you distribute copies of such a program, whether
35 | gratis or for a fee, you must pass on to the recipients the same
36 | freedoms that you received. You must make sure that they, too, receive
37 | or can get the source code. And you must show them these terms so they
38 | know their rights.
39 |
40 | Developers that use the GNU GPL protect your rights with two steps:
41 | (1) assert copyright on the software, and (2) offer you this License
42 | giving you legal permission to copy, distribute and/or modify it.
43 |
44 | For the developers' and authors' protection, the GPL clearly explains
45 | that there is no warranty for this free software. For both users' and
46 | authors' sake, the GPL requires that modified versions be marked as
47 | changed, so that their problems will not be attributed erroneously to
48 | authors of previous versions.
49 |
50 | Some devices are designed to deny users access to install or run
51 | modified versions of the software inside them, although the manufacturer
52 | can do so. This is fundamentally incompatible with the aim of
53 | protecting users' freedom to change the software. The systematic
54 | pattern of such abuse occurs in the area of products for individuals to
55 | use, which is precisely where it is most unacceptable. Therefore, we
56 | have designed this version of the GPL to prohibit the practice for those
57 | products. If such problems arise substantially in other domains, we
58 | stand ready to extend this provision to those domains in future versions
59 | of the GPL, as needed to protect the freedom of users.
60 |
61 | Finally, every program is threatened constantly by software patents.
62 | States should not allow patents to restrict development and use of
63 | software on general-purpose computers, but in those that do, we wish to
64 | avoid the special danger that patents applied to a free program could
65 | make it effectively proprietary. To prevent this, the GPL assures that
66 | patents cannot be used to render the program non-free.
67 |
68 | The precise terms and conditions for copying, distribution and
69 | modification follow.
70 |
71 | TERMS AND CONDITIONS
72 |
73 | 0. Definitions.
74 |
75 | "This License" refers to version 3 of the GNU General Public License.
76 |
77 | "Copyright" also means copyright-like laws that apply to other kinds of
78 | works, such as semiconductor masks.
79 |
80 | "The Program" refers to any copyrightable work licensed under this
81 | License. Each licensee is addressed as "you". "Licensees" and
82 | "recipients" may be individuals or organizations.
83 |
84 | To "modify" a work means to copy from or adapt all or part of the work
85 | in a fashion requiring copyright permission, other than the making of an
86 | exact copy. The resulting work is called a "modified version" of the
87 | earlier work or a work "based on" the earlier work.
88 |
89 | A "covered work" means either the unmodified Program or a work based
90 | on the Program.
91 |
92 | To "propagate" a work means to do anything with it that, without
93 | permission, would make you directly or secondarily liable for
94 | infringement under applicable copyright law, except executing it on a
95 | computer or modifying a private copy. Propagation includes copying,
96 | distribution (with or without modification), making available to the
97 | public, and in some countries other activities as well.
98 |
99 | To "convey" a work means any kind of propagation that enables other
100 | parties to make or receive copies. Mere interaction with a user through
101 | a computer network, with no transfer of a copy, is not conveying.
102 |
103 | An interactive user interface displays "Appropriate Legal Notices"
104 | to the extent that it includes a convenient and prominently visible
105 | feature that (1) displays an appropriate copyright notice, and (2)
106 | tells the user that there is no warranty for the work (except to the
107 | extent that warranties are provided), that licensees may convey the
108 | work under this License, and how to view a copy of this License. If
109 | the interface presents a list of user commands or options, such as a
110 | menu, a prominent item in the list meets this criterion.
111 |
112 | 1. Source Code.
113 |
114 | The "source code" for a work means the preferred form of the work
115 | for making modifications to it. "Object code" means any non-source
116 | form of a work.
117 |
118 | A "Standard Interface" means an interface that either is an official
119 | standard defined by a recognized standards body, or, in the case of
120 | interfaces specified for a particular programming language, one that
121 | is widely used among developers working in that language.
