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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 System.Diagnostics ;
using CodeImp.DoomBuilder.Windows ;
using CodeImp.DoomBuilder.IO ;
using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Editing ;
using CodeImp.DoomBuilder.Rendering ;
using CodeImp.DoomBuilder.Data ;
using CodeImp.DoomBuilder.Actions ;
using CodeImp.DoomBuilder.Config ;
using CodeImp.DoomBuilder.Plugins ;
using CodeImp.DoomBuilder.Compilers ;
using CodeImp.DoomBuilder.VisualModes ;
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//mxd
using CodeImp.DoomBuilder.GZBuilder ;
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using CodeImp.DoomBuilder.GZBuilder.Data ;
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using CodeImp.DoomBuilder.GZBuilder.GZDoom ;
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#endregion
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namespace CodeImp.DoomBuilder {
public sealed class MapManager {
#region = = = = = = = = = = = = = = = = = = Constants
// Map header name in temporary file
internal const string TEMP_MAP_HEADER = "TEMPMAP" ;
internal const string BUILD_MAP_HEADER = "MAP01" ;
public const string CONFIG_MAP_HEADER = "~MAP" ;
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Status
private bool changed ;
private bool scriptschanged ;
// Map information
private string filetitle ;
private string filepathname ;
private string temppath ;
// Main objects
private MapSet map ;
private MapSetIO io ;
private MapOptions options ;
private ConfigurationInfo configinfo ;
private GameConfiguration config ;
private DataManager data ;
private D3DDevice graphics ;
private Renderer2D renderer2d ;
private Renderer3D renderer3d ;
private WAD tempwad ;
private GridSetup grid ;
private UndoManager undoredo ;
private CopyPasteManager copypaste ;
private Launcher launcher ;
private ThingsFilter thingsfilter ;
private ScriptEditorForm scriptwindow ;
private List < CompilerError > errors ;
private VisualCamera visualcamera ;
//mxd
private List < ScriptItem > namedScripts ;
private List < ScriptItem > numberedScripts ;
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private List < string > scriptincludes ;
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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 ; } }
public MapOptions Options { get { return options ; } }
public MapSet Map { get { return map ; } }
public DataManager Data { get { return data ; } }
public bool IsChanged { get { return changed | CheckScriptChanged ( ) ; } set { changed | = value ; } }
public bool IsDisposed { get { return isdisposed ; } }
internal D3DDevice Graphics { get { return graphics ; } }
public IRenderer2D Renderer2D { get { return renderer2d ; } }
public IRenderer3D Renderer3D { get { return renderer3d ; } }
internal Renderer2D CRenderer2D { get { return renderer2d ; } }
internal Renderer3D CRenderer3D { get { return renderer3d ; } }
public GameConfiguration Config { get { return config ; } }
public ConfigurationInfo ConfigSettings { get { return configinfo ; } }
public GridSetup Grid { get { return grid ; } }
public UndoManager UndoRedo { get { return undoredo ; } }
internal CopyPasteManager CopyPaste { get { return copypaste ; } }
public IMapSetIO FormatInterface { get { return io ; } }
internal Launcher Launcher { get { return launcher ; } }
public ThingsFilter ThingsFilter { get { return thingsfilter ; } }
internal List < CompilerError > Errors { get { return errors ; } }
internal ScriptEditorForm ScriptEditor { get { return scriptwindow ; } }
public VisualCamera VisualCamera { get { return visualcamera ; } set { visualcamera = value ; } }
public bool IsScriptsWindowOpen { get { return ( scriptwindow ! = null ) & & ! scriptwindow . IsDisposed ; } }
//mxd
public bool UDMF { get { return config . FormatInterface = = "UniversalMapSetIO" ; } }
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internal List < ScriptItem > NamedScripts {
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get {
if ( ! UDMF ) throw new Exception ( "ScriptNames cannot be used in '" + config . FormatInterface + "' format!" ) ;
return namedScripts ;
}
}
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internal List < ScriptItem > NumberedScripts { get { return numberedScripts ; } }
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internal List < string > ScriptIncludes { get { return scriptincludes ; } }
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public ViewMode ViewMode { get { return renderer2d . ViewMode ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
internal MapManager ( ) {
// We have no destructor
GC . SuppressFinalize ( this ) ;
// Create temporary path
temppath = General . MakeTempDirname ( ) ;
Directory . CreateDirectory ( temppath ) ;
General . WriteLogLine ( "Temporary directory: " + temppath ) ;
// Basic objects
grid = new GridSetup ( ) ;
undoredo = new UndoManager ( ) ;
copypaste = new CopyPasteManager ( ) ;
launcher = new Launcher ( this ) ;
thingsfilter = new NullThingsFilter ( ) ;
errors = new List < CompilerError > ( ) ;
//mxd
numberedScripts = new List < ScriptItem > ( ) ;
namedScripts = new List < ScriptItem > ( ) ;
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scriptincludes = new List < string > ( ) ;
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}
// Disposer
internal bool Dispose ( ) {
// Not already disposed?
