UltimateZoneBuilder/Source/Interface/OpenMapOptionsForm.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.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
{
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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}
}