122 |
123 | The "System Libraries" of an executable work include anything, other
124 | than the work as a whole, that (a) is included in the normal form of
125 | packaging a Major Component, but which is not part of that Major
126 | Component, and (b) serves only to enable use of the work with that
127 | Major Component, or to implement a Standard Interface for which an
128 | implementation is available to the public in source code form. A
129 | "Major Component", in this context, means a major essential component
130 | (kernel, window system, and so on) of the specific operating system
131 | (if any) on which the executable work runs, or a compiler used to
132 | produce the work, or an object code interpreter used to run it.
133 |
134 | The "Corresponding Source" for a work in object code form means all
135 | the source code needed to generate, install, and (for an executable
136 | work) run the object code and to modify the work, including scripts to
137 | control those activities. However, it does not include the work's
138 | System Libraries, or general-purpose tools or generally available free
139 | programs which are used unmodified in performing those activities but
140 | which are not part of the work. For example, Corresponding Source
141 | includes interface definition files associated with source files for
142 | the work, and the source code for shared libraries and dynamically
143 | linked subprograms that the work is specifically designed to require,
144 | such as by intimate data communication or control flow between those
145 | subprograms and other parts of the work.
146 |
147 | The Corresponding Source need not include anything that users
148 | can regenerate automatically from other parts of the Corresponding
149 | Source.
150 |
151 | The Corresponding Source for a work in source code form is that
152 | same work.
153 |
154 | 2. Basic Permissions.
155 |
156 | All rights granted under this License are granted for the term of
157 | copyright on the Program, and are irrevocable provided the stated
158 | conditions are met. This License explicitly affirms your unlimited
159 | permission to run the unmodified Program. The output from running a
160 | covered work is covered by this License only if the output, given its
161 | content, constitutes a covered work. This License acknowledges your
162 | rights of fair use or other equivalent, as provided by copyright law.
163 |
164 | You may make, run and propagate covered works that you do not
165 | convey, without conditions so long as your license otherwise remains
166 | in force. You may convey covered works to others for the sole purpose
167 | of having them make modifications exclusively for you, or provide you
168 | with facilities for running those works, provided that you comply with
169 | the terms of this License in conveying all material for which you do
170 | not control copyright. Those thus making or running the covered works
171 | for you must do so exclusively on your behalf, under your direction
172 | and control, on terms that prohibit them from making any copies of
173 | your copyrighted material outside their relationship with you.
174 |
175 | Conveying under any other circumstances is permitted solely under
176 | the conditions stated below. Sublicensing is not allowed; section 10
177 | makes it unnecessary.
178 |
179 | 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
180 |
181 | No covered work shall be deemed part of an effective technological
182 | measure under any applicable law fulfilling obligations under article
183 | 11 of the WIPO copyright treaty adopted on 20 December 1996, or
184 | similar laws prohibiting or restricting circumvention of such
185 | measures.
186 |
187 | When you convey a covered work, you waive any legal power to forbid
188 | circumvention of technological measures to the extent such circumvention
189 | is effected by exercising rights under this License with respect to
190 | the covered work, and you disclaim any intention to limit operation or
191 | modification of the work as a means of enforcing, against the work's
192 | users, your or third parties' legal rights to forbid circumvention of
193 | technological measures.
194 |
195 | 4. Conveying Verbatim Copies.
196 |
197 | You may convey verbatim copies of the Program's source code as you
198 | receive it, in any medium, provided that you conspicuously and
199 | appropriately publish on each copy an appropriate copyright notice;
200 | keep intact all notices stating that this License and any
201 | non-permissive terms added in accord with section 7 apply to the code;
202 | keep intact all notices of the absence of any warranty; and give all
203 | recipients a copy of this License along with the Program.
204 |
205 | You may charge any price or no price for each copy that you convey,
206 | and you may offer support or warranty protection for a fee.
207 |
208 | 5. Conveying Modified Source Versions.