if ( ! isdisposed ) {
// Let the plugins know
General . Plugins . OnMapCloseBegin ( ) ;
// Stop processing
General . MainWindow . StopProcessing ( ) ;
// Close script editor
CloseScriptEditor ( false ) ;
// Change to no mode
General . Editing . ChangeMode ( ( EditMode ) null ) ;
// Unbind any methods
General . Actions . UnbindMethods ( this ) ;
// Dispose
if ( grid ! = null ) grid . Dispose ( ) ;
if ( launcher ! = null ) launcher . Dispose ( ) ;
if ( copypaste ! = null ) copypaste . Dispose ( ) ;
if ( undoredo ! = null ) undoredo . Dispose ( ) ;
General . WriteLogLine ( "Unloading data resources..." ) ;
if ( data ! = null ) data . Dispose ( ) ;
General . WriteLogLine ( "Closing temporary file..." ) ;
if ( tempwad ! = null ) tempwad . Dispose ( ) ;
General . WriteLogLine ( "Unloading map data..." ) ;
if ( map ! = null ) map . Dispose ( ) ;
General . WriteLogLine ( "Stopping graphics device..." ) ;
if ( renderer2d ! = null ) renderer2d . Dispose ( ) ;
if ( renderer3d ! = null ) renderer3d . Dispose ( ) ;
if ( graphics ! = null ) graphics . Dispose ( ) ;
visualcamera = null ;
grid = null ;
launcher = null ;
copypaste = null ;
undoredo = null ;
data = null ;
tempwad = null ;
map = null ;
renderer2d = null ;
renderer3d = null ;
graphics = null ;
// We may spend some time to clean things up here
GC . Collect ( ) ;
// 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!" ) ;
}
// Let the plugins know
General . Plugins . OnMapCloseEnd ( ) ;
// Done
isdisposed = true ;
return true ;
}
else {
// Already closed
return true ;
}
}
#endregion
#region = = = = = = = = = = = = = = = = = = New / Open
// Initializes for a new map
internal bool InitializeNewMap ( MapOptions options ) {
string tempfile ;
// Apply settings
this . filetitle = "unnamed.wad" ;
this . filepathname = "" ;
this . changed = false ;
this . options = options ;
General . WriteLogLine ( "Creating new map '" + options . CurrentName + "' with configuration '" + options . ConfigFile + "'" ) ;
// Initiate graphics
General . WriteLogLine ( "Initializing graphics device..." ) ;
graphics = new D3DDevice ( General . MainWindow . Display ) ;
if ( ! graphics . Initialize ( ) ) return false ;
// Create renderers
renderer2d = new Renderer2D ( graphics ) ;
renderer3d = new Renderer3D ( graphics ) ;
// Load game configuration
General . WriteLogLine ( "Loading game configuration..." ) ;
configinfo = General . GetConfigurationInfo ( options . ConfigFile ) ;
config = new GameConfiguration ( General . LoadGameConfiguration ( options . ConfigFile ) ) ;
configinfo . ApplyDefaults ( config ) ;
General . Editing . UpdateCurrentEditModes ( ) ;
// Create map data
map = new MapSet ( ) ;
// Create temp wadfile
tempfile = General . MakeTempFilename ( temppath ) ;
General . WriteLogLine ( "Creating temporary file: " + tempfile ) ;
#if DEBUG
tempwad = new WAD ( tempfile ) ;
#else
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try { tempwad = new WAD ( tempfile ) ; }
catch ( Exception e )
{
General . ShowErrorMessage ( "Error while creating a temporary wad file:\n" + e . GetType ( ) . Name + ": " + e . Message , MessageBoxButtons . OK ) ;
return false ;
}
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#endif
// Read the map from temp file
General . WriteLogLine ( "Initializing map format interface " + config . FormatInterface + "..." ) ;
io = MapSetIO . Create ( config . FormatInterface , tempwad , this ) ;
// 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 ) ;
// Load data manager
General . WriteLogLine ( "Loading data resources..." ) ;
data = new DataManager ( ) ;
data . Load ( configinfo . Resources , options . Resources ) ;
// Update structures
options . ApplyGridSettings ( ) ;
map . UpdateConfiguration ( ) ;
map . Update ( ) ;
