UltimateZoneBuilder/Source/General/MapManager.cs

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Editing;
using System.Diagnostics;
using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Controls;
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#endregion
namespace CodeImp.DoomBuilder
{
internal class MapManager : IDisposable
{
#region ================== Constants
// Map header name in temporary file
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private const string TEMP_MAP_HEADER = "TEMPMAP";
private const string BUILD_MAP_HEADER = "MAP01";
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public const string CONFIG_MAP_HEADER = "~MAP";
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// Save modes
public const int SAVE_NORMAL = 0;
public const int SAVE_AS = 1;
public const int SAVE_INTO = 2;
public const int SAVE_TEST = 3;
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#endregion
#region ================== Variables
// Status
private bool changed;
// Map information
private string filetitle;
private string filepathname;
private string temppath;
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private MapSet map;
private MapSetIO io;
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private MapOptions options;
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private ConfigurationInfo configinfo;
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private Configuration config;
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private GameConfigurationCache configsettings;
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private DataManager data;
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private EditMode mode;
private D3DGraphics graphics;
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private WAD tempwad;
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private MapSelection selection;
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// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public string FilePathName { get { return filepathname; } }
public string FileTitle { get { return filetitle; } }
public string TempPath { get { return temppath; } }
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public MapOptions Options { get { return options; } }
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public MapSet Map { get { return map; } }
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public EditMode Mode { get { return mode; } }
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public DataManager Data { get { return data; } }
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public bool IsChanged { get { return changed; } set { changed |= value; } }
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public bool IsDisposed { get { return isdisposed; } }
public D3DGraphics Graphics { get { return graphics; } }
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public Configuration Configuration { get { return config; } }
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public GameConfigurationCache Settings { get { return configsettings; } }
public MapSelection Selection { get { return selection; } }
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#endregion
#region ================== Constructor / Disposer
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// Constructor
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public MapManager()
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{
// We have no destructor
GC.SuppressFinalize(this);
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// Basic objects
selection = new MapSelection();
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}
// Diposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
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// Change to no mode
ChangeMode(null);
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// Unbind any methods
ActionAttribute.UnbindMethods(this);
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// Dispose
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General.WriteLogLine("Unloading data resources...");
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data.Dispose();
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General.WriteLogLine("Closing temporary file...");
tempwad.Dispose();
General.WriteLogLine("Unloading map data...");
map.Dispose();
General.WriteLogLine("Stopping graphics device...");
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graphics.Dispose();
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// Remove temp file
General.WriteLogLine("Removing temporary directory...");
try { Directory.Delete(temppath, true); } catch(Exception e)
{
General.WriteLogLine(e.GetType().Name + ": " + e.Message);
General.WriteLogLine("Failed to remove temporary directory!");
}
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// Basic objects
selection.Dispose();
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// We may spend some time to clean things up here
GC.Collect();
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// Done
isdisposed = true;
}
}
#endregion
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#region ================== New / Open
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// Initializes for a new map
public bool InitializeNewMap(MapOptions options)
{
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string tempfile;
string iointerface;
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// Apply settings
this.filetitle = "unnamed.wad";
this.filepathname = "";
this.changed = false;
this.options = options;
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General.WriteLogLine("Creating new map '" + options.CurrentName + "' with configuration '" + options.ConfigFile + "'");
// Create temporary path
temppath = General.MakeTempDirname();
Directory.CreateDirectory(temppath);
General.WriteLogLine("Temporary directory: " + temppath);
// Initiate graphics
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General.WriteLogLine("Initializing graphics device...");
graphics = new D3DGraphics(General.MainWindow.Display);
if(!graphics.Initialize()) return false;
// Load game configuration
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General.WriteLogLine("Loading game configuration...");
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configinfo = General.GetConfigurationInfo(options.ConfigFile);
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config = General.LoadGameConfiguration(options.ConfigFile);