209 |
210 | You may convey a work based on the Program, or the modifications to
211 | produce it from the Program, in the form of source code under the
212 | terms of section 4, provided that you also meet all of these conditions:
213 |
214 | a) The work must carry prominent notices stating that you modified
215 | it, and giving a relevant date.
216 |
217 | b) The work must carry prominent notices stating that it is
218 | released under this License and any conditions added under section
219 | 7. This requirement modifies the requirement in section 4 to
220 | "keep intact all notices".
221 |
222 | c) You must license the entire work, as a whole, under this
223 | License to anyone who comes into possession of a copy. This
224 | License will therefore apply, along with any applicable section 7
225 | additional terms, to the whole of the work, and all its parts,
226 | regardless of how they are packaged. This License gives no
227 | permission to license the work in any other way, but it does not
228 | invalidate such permission if you have separately received it.
229 |
230 | d) If the work has interactive user interfaces, each must display
231 | Appropriate Legal Notices; however, if the Program has interactive
232 | interfaces that do not display Appropriate Legal Notices, your
233 | work need not make them do so.
234 |
235 | A compilation of a covered work with other separate and independent
236 | works, which are not by their nature extensions of the covered work,
237 | and which are not combined with it such as to form a larger program,
238 | in or on a volume of a storage or distribution medium, is called an
239 | "aggregate" if the compilation and its resulting copyright are not
240 | used to limit the access or legal rights of the compilation's users
241 | beyond what the individual works permit. Inclusion of a covered work
242 | in an aggregate does not cause this License to apply to the other
243 | parts of the aggregate.
244 |
245 | 6. Conveying Non-Source Forms.
246 |
247 | You may convey a covered work in object code form under the terms
248 | of sections 4 and 5, provided that you also convey the
249 | machine-readable Corresponding Source under the terms of this License,
250 | in one of these ways:
251 |
252 | a) Convey the object code in, or embodied in, a physical product
253 | (including a physical distribution medium), accompanied by the
254 | Corresponding Source fixed on a durable physical medium
255 | customarily used for software interchange.
256 |
257 | b) Convey the object code in, or embodied in, a physical product
258 | (including a physical distribution medium), accompanied by a
259 | written offer, valid for at least three years and valid for as
260 | long as you offer spare parts or customer support for that product
261 | model, to give anyone who possesses the object code either (1) a
262 | copy of the Corresponding Source for all the software in the
263 | product that is covered by this License, on a durable physical
264 | medium customarily used for software interchange, for a price no
265 | more than your reasonable cost of physically performing this
266 | conveying of source, or (2) access to copy the
267 | Corresponding Source from a network server at no charge.
268 |
269 | c) Convey individual copies of the object code with a copy of the
270 | written offer to provide the Corresponding Source. This
271 | alternative is allowed only occasionally and noncommercially, and
272 | only if you received the object code with such an offer, in accord
273 | with subsection 6b.
274 |
275 | d) Convey the object code by offering access from a designated
276 | place (gratis or for a charge), and offer equivalent access to the
277 | Corresponding Source in the same way through the same place at no
278 | further charge. You need not require recipients to copy the
279 | Corresponding Source along with the object code. If the place to
280 | copy the object code is a network server, the Corresponding Source
281 | may be on a different server (operated by you or a third party)
282 | that supports equivalent copying facilities, provided you maintain
283 | clear directions next to the object code saying where to find the
284 | Corresponding Source. Regardless of what server hosts the
285 | Corresponding Source, you remain obligated to ensure that it is
286 | available for as long as needed to satisfy these requirements.
287 |
288 | e) Convey the object code using peer-to-peer transmission, provided
289 | you inform other peers where the object code and Corresponding
290 | Source of the work are being offered to the general public at no
291 | charge under subsection 6d.
292 |
293 | A separable portion of the object code, whose source code is excluded
294 | from the Corresponding Source as a System Library, need not be
295 | included in conveying the object code work.