thingsfilter . Update ( ) ;
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//mxd. load models
data . LoadModels ( ) ;
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//mxd
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namedScripts = new List < ScriptItem > ( ) ;
numberedScripts = new List < ScriptItem > ( ) ;
// Bind any methods
General . Actions . BindMethods ( this ) ;
// Set defaults
this . visualcamera = new VisualCamera ( ) ;
General . Editing . ChangeMode ( configinfo . StartMode ) ;
ClassicMode cmode = ( General . Editing . Mode as ClassicMode ) ;
if ( cmode ! = null ) cmode . SetZoom ( 0.5f ) ;
renderer2d . SetViewMode ( ( ViewMode ) General . Settings . DefaultViewMode ) ;
General . Settings . SetDefaultThingFlags ( config . DefaultThingFlags ) ;
// Success
this . changed = false ;
General . WriteLogLine ( "Map creation done" ) ;
return true ;
}
// Initializes for an existing map
internal bool InitializeOpenMap ( string filepathname , MapOptions options ) {
WAD mapwad ;
string tempfile ;
DataLocation maplocation ;
// Apply settings
this . filetitle = Path . GetFileName ( filepathname ) ;
this . filepathname = filepathname ;
this . changed = false ;
this . options = options ;
General . WriteLogLine ( "Opening map '" + options . CurrentName + "' with configuration '" + options . ConfigFile + "'" ) ;
// Initiate graphics
General . WriteLogLine ( "Initializing graphics device..." ) ;
graphics = new D3DDevice ( General . MainWindow . Display ) ;
if ( ! graphics . Initialize ( ) ) return false ;
// Create renderers
renderer2d = new Renderer2D ( graphics ) ;
renderer3d = new Renderer3D ( graphics ) ;
// Load game configuration
General . WriteLogLine ( "Loading game configuration..." ) ;
configinfo = General . GetConfigurationInfo ( options . ConfigFile ) ;
config = new GameConfiguration ( General . LoadGameConfiguration ( options . ConfigFile ) ) ;
configinfo . ApplyDefaults ( config ) ;
General . Editing . UpdateCurrentEditModes ( ) ;
// Create map data
map = new MapSet ( ) ;
// Create temp wadfile
tempfile = General . MakeTempFilename ( temppath ) ;
General . WriteLogLine ( "Creating temporary file: " + tempfile ) ;
#if DEBUG
tempwad = new WAD ( tempfile ) ;
#else
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try { tempwad = new WAD ( tempfile ) ; }
catch ( Exception e )
{
General . ShowErrorMessage ( "Error while creating a temporary wad file:\n" + e . GetType ( ) . Name + ": " + e . Message , MessageBoxButtons . OK ) ;
return false ;
}
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#endif
// Now open the map file
General . WriteLogLine ( "Opening source file: " + filepathname ) ;
#if DEBUG
mapwad = new WAD ( filepathname , true ) ;
#else
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try { mapwad = new WAD ( filepathname , true ) ; }
catch ( Exception e )
{
General . ShowErrorMessage ( "Error while opening source wad file:\n" + e . GetType ( ) . Name + ": " + e . Message , MessageBoxButtons . OK ) ;
return false ;
}
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#endif
// Copy the map lumps to the temp file
General . WriteLogLine ( "Copying map lumps to temporary 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
map . BeginAddRemove ( ) ;
General . WriteLogLine ( "Initializing map format interface " + config . FormatInterface + "..." ) ;
io = MapSetIO . Create ( config . FormatInterface , tempwad , this ) ;
General . WriteLogLine ( "Reading map data structures from file..." ) ;
#if DEBUG
map = io . Read ( map , TEMP_MAP_HEADER ) ;
#else
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try { map = io . Read ( map , TEMP_MAP_HEADER ) ; }
catch ( Exception e )
{