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configsettings = new GameConfigurationCache(config);
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// Create map data
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map = new MapSet();
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// Create temp wadfile
tempfile = General.MakeTempFilename(temppath);
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General.WriteLogLine("Creating temporary file: " + tempfile);
tempwad = new WAD(tempfile);
// Read the map from temp file
iointerface = config.ReadSetting("formatinterface", "");
General.WriteLogLine("Initializing map format interface " + iointerface + "...");
io = MapSetIO.Create(iointerface, tempwad, this);
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// Create required lumps
General.WriteLogLine("Creating map data structures...");
tempwad.Insert(TEMP_MAP_HEADER, 0, 0);
io.Write(map, TEMP_MAP_HEADER, 1);
CreateRequiredLumps(tempwad, TEMP_MAP_HEADER);
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// Load data manager
General.WriteLogLine("Loading data resources...");
data = new DataManager();
data.Load(configinfo.Resources, options.Resources);
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// Bind any methods
ActionAttribute.BindMethods(this);
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// Set default mode
ChangeMode(new VerticesMode());
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// Success
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General.WriteLogLine("Map creation done");
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return true;
}
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// Initializes for an existing map
public bool InitializeOpenMap(string filepathname, MapOptions options)
{
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WAD mapwad;
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string tempfile;
string iointerface;
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DataLocation maplocation;
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// Apply settings
this.filetitle = Path.GetFileName(filepathname);
this.filepathname = filepathname;
this.changed = false;
this.options = options;
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General.WriteLogLine("Opening map '" + options.CurrentName + "' with configuration '" + options.ConfigFile + "'");
// Create temporary path
temppath = General.MakeTempDirname();
Directory.CreateDirectory(temppath);
General.WriteLogLine("Temporary directory: " + temppath);
// Initiate graphics
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General.WriteLogLine("Initializing graphics device...");
graphics = new D3DGraphics(General.MainWindow.Display);
if(!graphics.Initialize()) return false;
// Load game configuration
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General.WriteLogLine("Loading game configuration...");
configinfo = General.GetConfigurationInfo(options.ConfigFile);
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config = General.LoadGameConfiguration(options.ConfigFile);
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configsettings = new GameConfigurationCache(config);
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// Create map data
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map = new MapSet();
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// Create temp wadfile
tempfile = General.MakeTempFilename(temppath);
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General.WriteLogLine("Creating temporary file: " + tempfile);
tempwad = new WAD(tempfile);
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// Now open the map file
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General.WriteLogLine("Opening source file: " + filepathname);
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mapwad = new WAD(filepathname, true);
// Copy the map lumps to the temp file
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General.WriteLogLine("Copying map lumps to temporary file...");
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CopyLumpsByType(mapwad, options.CurrentName, tempwad, TEMP_MAP_HEADER,
true, true, true, true);
// Close the map file
mapwad.Dispose();
// Read the map from temp file
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iointerface = config.ReadSetting("formatinterface", "");
General.WriteLogLine("Initializing map format interface " + iointerface + "...");
io = MapSetIO.Create(iointerface, tempwad, this);
General.WriteLogLine("Reading map data structures from file...");
map = io.Read(map, TEMP_MAP_HEADER);
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// Update structures
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map.Update();
// Load data manager
General.WriteLogLine("Loading data resources...");
data = new DataManager();
maplocation = new DataLocation(DataLocation.RESOURCE_WAD, filepathname, false, false);
data.Load(configinfo.Resources, options.Resources, maplocation);
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// Bind any methods
ActionAttribute.BindMethods(this);
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// Set default mode
ChangeMode(new VerticesMode());
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// Center map in screen
(General.Map.Mode as ClassicMode).CenterInScreen();
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// Success
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General.WriteLogLine("Map loading done");
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return true;
}
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#endregion
#region ================== Save
// Initializes for an existing map
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public bool SaveMap(string newfilepathname, int savemode)
{
MapSet outputset;
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string nodebuildername, oldstatus, settingsfile;
Configuration mapsettings;
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WAD targetwad;
int index;
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bool includenodes;
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string origmapname;
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General.WriteLogLine("Saving map to file: " + newfilepathname);
// Make a copy of the map data
outputset = map.Clone();
// Do we need sidedefs compression?
if(map.Sidedefs.Count > io.MaxSidedefs)
{
// Compress sidedefs
outputset.CompressSidedefs();
// Check if it still doesnt fit
if(map.Sidedefs.Count > io.MaxSidedefs)
{
// Problem! Can't save the map like this!