296 |
297 | A "User Product" is either (1) a "consumer product", which means any
298 | tangible personal property which is normally used for personal, family,
299 | or household purposes, or (2) anything designed or sold for incorporation
300 | into a dwelling. In determining whether a product is a consumer product,
301 | doubtful cases shall be resolved in favor of coverage. For a particular
302 | product received by a particular user, "normally used" refers to a
303 | typical or common use of that class of product, regardless of the status
304 | of the particular user or of the way in which the particular user
305 | actually uses, or expects or is expected to use, the product. A product
306 | is a consumer product regardless of whether the product has substantial
307 | commercial, industrial or non-consumer uses, unless such uses represent
308 | the only significant mode of use of the product.
309 |
310 | "Installation Information" for a User Product means any methods,
311 | procedures, authorization keys, or other information required to install
312 | and execute modified versions of a covered work in that User Product from
313 | a modified version of its Corresponding Source. The information must
314 | suffice to ensure that the continued functioning of the modified object
315 | code is in no case prevented or interfered with solely because
316 | modification has been made.
317 |
318 | If you convey an object code work under this section in, or with, or
319 | specifically for use in, a User Product, and the conveying occurs as
320 | part of a transaction in which the right of possession and use of the
321 | User Product is transferred to the recipient in perpetuity or for a
322 | fixed term (regardless of how the transaction is characterized), the
323 | Corresponding Source conveyed under this section must be accompanied
324 | by the Installation Information. But this requirement does not apply
325 | if neither you nor any third party retains the ability to install
326 | modified object code on the User Product (for example, the work has
327 | been installed in ROM).
328 |
329 | The requirement to provide Installation Information does not include a
330 | requirement to continue to provide support service, warranty, or updates
331 | for a work that has been modified or installed by the recipient, or for
332 | the User Product in which it has been modified or installed. Access to a
333 | network may be denied when the modification itself materially and
334 | adversely affects the operation of the network or violates the rules and
335 | protocols for communication across the network.
336 |
337 | Corresponding Source conveyed, and Installation Information provided,
338 | in accord with this section must be in a format that is publicly
339 | documented (and with an implementation available to the public in
340 | source code form), and must require no special password or key for
341 | unpacking, reading or copying.
342 |
343 | 7. Additional Terms.
344 |
345 | "Additional permissions" are terms that supplement the terms of this
346 | License by making exceptions from one or more of its conditions.
347 | Additional permissions that are applicable to the entire Program shall
348 | be treated as though they were included in this License, to the extent
349 | that they are valid under applicable law. If additional permissions
350 | apply only to part of the Program, that part may be used separately
351 | under those permissions, but the entire Program remains governed by
352 | this License without regard to the additional permissions.
353 |
354 | When you convey a copy of a covered work, you may at your option
355 | remove any additional permissions from that copy, or from any part of
356 | it. (Additional permissions may be written to require their own
357 | removal in certain cases when you modify the work.) You may place
358 | additional permissions on material, added by you to a covered work,
359 | for which you have or can give appropriate copyright permission.
360 |
361 | Notwithstanding any other provision of this License, for material you
362 | add to a covered work, you may (if authorized by the copyright holders of
363 | that material) supplement the terms of this License with terms:
364 |
365 | a) Disclaiming warranty or limiting liability differently from the
366 | terms of sections 15 and 16 of this License; or
367 |
368 | b) Requiring preservation of specified reasonable legal notices or
369 | author attributions in that material or in the Appropriate Legal
370 | Notices displayed by works containing it; or
371 |
372 | c) Prohibiting misrepresentation of the origin of that material, or
373 | requiring that modified versions of such material be marked in
374 | reasonable ways as different from the original version; or
375 |
376 | d) Limiting the use for publicity purposes of names of licensors or
377 | authors of the material; or
378 |
379 | e) Declining to grant rights under trademark law for use of some
380 | trade names, trademarks, or service marks; or
381 |
382 | f) Requiring indemnification of licensors and authors of that
383 | material by anyone who conveys the material (or modified versions of
384 | it) with contractual assumptions of liability to the recipient, for
385 | any liability that these contractual assumptions directly impose on
386 | those licensors and authors.