General . ErrorLogger . Add ( ErrorType . Error , "Unable to read the map data structures with the specified configuration. " + e . GetType ( ) . Name + ": " + e . Message ) ;
General . ShowErrorMessage ( "Unable to read the map data structures with the specified configuration." , MessageBoxButtons . OK ) ;
return false ;
}
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#endif
map . EndAddRemove ( ) ;
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// Load data manager
General . WriteLogLine ( "Loading data resources..." ) ;
data = new DataManager ( ) ;
maplocation = new DataLocation ( DataLocation . RESOURCE_WAD , filepathname , options . StrictPatches , false , false ) ;
data . Load ( configinfo . Resources , options . Resources , maplocation ) ;
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// Remove unused sectors
map . RemoveUnusedSectors ( true ) ;
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// Update structures
options . ApplyGridSettings ( ) ;
map . UpdateConfiguration ( ) ;
map . SnapAllToAccuracy ( ) ;
map . Update ( ) ;
thingsfilter . Update ( ) ;
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//mxd. load models
data . LoadModels ( ) ;
//mxd. check script names
UpdateScriptNames ( ) ;
// Bind any methods
General . Actions . BindMethods ( this ) ;
// Set defaults
this . visualcamera = new VisualCamera ( ) ;
General . Editing . ChangeMode ( configinfo . StartMode ) ;
renderer2d . SetViewMode ( ( ViewMode ) General . Settings . DefaultViewMode ) ;
General . Settings . SetDefaultThingFlags ( config . DefaultThingFlags ) ;
// Center map in screen
if ( General . Editing . Mode is ClassicMode ) ( General . Editing . Mode as ClassicMode ) . CenterInScreen ( ) ;
// Success
this . changed = false ;
General . WriteLogLine ( "Map loading done" ) ;
return true ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Save
/// <summary>
/// This exports the structures from memory into a WAD file with the current map format.
/// </summary>
public bool ExportToFile ( string filepathname ) {
return SaveMap ( filepathname , SavePurpose . Testing ) ;
}
// Initializes for an existing map
internal bool SaveMap ( string newfilepathname , SavePurpose purpose ) {
MapSet outputset ;
string nodebuildername , settingsfile ;
StatusInfo oldstatus ;
WAD targetwad ;
int index ;
bool includenodes = false ;
string origmapname ;
bool success = true ;
General . WriteLogLine ( "Saving map to file: " + newfilepathname ) ;
// Scripts changed?
bool localscriptschanged = CheckScriptChanged ( ) ;
// If the scripts window is open, save the scripts first
if ( IsScriptsWindowOpen ) scriptwindow . Editor . ImplicitSave ( ) ;
// Only recompile scripts when the scripts have changed
// (not when only the map changed)
if ( localscriptschanged ) {
if ( ! CompileScriptLumps ( ) ) {
// Compiler failure
if ( errors . Count > 0 )
General . ShowErrorMessage ( "Error while compiling scripts: " + errors [ 0 ] . description , MessageBoxButtons . OK ) ;
else
General . ShowErrorMessage ( "Unknown compiler error while compiling scripts!" , MessageBoxButtons . OK ) ;
}
}
// Show script window if there are any errors and we are going to test the map
// and always update the errors on the scripts window.
if ( ( errors . Count > 0 ) & & ( scriptwindow = = null ) & & ( purpose = = SavePurpose . Testing ) ) ShowScriptEditor ( ) ;
if ( scriptwindow ! = null ) scriptwindow . Editor . ShowErrors ( errors ) ;
// Only write the map and rebuild nodes when the actual map has changed
// (not when only scripts have changed)
if ( changed ) {
// Make a copy of the map data
outputset = map . Clone ( ) ;
// Remove all flags from all 3D Start things
foreach ( Thing t in outputset . Things ) {
if ( t . Type = = config . Start3DModeThingType ) {
// We're not using SetFlag here, this doesn't have to be undone.