General.ShowErrorMessage("Unable to save the map: There are too many unique sidedefs!", MessageBoxButtons.OK);
return false;
}
}
// TODO: Check for more limitations
// Write to temporary file
General.WriteLogLine("Writing map data structures to file...");
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index = tempwad.FindLumpIndex(TEMP_MAP_HEADER);
if(index == -1) index = 0;
io.Write(outputset, TEMP_MAP_HEADER, index);
// Get the corresponding nodebuilder
if(savemode == SAVE_TEST) nodebuildername = configinfo.NodebuilderTest;
else nodebuildername = configinfo.NodebuilderSave;
// Build the nodes
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oldstatus = General.MainWindow.GetCurrentSatus();
General.MainWindow.DisplayStatus("Building map nodes...");
if((nodebuildername != null) && (nodebuildername != ""))
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includenodes = BuildNodes(nodebuildername, true);
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else
includenodes = false;
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General.MainWindow.DisplayStatus(oldstatus);
// Suspend data resources
data.Suspend();
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try
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{
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// Except when saving INTO another file,
// kill the target file if it is different from source file
if((savemode != SAVE_INTO) && (newfilepathname != filepathname))
{
// Kill target file
if(File.Exists(newfilepathname)) File.Delete(newfilepathname);
// Kill .dbs settings file
settingsfile = newfilepathname.Substring(0, newfilepathname.Length - 4) + ".dbs";
if(File.Exists(settingsfile)) File.Delete(settingsfile);
}
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// On Save AS we have to copy the previous file to the new file
if((savemode == SAVE_AS) && (filepathname != ""))
{
// Copy if original file still exists
if(File.Exists(filepathname)) File.Copy(filepathname, newfilepathname, true);
}
// Open the target file
targetwad = new WAD(newfilepathname);
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}
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catch(IOException)
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{
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General.ShowErrorMessage("IO Error while writing target file: " + newfilepathname + ". Please make sure the location is accessible and not in use by another program.", MessageBoxButtons.OK);
data.Resume();
General.WriteLogLine("Map saving failed");
return false;
}
catch(UnauthorizedAccessException)
{
General.ShowErrorMessage("Error while accessing target file: " + newfilepathname + ". Please make sure the location is accessible and not in use by another program.", MessageBoxButtons.OK);
data.Resume();
General.WriteLogLine("Map saving failed");
return false;
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}
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// Determine original map name
if(options.PreviousName != "") origmapname = options.PreviousName;
else origmapname = options.CurrentName;
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// Copy map lumps to target file
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CopyLumpsByType(tempwad, TEMP_MAP_HEADER, targetwad, origmapname, true, true, includenodes, true);
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// Was the map lump name renamed?
if((options.PreviousName != options.CurrentName) &&
(options.PreviousName != ""))
{
General.WriteLogLine("Renaming map lump name from " + options.PreviousName + " to " + options.CurrentName);
// Find the map header in target
index = targetwad.FindLumpIndex(options.PreviousName);
if(index > -1)
{
// Rename the map lump name
targetwad.Lumps[index].Rename(options.CurrentName);
options.PreviousName = "";
}
else
{
// Houston, we've got a problem!
General.ShowErrorMessage("Error renaming map lump name: the original map lump could not be found!", MessageBoxButtons.OK);
options.CurrentName = options.PreviousName;
options.PreviousName = "";
}
}
// Done with the target file
targetwad.Dispose();
// Resume data resources
data.Resume();
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try
{
// Open or create the map settings
settingsfile = newfilepathname.Substring(0, newfilepathname.Length - 4) + ".dbs";
if(File.Exists(settingsfile))
mapsettings = new Configuration(settingsfile, true);
else
mapsettings = new Configuration(true);
// Write settings
mapsettings.WriteSetting("type", "Doom Builder Map Settings Configuration");
mapsettings.WriteSetting("gameconfig", options.ConfigFile);
options.Resources.WriteToConfig(mapsettings, "maps." + options.CurrentName + ".resources");
// Save settings
mapsettings.SaveConfiguration(settingsfile);
}
catch(Exception e)
{
// Warning only
General.WriteLogLine("WARNING: " + e.GetType().Name + ": " + e.Message);
General.WriteLogLine("WARNING: Could not write the map settings configuration file!");
}
// Was the map saved in a different file? And not for testing purpose?
if((savemode != SAVE_TEST) && (newfilepathname != filepathname))
{
// Keep new filename
filepathname = newfilepathname;
filetitle = Path.GetFileName(filepathname);
// Changes saved
changed = false;
// Reload resources
ReloadResources();
}
// Success!
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General.WriteLogLine("Map saving done");
return true;
}
#endregion
#region ================== Nodebuild
// This builds the nodes in the temproary file with the given configuration name
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private bool BuildNodes(string nodebuildername, bool failaswarning)
{
NodebuilderInfo nodebuilder;
string tempfile1, tempfile2;
bool lumpnodebuild, lumpallowempty, lumpscomplete;
IDictionary maplumps;
WAD buildwad;
int srcindex;
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// Find the nodebuilder
nodebuilder = General.GetNodebuilderByName(nodebuildername);
if(nodebuilder == null)
{
// Problem! Can't find that nodebuilder!
