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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#endregion
namespace CodeImp.DoomBuilder
{
internal class MapManager : IDisposable
{
#region ================== Constants
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private const string TEMP_MAP_HEADER = "TEMPMAP";
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#endregion
#region ================== Variables
// Status
private bool changed;
// Map information
private string filetitle;
private string filepathname;
private MapSet data;
private MapOptions options;
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private ConfigurationInfo configinfo;
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private Configuration config;
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private EditMode mode;
private D3DGraphics graphics;
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private WAD tempwad;
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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 MapOptions Options { get { return options; } }
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public MapSet Data { get { return data; } }
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public EditMode Mode { get { return mode; } }
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public bool IsChanged { get { return changed; } set { changed = value; } }
public bool IsDisposed { get { return isdisposed; } }
public D3DGraphics Graphics { get { return graphics; } }
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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);
}
// Diposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose
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tempwad.Dispose();
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data.Dispose();
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mode.Dispose();
graphics.Dispose();
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// Remove temp file
try { File.Delete(tempwad.Filename); } catch(Exception) { }
// 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 ================== Initialize
// Initializes for a new map
public bool InitializeNewMap(MapOptions options)
{
// Apply settings
this.filetitle = "unnamed.wad";
this.filepathname = "";
this.changed = false;
this.options = options;
// Initiate graphics
graphics = new D3DGraphics(General.MainWindow.Display);
if(!graphics.Initialize()) return false;
// Load game configuration
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configinfo = General.GetConfigurationInfo(options.ConfigFile);
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config = General.LoadGameConfiguration(options.ConfigFile);
// Create map data
data = new MapSet();
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// Create temp wadfile
tempwad = new WAD(General.MakeTempFilename());
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// Set default mode
ChangeMode(typeof(FrozenOverviewMode));
// Success
return true;
}
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// Initializes for an existing map
public bool InitializeOpenMap(string filepathname, MapOptions options)
{
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WAD mapwad;
MapSetIO mapio;
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// Apply settings
this.filetitle = Path.GetFileName(filepathname);
this.filepathname = filepathname;
this.changed = false;
this.options = options;
// Initiate graphics
graphics = new D3DGraphics(General.MainWindow.Display);
if(!graphics.Initialize()) return false;
// Load game configuration
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config = General.LoadGameConfiguration(options.ConfigFile);
// Create map data
data = new MapSet();
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// Create temp wadfile
tempwad = new WAD(General.MakeTempFilename());
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// Now open the map file
mapwad = new WAD(filepathname, true);
// Copy the map lumps to the temp file
CopyLumpsByType(mapwad, options.CurrentName, tempwad, TEMP_MAP_HEADER,
true, true, true, true);
// Close the map file
mapwad.Dispose();
// Read the map from temp file
mapio = MapSetIO.Create(config.ReadSetting("formatinterface", ""), tempwad);
data = mapio.Read(data, TEMP_MAP_HEADER);
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// Update structures
data.Update();
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// Set default mode
ChangeMode(typeof(FrozenOverviewMode));
// Success
return true;
}
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#endregion
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#region ================== Methods
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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;
string lumpscript;
int srcindex, tgtindex;
IDictionary maplumps;
Lump lump, newlump;
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// Find the map header in target
tgtindex = target.FindLumpIndex(targetmapname);
// If this header doesnt exists in the target
// then insert at the end of the target
tgtindex = target.Lumps.Count;
// Remove the lumps from target
RemoveLumpsByType(target, targetmapname, copyrequired,
copyblindcopy, copynodebuild, copyscript);
// Find the map header in source
srcindex = source.FindLumpIndex(sourcemapname);
if(srcindex > -1)
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{
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// Copy the map header from source to target
newlump = target.Insert(targetmapname, tgtindex++, source.Lumps[srcindex].Length);
source.Lumps[srcindex].CopyTo(newlump);
// 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 != "") && copyscript))
{
// Find the lump in the source
lump = source.FindLump(ml.Key.ToString(), srcindex, srcindex + maplumps.Count + 2);
if(lump != null)
{
// Copy the lump to the target
newlump = target.Insert(ml.Key.ToString(), tgtindex++, lump.Length);
lump.CopyTo(newlump);
}
}
}
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}
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}
// This copies specific map lumps from one WAD to another
private void RemoveLumpsByType(WAD source, string sourcemapname,
bool copyrequired, bool copyblindcopy,
bool copynodebuild, bool copyscript)
{
bool lumprequired, lumpblindcopy, lumpnodebuild;
string nextlumpname, lumpscript;
int index;
// Find the map header in target
index = source.FindLumpIndex(sourcemapname);
if(index > -1)
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{
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// Remove the header from target
source.RemoveAt(index);
// Get the name of the next lump
if(index < source.Lumps.Count) nextlumpname = source.Lumps[index].Name;
else nextlumpname = "";
// Do we recognize this lump type?
while(config.ReadSetting("maplumpnames." + nextlumpname, (IDictionary)null) != null)
{
// Read lump settings from map config
lumprequired = config.ReadSetting("maplumpnames." + nextlumpname + ".required", false);
lumpblindcopy = config.ReadSetting("maplumpnames." + nextlumpname + ".blindcopy", false);
lumpnodebuild = config.ReadSetting("maplumpnames." + nextlumpname + ".nodebuild", false);
lumpscript = config.ReadSetting("maplumpnames." + nextlumpname + ".script", "");
// Check if this lump will be copied from source
if((lumprequired && copyrequired) || (lumpblindcopy && copyblindcopy) ||
(lumpnodebuild && copynodebuild) || ((lumpscript != "") && copyscript))
{
// Then remove it from target
source.RemoveAt(index);
}
else
{
// Advance to the next lump
index++;
}
// Get the name of the next lump
if(index < source.Lumps.Count) nextlumpname = source.Lumps[index].Name;
else nextlumpname = "";
}
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}
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}
// This changes editing mode
public void ChangeMode(Type modetype, params object[] args)
{
// Dispose current mode
if(mode != null) mode.Dispose();
// Create a new mode
mode = EditMode.Create(modetype, args);
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// Redraw the display
mode.RedrawDisplay();
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}
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#endregion
}
}