387 |
388 | All other non-permissive additional terms are considered "further
389 | restrictions" within the meaning of section 10. If the Program as you
390 | received it, or any part of it, contains a notice stating that it is
391 | governed by this License along with a term that is a further
392 | restriction, you may remove that term. If a license document contains
393 | a further restriction but permits relicensing or conveying under this
394 | License, you may add to a covered work material governed by the terms
395 | of that license document, provided that the further restriction does
396 | not survive such relicensing or conveying.
397 |
398 | If you add terms to a covered work in accord with this section, you
399 | must place, in the relevant source files, a statement of the
400 | additional terms that apply to those files, or a notice indicating
401 | where to find the applicable terms.
402 |
403 | Additional terms, permissive or non-permissive, may be stated in the
404 | form of a separately written license, or stated as exceptions;
405 | the above requirements apply either way.
406 |
407 | 8. Termination.
408 |
409 | You may not propagate or modify a covered work except as expressly
410 | provided under this License. Any attempt otherwise to propagate or
411 | modify it is void, and will automatically terminate your rights under
412 | this License (including any patent licenses granted under the third
413 | paragraph of section 11).
414 |
415 | However, if you cease all violation of this License, then your
416 | license from a particular copyright holder is reinstated (a)
417 | provisionally, unless and until the copyright holder explicitly and
418 | finally terminates your license, and (b) permanently, if the copyright
419 | holder fails to notify you of the violation by some reasonable means
420 | prior to 60 days after the cessation.
421 |
422 | Moreover, your license from a particular copyright holder is
423 | reinstated permanently if the copyright holder notifies you of the
424 | violation by some reasonable means, this is the first time you have
425 | received notice of violation of this License (for any work) from that
426 | copyright holder, and you cure the violation prior to 30 days after
427 | your receipt of the notice.
428 |
429 | Termination of your rights under this section does not terminate the
430 | licenses of parties who have received copies or rights from you under
431 | this License. If your rights have been terminated and not permanently
432 | reinstated, you do not qualify to receive new licenses for the same
433 | material under section 10.
434 |
435 | 9. Acceptance Not Required for Having Copies.
436 |
437 | You are not required to accept this License in order to receive or
438 | run a copy of the Program. Ancillary propagation of a covered work
439 | occurring solely as a consequence of using peer-to-peer transmission
440 | to receive a copy likewise does not require acceptance. However,
441 | nothing other than this License grants you permission to propagate or
442 | modify any covered work. These actions infringe copyright if you do
443 | not accept this License. Therefore, by modifying or propagating a
444 | covered work, you indicate your acceptance of this License to do so.
445 |
446 | 10. Automatic Licensing of Downstream Recipients.
447 |
448 | Each time you convey a covered work, the recipient automatically
449 | receives a license from the original licensors, to run, modify and
450 | propagate that work, subject to this License. You are not responsible
451 | for enforcing compliance by third parties with this License.
452 |
453 | An "entity transaction" is a transaction transferring control of an
454 | organization, or substantially all assets of one, or subdividing an
455 | organization, or merging organizations. If propagation of a covered
456 | work results from an entity transaction, each party to that
457 | transaction who receives a copy of the work also receives whatever
458 | licenses to the work the party's predecessor in interest had or could
459 | give under the previous paragraph, plus a right to possession of the
460 | Corresponding Source of the work from the predecessor in interest, if
461 | the predecessor has it or can get it with reasonable efforts.
462 |
463 | You may not impose any further restrictions on the exercise of the
464 | rights granted or affirmed under this License. For example, you may
465 | not impose a license fee, royalty, or other charge for exercise of
466 | rights granted under this License, and you may not initiate litigation
467 | (including a cross-claim or counterclaim in a lawsuit) alleging that
468 | any patent claim is infringed by making, using, selling, offering for
469 | sale, or importing the Program or any portion of it.