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General.ShowWarningMessage("Unable to build the nodes: The configured nodebuilder cannot be found.\nPlease check your game configuration settings!", MessageBoxButtons.OK);
return false;
}
else
{
// Make a temporary file for the nodebuilder
tempfile1 = General.MakeTempFilename(temppath);
General.WriteLogLine("Creating temporary build file: " + tempfile1);
buildwad = new WAD(tempfile1);
// Copy lumps to buildwad
General.WriteLogLine("Copying map lumps to temporary build file...");
CopyLumpsByType(tempwad, TEMP_MAP_HEADER, buildwad, BUILD_MAP_HEADER, true, false, false, true);
// Close buildwad
buildwad.Dispose();
// Does the nodebuilder require an output file?
if(nodebuilder.HasSpecialOutputFile)
{
// Make a temporary output file for the nodebuilder
tempfile2 = General.MakeTempFilename(temppath);
General.WriteLogLine("Creating temporary output file: " + tempfile2);
}
else
{
// Output file is same as input file
tempfile2 = tempfile1;
}
// Run the nodebuilder
if(nodebuilder.Run(temppath, Path.GetFileName(tempfile1), Path.GetFileName(tempfile2)))
{
// Open the output file
buildwad = new WAD(tempfile2);
// Find the map header in source
srcindex = buildwad.FindLumpIndex(BUILD_MAP_HEADER);
if(srcindex > -1)
{
// Go for all the map lump names
lumpscomplete = true;
maplumps = config.ReadSetting("maplumpnames", new Hashtable());
foreach(DictionaryEntry ml in maplumps)
{
// Read lump settings from map config
lumpnodebuild = config.ReadSetting("maplumpnames." + ml.Key + ".nodebuild", false);
lumpallowempty = config.ReadSetting("maplumpnames." + ml.Key + ".allowempty", false);
// Check if this lump should exist
if(lumpnodebuild && !lumpallowempty)
{
// Find the lump in the source
if(buildwad.FindLump(ml.Key.ToString(), srcindex, srcindex + maplumps.Count + 2) == null)
{
// Missing a lump!
lumpscomplete = false;
break;
}
}
}
}
else
{
// Cannot find header
lumpscomplete = false;
}
// Output lumps complete?
if(lumpscomplete)
{
// Copy nodebuilder lumps to temp file
General.WriteLogLine("Copying nodebuilder lumps to temporary file...");
CopyLumpsByType(buildwad, BUILD_MAP_HEADER, tempwad, TEMP_MAP_HEADER, false, false, true, false);
}
else
{
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// Nodebuilder did not build the lumps!
if(failaswarning)
General.ShowWarningMessage("Unable to build the nodes: The nodebuilder failed to build the expected data structures.\nThe map will be saved without the nodes.", MessageBoxButtons.OK);
else
General.ShowErrorMessage("Unable to build the nodes: The nodebuilder failed to build the expected data structures.", MessageBoxButtons.OK);
}
// Done with the build wad
buildwad.Dispose();
// Remove temp files
General.WriteLogLine("Removing temporary files...");
if(File.Exists(tempfile1)) File.Delete(tempfile1);
if(File.Exists(tempfile2)) File.Delete(tempfile2);
return lumpscomplete;
}
else
{
// Remove temp files
General.WriteLogLine("Removing temporary files...");
if(File.Exists(tempfile1)) File.Delete(tempfile1);
if(File.Exists(tempfile2)) File.Delete(tempfile2);
return false;
}
}
}
#endregion
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#region ================== Lumps
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// This creates empty lumps for those required
private void CreateRequiredLumps(WAD target, string mapname)
{
int headerindex, insertindex, targetindex;
string lumpname;
bool lumprequired;
IDictionary maplumps;
// Find the map header in target
headerindex = target.FindLumpIndex(mapname);
if(headerindex == -1)
{
// If this header doesnt exists in the target
// then insert at the end of the target
headerindex = target.Lumps.Count;
}
// Begin inserting at target header index
insertindex = headerindex;
// Go for all the map lump names
maplumps = config.ReadSetting("maplumpnames", new Hashtable());
foreach(DictionaryEntry ml in maplumps)
{
// Read lump settings from map config
lumprequired = config.ReadSetting("maplumpnames." + ml.Key + ".required", false);
// Check if this lump is required
if(lumprequired)
{
// Get the lump name
lumpname = ml.Key.ToString();
if(lumpname == CONFIG_MAP_HEADER) lumpname = mapname;
// Check if the lump is missing at the target
targetindex = FindSpecificLump(target, lumpname, headerindex, mapname, maplumps);
if(targetindex == -1)
{
// Determine target index
insertindex++;
if(insertindex > target.Lumps.Count) insertindex = target.Lumps.Count;
// Create new, emtpy lump
General.WriteLogLine(lumpname + " is required! Created empty lump.");
target.Insert(lumpname, insertindex, 0);
}
else
{
// Move insert index
insertindex = targetindex;
}
}
}
}
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// This copies specific map lumps from one WAD to another
