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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.Images ;
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#endregion
namespace CodeImp.DoomBuilder.Interface
{
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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 ;
// Properties
public string FilePathName { get { return filepathname ; } }
public MapOptions Options { get { return options ; } }
// Constructor
public OpenMapOptionsForm ( string filepathname )
{
// Initialize
InitializeComponent ( ) ;
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 ;
// Busy
Cursor . Current = Cursors . WaitCursor ;
try
{
// Open the WAD file
wadfile = new WAD ( filepathname , true ) ;
// Open the Map Settings configuration
dbsfile = filepathname . Substring ( 0 , filepathname . Length - 4 ) + ".dbs" ;
if ( File . Exists ( dbsfile ) )
mapsettings = new Configuration ( dbsfile , true ) ;
else
mapsettings = new Configuration ( 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 ;
this . Hide ( ) ;
}
// 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
config . Items . Add ( General . Configs [ i ] . name ) ;
// This is the preferred game configuration?
if ( General . Configs [ i ] . filename = = gameconfig )
{
// Select this item
config . SelectedIndex = i ;
}
}
// 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 + + )
{
// TODO: Check if an IWAD is set for this configuration
// Match the wad against this configuration
if ( MatchConfiguration ( General . Configs [ i ] . filename , wadfile ) )
{
// Select this item
config . SelectedIndex = i ;
break ;
}
}
}
// 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 ;
}
// 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 ;
Configuration cfg ;
IDictionary maplumpnames ;
int scanindex , checkoffset ;
int lumpsfound , lumpsrequired = 0 ;
string lumpname , selectedname = "" ;
// 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 > ( ) ;
// Load this configuration
cfg = General . LoadGameConfiguration ( General . Configs [ config . SelectedIndex ] . 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 )
{
// Read lump setting and count it
if ( cfg . ReadSetting ( "maplumpnames." + ml . Key + ".required" , false ) ) lumpsrequired + + ;
}
// 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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// Reset check
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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 ) )
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{
// 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 + + ;
}
// Map found? Then add it to the list
if ( lumpsfound > = lumpsrequired )
mapnames . Add ( new ListViewItem ( wadfile . Lumps [ scanindex ] . Name ) ) ;
}
}
// Clear the list and add the new map names
mapslist . Items . Clear ( ) ;
mapslist . Items . AddRange ( mapnames . ToArray ( ) ) ;
mapslist . Sort ( ) ;
// Go for all items in the list
foreach ( ListViewItem item in mapslist . Items )
{
// Was this item previously selected?
if ( item . Text = = selectedname )
{
// Select it again
item . Selected = true ;
break ;
}
}
}
// 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 ;
}
// 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 ;
}
// Apply changes
options . ClearResources ( ) ;
options . ConfigFile = General . Configs [ config . SelectedIndex ] . filename ;
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options . CurrentName = mapslist . SelectedItems [ 0 ] . Text ;
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options . CopyResources ( resourcelocations . GetResources ( ) ) ;
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// Hide window
wadfile . Dispose ( ) ;
this . DialogResult = DialogResult . OK ;
this . Hide ( ) ;
}
// Cancel clicked
private void cancel_Click ( object sender , EventArgs e )
{
// Just hide window
wadfile . Dispose ( ) ;
this . DialogResult = DialogResult . Cancel ;
this . Hide ( ) ;
}
// 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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}
}