// Please note that this is totally exceptional!
List < string > flagkeys = new List < string > ( t . Flags . Keys ) ;
foreach ( string k in flagkeys ) t . Flags [ k ] = false ;
}
}
// Do we need sidedefs compression?
if ( map . Sidedefs . Count > io . MaxSidedefs ) {
// Compress sidedefs
oldstatus = General . MainWindow . Status ;
General . MainWindow . DisplayStatus ( StatusType . Busy , "Compressing sidedefs..." ) ;
outputset . CompressSidedefs ( ) ;
General . MainWindow . DisplayStatus ( oldstatus ) ;
// Check if it still doesnt fit
if ( outputset . 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 ;
}
}
// Check things
if ( map . Things . Count > io . MaxThings ) {
General . ShowErrorMessage ( "Unable to save the map: There are too many things!" , MessageBoxButtons . OK ) ;
return false ;
}
// Check sectors
if ( map . Sectors . Count > io . MaxSectors ) {
General . ShowErrorMessage ( "Unable to save the map: There are too many sectors!" , MessageBoxButtons . OK ) ;
return false ;
}
// Check linedefs
if ( map . Linedefs . Count > io . MaxLinedefs ) {
General . ShowErrorMessage ( "Unable to save the map: There are too many linedefs!" , MessageBoxButtons . OK ) ;
return false ;
}
// Check vertices
if ( map . Vertices . Count > io . MaxVertices ) {
General . ShowErrorMessage ( "Unable to save the map: There are too many vertices!" , MessageBoxButtons . OK ) ;
return false ;
}
// TODO: Check for more limitations
// Write to temporary file
General . WriteLogLine ( "Writing map data structures to file..." ) ;
index = tempwad . FindLumpIndex ( TEMP_MAP_HEADER ) ;
if ( index = = - 1 ) index = 0 ;
io . Write ( outputset , TEMP_MAP_HEADER , index ) ;
outputset . Dispose ( ) ;
// Get the corresponding nodebuilder
nodebuildername = ( purpose = = SavePurpose . Testing ) ? configinfo . NodebuilderTest : configinfo . NodebuilderSave ;
// Build the nodes
oldstatus = General . MainWindow . Status ;
General . MainWindow . DisplayStatus ( StatusType . Busy , "Building map nodes..." ) ;
if ( ! string . IsNullOrEmpty ( nodebuildername ) )
includenodes = BuildNodes ( nodebuildername , true ) ;
else
includenodes = false ;
General . MainWindow . DisplayStatus ( oldstatus ) ;
}
else {
// Check if we have nodebuilder lumps
includenodes = VerifyNodebuilderLumps ( tempwad , TEMP_MAP_HEADER ) ;
}
// Suspend data resources
data . Suspend ( ) ;
// Determine original map name
origmapname = ( options . PreviousName ! = "" ) ? options . PreviousName : options . CurrentName ;
try {
// Backup existing file, if any
if ( File . Exists ( newfilepathname ) ) {
if ( File . Exists ( newfilepathname + ".backup3" ) ) File . Delete ( newfilepathname + ".backup3" ) ;
if ( File . Exists ( newfilepathname + ".backup2" ) ) File . Move ( newfilepathname + ".backup2" , newfilepathname + ".backup3" ) ;
if ( File . Exists ( newfilepathname + ".backup1" ) ) File . Move ( newfilepathname + ".backup1" , newfilepathname + ".backup2" ) ;
File . Copy ( newfilepathname , newfilepathname + ".backup1" ) ;
}
// Except when saving INTO another file,
// kill the target file if it is different from source file
if ( ( purpose ! = SavePurpose . IntoFile ) & & ( 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 ) ;
}
// On Save AS we have to copy the previous file to the new file
if ( ( purpose = = SavePurpose . AsNewFile ) & & ( filepathname ! = "" ) ) {
// Copy if original file still exists
if ( File . Exists ( filepathname ) ) File . Copy ( filepathname , newfilepathname , true ) ;
}
// If the target file exists, we need to rebuild it
if ( File . Exists ( newfilepathname ) ) {
// Move the target file aside
string origwadfile = newfilepathname + ".temp" ;
File . Move ( newfilepathname , origwadfile ) ;
// Open original file
WAD origwad = new WAD ( origwadfile , true ) ;
// Create new target file
targetwad = new WAD ( newfilepathname ) ;
// Copy all lumps, except the original map
CopyAllLumpsExceptMap ( origwad , targetwad , origmapname ) ;
// Close original file and delete it
origwad . Dispose ( ) ;
File . Delete ( origwadfile ) ;
}
else {
// Create new target file
targetwad = new WAD ( newfilepathname ) ;
}
} catch ( IOException ) {
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 ;
}
// Copy map lumps to target file
CopyLumpsByType ( tempwad , TEMP_MAP_HEADER , targetwad , origmapname , true , true , includenodes , true ) ;
// 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 ( ) ;
// Not saved for testing purpose?
