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#region = = = = = = = = = = = = = = = = = = Copyright ( c ) 2007 Pascal vd Heiden
/ *
* Copyright ( c ) 2007 Pascal vd Heiden , www . codeimp . com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* /
#endregion
#region = = = = = = = = = = = = = = = = = = Namespaces
using System ;
using System.Collections.Generic ;
using System.ComponentModel ;
using System.Drawing ;
using System.Text ;
using System.Windows.Forms ;
using CodeImp.DoomBuilder.IO ;
using CodeImp.DoomBuilder.Map ;
using System.IO ;
using System.Collections ;
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using System.Diagnostics ;
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using CodeImp.DoomBuilder.Data ;
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using CodeImp.DoomBuilder.Config ;
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using CodeImp.DoomBuilder.Controls ;
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#endregion
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namespace CodeImp.DoomBuilder.Windows
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{
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internal partial class OpenMapOptionsForm : DelayedForm
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{
// Variables
private Configuration mapsettings ;
private MapOptions options ;
private WAD wadfile ;
private string filepathname ;
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private string selectedmapname ;
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// Properties
public string FilePathName { get { return filepathname ; } }
public MapOptions Options { get { return options ; } }
// Constructor
public OpenMapOptionsForm ( string filepathname )
{
// Initialize
InitializeComponent ( ) ;
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this . Text = "Open Map from " + Path . GetFileName ( filepathname ) ;
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this . filepathname = filepathname ;
this . options = new MapOptions ( ) ;
}
// This loads the settings and attempt to find a suitable config
private void LoadSettings ( )
{
string dbsfile ;
string gameconfig ;
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int index ;
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// Busy
Cursor . Current = Cursors . WaitCursor ;
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// Check if the file exists
if ( ! File . Exists ( filepathname ) )
{
// WAD file does not exist
MessageBox . Show ( this , "Could not open the WAD file: The file does not exist." , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
this . DialogResult = DialogResult . Cancel ;
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this . Close ( ) ;
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return ;
}
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try
{
// Open the WAD file
wadfile = new WAD ( filepathname , true ) ;
}
catch ( Exception )
{
// Unable to open WAD file (or its config)
MessageBox . Show ( this , "Could not open the WAD file for reading. Please make sure the file you selected is valid and is not in use by any other application." , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
if ( wadfile ! = null ) wadfile . Dispose ( ) ;
this . DialogResult = DialogResult . Cancel ;
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this . Close ( ) ;
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return ;
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}
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// Open the Map Settings configuration
dbsfile = filepathname . Substring ( 0 , filepathname . Length - 4 ) + ".dbs" ;
if ( File . Exists ( dbsfile ) )
try { mapsettings = new Configuration ( dbsfile , true ) ; }
catch ( Exception ) { mapsettings = new Configuration ( true ) ; }
else
mapsettings = new Configuration ( true ) ;
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// Check strict patches box
strictpatches . Checked = mapsettings . ReadSetting ( "strictpatches" , false ) ;
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// Check what game configuration is preferred
gameconfig = mapsettings . ReadSetting ( "gameconfig" , "" ) ;
// Go for all configurations
for ( int i = 0 ; i < General . Configs . Count ; i + + )
{
// Add config name to list
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index = config . Items . Add ( General . Configs [ i ] ) ;
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// This is the preferred game configuration?
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if ( General . Configs [ i ] . Filename = = gameconfig )
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{
// Select this item
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config . SelectedIndex = index ;
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}
}
// Still no configuration selected?
if ( config . SelectedIndex = = - 1 )
{
// Then go for all configurations to find a suitable one
for ( int i = 0 ; i < General . Configs . Count ; i + + )
{
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// Check if a resource location is set for this configuration
if ( General . Configs [ i ] . Resources . Count > 0 )
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{
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// Match the wad against this configuration
if ( MatchConfiguration ( General . Configs [ i ] . Filename , wadfile ) )
{
// Select this item
config . SelectedIndex = i ;
break ;
}
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}
}
}
// Done
Cursor . Current = Cursors . Default ;
}
// This matches a WAD file with the specified game configuration
// by checking if the specific lumps are detected
private bool MatchConfiguration ( string configfile , WAD wadfile )
{
Configuration cfg ;
IDictionary detectlumps ;
Lump lumpresult ;
bool result = false ;
// Load the configuration
cfg = General . LoadGameConfiguration ( configfile ) ;
// Get the lumps to detect
detectlumps = cfg . ReadSetting ( "gamedetect" , new Hashtable ( ) ) ;
// Go for all the lumps
foreach ( DictionaryEntry lmp in detectlumps )
{
// Setting not broken?