private void CopyLumpsByType(WAD source, string sourcemapname,
WAD target, string targetmapname,
bool copyrequired, bool copyblindcopy,
bool copynodebuild, bool copyscript)
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{
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bool lumprequired, lumpblindcopy, lumpnodebuild;
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string lumpscript, srclumpname, tgtlumpname;
int srcheaderindex, tgtheaderindex, targetindex, sourceindex, lumpindex;
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IDictionary maplumps;
Lump lump, newlump;
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// Find the map header in target
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tgtheaderindex = target.FindLumpIndex(targetmapname);
if(tgtheaderindex == -1)
{
// If this header doesnt exists in the target
// then insert at the end of the target
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tgtheaderindex = target.Lumps.Count;
}
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// Begin inserting at target header index
targetindex = tgtheaderindex;
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// Find the map header in source
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srcheaderindex = source.FindLumpIndex(sourcemapname);
if(srcheaderindex > -1)
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{
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// Copy the map header from source to target
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//newlump = target.Insert(targetmapname, tgtindex++, source.Lumps[srcindex].Length);
//source.Lumps[srcindex].CopyTo(newlump);
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// Go for all the map lump names
maplumps = config.ReadSetting("maplumpnames", new Hashtable());
foreach(DictionaryEntry ml in maplumps)
{
// Read lump settings from map config
lumprequired = config.ReadSetting("maplumpnames." + ml.Key + ".required", false);
lumpblindcopy = config.ReadSetting("maplumpnames." + ml.Key + ".blindcopy", false);
lumpnodebuild = config.ReadSetting("maplumpnames." + ml.Key + ".nodebuild", false);
lumpscript = config.ReadSetting("maplumpnames." + ml.Key + ".script", "");
// Check if this lump should be copied
if((lumprequired && copyrequired) || (lumpblindcopy && copyblindcopy) ||
(lumpnodebuild && copynodebuild) || ((lumpscript.Length != 0) && copyscript))
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{
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// Get the lump name
srclumpname = ml.Key.ToString();
tgtlumpname = ml.Key.ToString();
if(srclumpname == CONFIG_MAP_HEADER) srclumpname = sourcemapname;
if(tgtlumpname == CONFIG_MAP_HEADER) tgtlumpname = targetmapname;
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// Find the lump in the source
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sourceindex = FindSpecificLump(source, srclumpname, srcheaderindex, sourcemapname, maplumps);
if(sourceindex > -1)
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{
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// Remove lump at target
lumpindex = RemoveSpecificLump(target, tgtlumpname, tgtheaderindex, targetmapname, maplumps);
// Determine target index
// When original lump was found and removed then insert at that position
// otherwise insert after last insertion position
if(lumpindex > -1) targetindex = lumpindex; else targetindex++;
if(targetindex > target.Lumps.Count) targetindex = target.Lumps.Count;
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// Copy the lump to the target
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//General.WriteLogLine(srclumpname + " copying as " + tgtlumpname);
lump = source.Lumps[sourceindex];
newlump = target.Insert(tgtlumpname, targetindex, lump.Length);
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lump.CopyTo(newlump);
}
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else
{
General.WriteLogLine("WARNING: " + ml.Key.ToString() + " should be copied but was not found!");
}
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}
}
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}
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}
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// This finds a lump within the range of known lump names
// Returns -1 when the lump cannot be found
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public static int FindSpecificLump(WAD source, string lumpname, int mapheaderindex, string mapheadername, IDictionary maplumps)
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{
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// Use the configured map lump names to find the specific lump within range,
// because when an unknown lump is met, this search must stop.