470 |
471 | 11. Patents.
472 |
473 | A "contributor" is a copyright holder who authorizes use under this
474 | License of the Program or a work on which the Program is based. The
475 | work thus licensed is called the contributor's "contributor version".
476 |
477 | A contributor's "essential patent claims" are all patent claims
478 | owned or controlled by the contributor, whether already acquired or
479 | hereafter acquired, that would be infringed by some manner, permitted
480 | by this License, of making, using, or selling its contributor version,
481 | but do not include claims that would be infringed only as a
482 | consequence of further modification of the contributor version. For
483 | purposes of this definition, "control" includes the right to grant
484 | patent sublicenses in a manner consistent with the requirements of
485 | this License.
486 |
487 | Each contributor grants you a non-exclusive, worldwide, royalty-free
488 | patent license under the contributor's essential patent claims, to
489 | make, use, sell, offer for sale, import and otherwise run, modify and
490 | propagate the contents of its contributor version.
491 |
492 | In the following three paragraphs, a "patent license" is any express
493 | agreement or commitment, however denominated, not to enforce a patent
494 | (such as an express permission to practice a patent or covenant not to
495 | sue for patent infringement). To "grant" such a patent license to a
496 | party means to make such an agreement or commitment not to enforce a
497 | patent against the party.
498 |
499 | If you convey a covered work, knowingly relying on a patent license,
500 | and the Corresponding Source of the work is not available for anyone
501 | to copy, free of charge and under the terms of this License, through a
502 | publicly available network server or other readily accessible means,
503 | then you must either (1) cause the Corresponding Source to be so
504 | available, or (2) arrange to deprive yourself of the benefit of the
505 | patent license for this particular work, or (3) arrange, in a manner
506 | consistent with the requirements of this License, to extend the patent
507 | license to downstream recipients. "Knowingly relying" means you have
508 | actual knowledge that, but for the patent license, your conveying the
509 | covered work in a country, or your recipient's use of the covered work
510 | in a country, would infringe one or more identifiable patents in that
511 | country that you have reason to believe are valid.
512 |
513 | If, pursuant to or in connection with a single transaction or
514 | arrangement, you convey, or propagate by procuring conveyance of, a
515 | covered work, and grant a patent license to some of the parties
516 | receiving the covered work authorizing them to use, propagate, modify
517 | or convey a specific copy of the covered work, then the patent license
518 | you grant is automatically extended to all recipients of the covered
519 | work and works based on it.
520 |
521 | A patent license is "discriminatory" if it does not include within
522 | the scope of its coverage, prohibits the exercise of, or is
523 | conditioned on the non-exercise of one or more of the rights that are
524 | specifically granted under this License. You may not convey a covered
525 | work if you are a party to an arrangement with a third party that is
526 | in the business of distributing software, under which you make payment
527 | to the third party based on the extent of your activity of conveying
528 | the work, and under which the third party grants, to any of the
529 | parties who would receive the covered work from you, a discriminatory
530 | patent license (a) in connection with copies of the covered work
531 | conveyed by you (or copies made from those copies), or (b) primarily
532 | for and in connection with specific products or compilations that
533 | contain the covered work, unless you entered into that arrangement,
534 | or that patent license was granted, prior to 28 March 2007.
535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
541 |
542 | If conditions are imposed on you (whether by court order, agreement or
543 | otherwise) that contradict the conditions of this License, they do not
544 | excuse you from the conditions of this License. If you cannot convey a
545 | covered work so as to satisfy simultaneously your obligations under this
546 | License and any other pertinent obligations, then as a consequence you may
547 | not convey it at all. For example, if you agree to terms that obligate you
548 | to collect a royalty for further conveying from those to whom you convey
549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------