if ( ( lmp . Value is int ) & & ( lmp . Key is string ) )
{
// Find the lump in the WAD file
lumpresult = wadfile . FindLump ( ( string ) lmp . Key ) ;
// If one of these lumps must exist, and it is found
if ( ( ( int ) lmp . Value = = 1 ) & & ( lumpresult ! = null ) )
{
// Good result.
result = true ;
}
// If this lumps may not exist, and it is found
else if ( ( ( int ) lmp . Value = = 2 ) & & ( lumpresult ! = null ) )
{
// Bad result.
result = false ;
break ;
}
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// If this lumps must exist, and is found
else if ( ( ( int ) lmp . Value = = 3 ) & & ( lumpresult ! = null ) )
{
// Good result.
result = true ;
}
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// If this lumps must exist, and it is missing
else if ( ( ( int ) lmp . Value = = 3 ) & & ( lumpresult = = null ) )
{
// Bad result.
result = false ;
break ;
}
}
}
// Return result
return result ;
}
// Configuration is selected
private void config_SelectedIndexChanged ( object sender , EventArgs e )
{
List < ListViewItem > mapnames ;
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ConfigurationInfo ci ;
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Configuration cfg ;
IDictionary maplumpnames ;
int scanindex , checkoffset ;
int lumpsfound , lumpsrequired = 0 ;
string lumpname , selectedname = "" ;
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// Anything selected?
if ( config . SelectedIndex > - 1 )
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{
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// Keep selected name, if any
if ( mapslist . SelectedItems . Count > 0 )
selectedname = mapslist . SelectedItems [ 0 ] . Text ;
// Make an array for the map names
mapnames = new List < ListViewItem > ( ) ;
// Get selected configuration info
ci = ( ConfigurationInfo ) config . SelectedItem ;
// Load this configuration
cfg = General . LoadGameConfiguration ( ci . Filename ) ;
// Get the map lump names
maplumpnames = cfg . ReadSetting ( "maplumpnames" , new Hashtable ( ) ) ;
// Count how many required lumps we have to find
foreach ( DictionaryEntry ml in maplumpnames )
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{
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// Ignore the map header (it will not be found because the name is different)
if ( ml . Key . ToString ( ) ! = MapManager . CONFIG_MAP_HEADER )
{
// Read lump setting and count it
if ( cfg . ReadSetting ( "maplumpnames." + ml . Key + ".required" , false ) ) lumpsrequired + + ;
}
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}
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// Go for all the lumps in the wad
for ( scanindex = 0 ; scanindex < ( wadfile . Lumps . Count - 1 ) ; scanindex + + )
{
// Make sure this lump is not part of the map
if ( ! maplumpnames . Contains ( wadfile . Lumps [ scanindex ] . Name ) )
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{
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// Reset check
lumpsfound = 0 ;
checkoffset = 1 ;
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// Continue while still within bounds and lumps are still recognized
while ( ( ( scanindex + checkoffset ) < wadfile . Lumps . Count ) & &
maplumpnames . Contains ( wadfile . Lumps [ scanindex + checkoffset ] . Name ) )
{
// Count the lump when it is marked as required
lumpname = wadfile . Lumps [ scanindex + checkoffset ] . Name ;
if ( cfg . ReadSetting ( "maplumpnames." + lumpname + ".required" , false ) ) lumpsfound + + ;
// Check the next lump
checkoffset + + ;
}
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// Map found? Then add it to the list
if ( lumpsfound > = lumpsrequired )
mapnames . Add ( new ListViewItem ( wadfile . Lumps [ scanindex ] . Name ) ) ;
}
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}
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// Clear the list and add the new map names
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mapslist . BeginUpdate ( ) ;
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mapslist . Items . Clear ( ) ;
mapslist . Items . AddRange ( mapnames . ToArray ( ) ) ;
mapslist . Sort ( ) ;
// Go for all items in the list
foreach ( ListViewItem item in mapslist . Items )
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{
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// Was this item previously selected?
if ( item . Text = = selectedname )
{
// Select it again
item . Selected = true ;
break ;
}
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}
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if ( ( mapslist . SelectedItems . Count = = 0 ) & & ( mapslist . Items . Count > 0 ) ) mapslist . Items [ 0 ] . Selected = true ;
mapslist . EndUpdate ( ) ;
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// Show configuration resources
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datalocations . FixedResourceLocationList ( ci . Resources ) ;
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}
}
// OK clicked
private void apply_Click ( object sender , EventArgs e )
{
// Configuration selected?
if ( config . SelectedIndex = = - 1 )
{
// Select a configuration!