if ( purpose ! = SavePurpose . Testing ) {
// Saved in a different file?
if ( newfilepathname ! = filepathname ) {
// Keep new filename
filepathname = newfilepathname ;
filetitle = Path . GetFileName ( filepathname ) ;
// Reload resources
ReloadResources ( ) ;
}
try {
// Open or create the map settings
settingsfile = newfilepathname . Substring ( 0 , newfilepathname . Length - 4 ) + ".dbs" ;
options . WriteConfiguration ( settingsfile ) ;
} catch ( Exception e ) {
// Warning only
General . ErrorLogger . Add ( ErrorType . Warning , "Could not write the map settings configuration file. " + e . GetType ( ) . Name + ": " + e . Message ) ;
}
// Changes saved
changed = false ;
scriptschanged = false ;
}
// Success!
General . WriteLogLine ( "Map saving done" ) ;
return success ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Nodebuild
// This builds the nodes in the temproary file with the given configuration name
private bool BuildNodes ( string nodebuildername , bool failaswarning ) {
NodebuilderInfo nodebuilder ;
string tempfile1 , tempfile2 , sourcefile ;
bool lumpscomplete = false ;
WAD buildwad ;
// Find the nodebuilder
nodebuilder = General . GetNodebuilderByName ( nodebuildername ) ;
if ( nodebuilder = = null ) {
// Problem! Can't find that nodebuilder!
General . ShowWarningMessage ( "Unable to build the nodes: The configured nodebuilder cannot be found.\nPlease check your game configuration settings!" , MessageBoxButtons . OK ) ;
return false ;
}
else {
// Create the compiler interface that will run the nodebuilder
// This automatically creates a temporary directory for us
Compiler compiler = nodebuilder . CreateCompiler ( ) ;
// Make temporary filename
tempfile1 = General . MakeTempFilename ( compiler . Location ) ;
// Make the temporary WAD file
General . WriteLogLine ( "Creating temporary build file: " + tempfile1 ) ;
#if DEBUG
buildwad = new WAD ( tempfile1 ) ;
#else
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try { buildwad = new WAD ( tempfile1 ) ; }
catch ( Exception e )
{
General . ShowErrorMessage ( "Error while creating a temporary wad file:\n" + e . GetType ( ) . Name + ": " + e . Message , MessageBoxButtons . OK ) ;
return false ;
}
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#endif
// Determine source file
if ( filepathname . Length > 0 )
sourcefile = filepathname ;
else
sourcefile = tempwad . Filename ;
// 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 ( compiler . Location ) ;
General . WriteLogLine ( "Temporary output file: " + tempfile2 ) ;
}
else {
// Output file is same as input file
tempfile2 = tempfile1 ;
}
// Run the nodebuilder
compiler . Parameters = nodebuilder . Parameters ;
compiler . InputFile = Path . GetFileName ( tempfile1 ) ;
compiler . OutputFile = Path . GetFileName ( tempfile2 ) ;
compiler . SourceFile = sourcefile ;
compiler . WorkingDirectory = Path . GetDirectoryName ( tempfile1 ) ;
if ( compiler . Run ( ) ) {
// Open the output file
try { buildwad = new WAD ( tempfile2 ) ; } catch ( Exception e ) {
General . WriteLogLine ( e . GetType ( ) . Name + " while reading build wad file: " + e . Message ) ;
buildwad = null ;
}
if ( buildwad ! = null ) {
// Output lumps complete?