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// Go for all lumps in order to find the specified lump
for(int i = 0; i < maplumps.Count + 1; i++)
{
// Still within bounds?
if((mapheaderindex + i) < source.Lumps.Count)
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{
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// Check if this is a known lump name
if(maplumps.Contains(source.Lumps[mapheaderindex + i].Name) ||
(maplumps.Contains(CONFIG_MAP_HEADER) && (source.Lumps[mapheaderindex + i].Name == mapheadername)))
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{
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// Is this the lump we are looking for?
if(source.Lumps[mapheaderindex + i].Name == lumpname)
{
// Return this index
return mapheaderindex + i;
}
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}
else
{
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// Unknown lump hit, abort search
break;
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}
}
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}
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// Nothing found
return -1;
}
// This removes a specific lump and returns the position where the lump was removed
// Returns -1 when the lump could not be found
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public static int RemoveSpecificLump(WAD source, string lumpname, int mapheaderindex, string mapheadername, IDictionary maplumps)
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{
int lumpindex;
// Find the specific lump index
lumpindex = FindSpecificLump(source, lumpname, mapheaderindex, mapheadername, maplumps);
if(lumpindex > -1)
{
// Remove this lump
//General.WriteLogLine(lumpname + " removed");
source.RemoveAt(lumpindex);
}
else
{
// Lump not found
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//General.WriteLogLine("WARNING: " + lumpname + " should be removed but was not found!");
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}
// Return result
return lumpindex;
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}
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#endregion
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#region ================== Editing Modes
// This changes the editing mode.
// Order in which events occur for the old and new modes:
//
// - Constructor of new mode is called
// - Disengage of old mode is called
// ----- Mode switches -----
// - Engage of new mode is called
// - Dispose of old mode is called
//
public void ChangeMode(EditMode newmode)
{
EditMode oldmode = mode;
// Log info
if(newmode != null)
General.WriteLogLine("Switching edit mode to " + newmode.GetType().Name + "...");
else
General.WriteLogLine("Stopping edit mode...");
// Disenagage old mode
if(oldmode != null) oldmode.Disengage();
// Apply new mode
mode = newmode;
// Engage new mode
if(newmode != null) newmode.Engage();
// Dispose old mode
if(mode != null) mode.Dispose();
// Redraw the display
General.MainWindow.RedrawDisplay();
}
// This switches to vertices mode
[Action(Action.VERTICESMODE)]
public void SwitchVerticesMode()
{
// Change to vertices mode
ChangeMode(new VerticesMode());
}
// This switches to linedefs mode
[Action(Action.LINEDEFSMODE)]
public void SwitchLinedefsMode()
{
// Change to linedefs mode
ChangeMode(new LinedefsMode());
}
// This switches to sectors mode
[Action(Action.SECTORSMODE)]
public void SwitchSectorsMode()
{
// Change to sectors mode
ChangeMode(new SectorsMode());
}
#endregion
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#region ================== Methods
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// This reloads resources
[Action(Action.RELOADRESOURCES)]
public void ReloadResources()
{
DataLocation maplocation;
string oldstatus;
Cursor oldcursor;
// Keep old display info
oldstatus = General.MainWindow.GetCurrentSatus();
oldcursor = Cursor.Current;
// Show status
General.MainWindow.DisplayStatus("Reloading data resources...");
Cursor.Current = Cursors.WaitCursor;
// Reload game configuration
General.WriteLogLine("Reloading game configuration...");
configinfo = General.GetConfigurationInfo(options.ConfigFile);
config = General.LoadGameConfiguration(options.ConfigFile);
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configsettings = new GameConfigurationCache(config);
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// Reload data resources
General.WriteLogLine("Reloading data resources...");
data.Dispose();
data = new DataManager();
maplocation = new DataLocation(DataLocation.RESOURCE_WAD, filepathname, false, false);
data.Load(configinfo.Resources, options.Resources, maplocation);
// Reset status
General.MainWindow.DisplayStatus(oldstatus);
Cursor.Current = oldcursor;
}
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// Game Configuration action
[Action(Action.MAPOPTIONS)]
public void ShowMapOptions()
{
// Show map options dialog
MapOptionsForm optionsform = new MapOptionsForm(options);
if(optionsform.ShowDialog(General.MainWindow) == DialogResult.OK)
{
// Update interface
General.MainWindow.UpdateInterface();
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// Reload resources
ReloadResources();
}
// Done
optionsform.Dispose();
}
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#endregion
}
}