MessageBox . Show ( this , "Please select a game configuration to use for editing your map." , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Warning ) ;
config . Focus ( ) ;
return ;
}
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// Collect information
ConfigurationInfo configinfo = General . Configs [ config . SelectedIndex ] ;
DataLocationList locations = datalocations . GetResources ( ) ;
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// No map selected?
if ( mapslist . SelectedItems . Count = = 0 )
{
// Choose a map!
MessageBox . Show ( this , "Please select a map to load for editing." , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Warning ) ;
mapslist . Focus ( ) ;
return ;
}
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// Check if we should warn the user for missing resources
if ( ( wadfile . Type ! = WAD . TYPE_IWAD ) & & ( locations . Count = = 0 ) & & ( configinfo . Resources . Count = = 0 ) )
{
if ( MessageBox . Show ( this , "You are about to load a map without selecting any resources. Textures, flats and " +
"sprites may not be shown correctly or may not show up at all. Do you want to continue?" , Application . ProductName ,
MessageBoxButtons . YesNo , MessageBoxIcon . Warning , MessageBoxDefaultButton . Button2 ) = = DialogResult . No )
{
return ;
}
}
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// Apply changes
options . ClearResources ( ) ;
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options . ConfigFile = configinfo . Filename ;
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options . CurrentName = mapslist . SelectedItems [ 0 ] . Text ;
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options . StrictPatches = strictpatches . Checked ;
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options . CopyResources ( locations ) ;
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// Hide window
wadfile . Dispose ( ) ;
this . DialogResult = DialogResult . OK ;
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this . Close ( ) ;
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}
// Cancel clicked
private void cancel_Click ( object sender , EventArgs e )
{
// Just hide window
wadfile . Dispose ( ) ;
this . DialogResult = DialogResult . Cancel ;
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this . Close ( ) ;
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}
// Window is shown
private void OpenMapOptionsForm_Shown ( object sender , EventArgs e )
{
// Update window
this . Update ( ) ;
// Load settings
LoadSettings ( ) ;
}
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// Map name doubleclicked
private void mapslist_DoubleClick ( object sender , EventArgs e )
{
// Click OK
if ( mapslist . SelectedItems . Count > 0 ) apply . PerformClick ( ) ;
}
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// Map name selected
private void mapslist_ItemSelectionChanged ( object sender , ListViewItemSelectionChangedEventArgs e )
{
DataLocationList locations ;
DataLocationList listedlocations ;
// Map previously selected?
if ( ( selectedmapname ! = null ) & & ( selectedmapname ! = "" ) )
{
// Get locations from previous selected map settings
locations = new DataLocationList ( mapsettings , "maps." + selectedmapname + ".resources" ) ;
listedlocations = datalocations . GetResources ( ) ;
// Remove data locations that this map has in its config
foreach ( DataLocation dl in locations )
listedlocations . Remove ( dl ) ;
// Set new data locations
datalocations . EditResourceLocationList ( listedlocations ) ;
// Done
selectedmapname = null ;
}
// Anything selected?
if ( mapslist . SelectedItems . Count > 0 )
{
// Get the map name
selectedmapname = mapslist . SelectedItems [ 0 ] . Text ;
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options = new MapOptions ( mapsettings , selectedmapname ) ;
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// Get locations from previous selected map settings
locations = new DataLocationList ( mapsettings , "maps." + selectedmapname + ".resources" ) ;
listedlocations = datalocations . GetResources ( ) ;
// Add data locations that this map has in its config
foreach ( DataLocation dl in locations )
if ( ! listedlocations . Contains ( dl ) ) listedlocations . Add ( dl ) ;
// Set new data locations
datalocations . EditResourceLocationList ( listedlocations ) ;
}
}
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}
}