lumpscomplete = VerifyNodebuilderLumps ( buildwad , BUILD_MAP_HEADER ) ;
}
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 {
//mxd. collect errors
string errors = "" ;
foreach ( CompilerError e in compiler . Errors )
errors + = "Error: " + Environment . NewLine + e . description ;
// 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." + ( compiler . Errors . Length > 0 ? Environment . NewLine + errors : "" ) , MessageBoxButtons . OK ) ;
else
General . ShowErrorMessage ( "Unable to build the nodes: The nodebuilder failed to build the expected data structures." + ( compiler . Errors . Length > 0 ? Environment . NewLine + errors : "" ) , MessageBoxButtons . OK ) ;
}
// Done with the build wad
if ( buildwad ! = null ) buildwad . Dispose ( ) ;
}
else { //mxd
//collect errors
string errors = "" ;
foreach ( CompilerError e in compiler . Errors )
errors + = "Error: " + Environment . NewLine + e . description ;
// Nodebuilder did not build the lumps!
General . ShowErrorMessage ( "Unable to build the nodes: The nodebuilder failed to build the expected data structures" + ( compiler . Errors . Length > 0 ? ":" + Environment . NewLine + errors : "." ) , MessageBoxButtons . OK ) ;
}
// Clean up
compiler . Dispose ( ) ;
// Return result
return lumpscomplete ;
}
}
// This verifies if the nodebuilder lumps exist in a WAD file
private bool VerifyNodebuilderLumps ( WAD wad , string mapheader ) {
bool lumpscomplete = false ;
// Find the map header in source
int srcindex = wad . FindLumpIndex ( mapheader ) ;
if ( srcindex > - 1 ) {
// Go for all the map lump names
lumpscomplete = true ;
foreach ( DictionaryEntry ml in config . MapLumpNames ) {
// Read lump settings from map config
bool lumpnodebuild = config . ReadSetting ( "maplumpnames." + ml . Key + ".nodebuild" , false ) ;
bool lumpallowempty = config . ReadSetting ( "maplumpnames." + ml . Key + ".allowempty" , false ) ;
// Check if this lump should exist
if ( lumpnodebuild & & ! lumpallowempty ) {
// Find the lump in the source
if ( wad . FindLump ( ml . Key . ToString ( ) , srcindex , srcindex + config . MapLumpNames . Count + 2 ) = = null ) {
// Missing a lump!
lumpscomplete = false ;
break ;
}
}
}
}
return lumpscomplete ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Lumps
// This returns a copy of the requested lump stream data
// This is copied from the temp wad file and returns null when the lump is not found
public MemoryStream GetLumpData ( string lumpname ) {
Lump l = tempwad . FindLump ( lumpname ) ;
if ( l ! = null ) {
l . Stream . Seek ( 0 , SeekOrigin . Begin ) ;
return new MemoryStream ( l . Stream . ReadAllBytes ( ) ) ;
}
else {
return null ;
}
}
// This writes a copy of the data to a lump in the temp file
public void SetLumpData ( string lumpname , MemoryStream data ) {
int insertindex = tempwad . Lumps . Count ;
// Remove the lump if it already exists
int li = tempwad . FindLumpIndex ( lumpname ) ;
if ( li > - 1 ) {
insertindex = li ;
tempwad . RemoveAt ( li ) ;
}
// Insert new lump
Lump l = tempwad . Insert ( lumpname , insertindex , ( int ) data . Length ) ;
l . Stream . Seek ( 0 , SeekOrigin . Begin ) ;
data . WriteTo ( l . Stream ) ;
}
// This checks if the specified lump exists in the temp file
public bool LumpExists ( string lumpname ) {
return ( tempwad . FindLumpIndex ( lumpname ) > - 1 ) ;
}
// This creates empty lumps for those required
private void CreateRequiredLumps ( WAD target , string mapname ) {
int headerindex , insertindex , targetindex ;
string lumpname ;
bool lumprequired ;
// 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
foreach ( DictionaryEntry ml in config . MapLumpNames ) {
// 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 , config . MapLumpNames ) ;
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 ;
}
}
}
}
// This copies all lumps, except those of a specific map
private void CopyAllLumpsExceptMap ( WAD source , WAD target , string sourcemapname ) {
// Go for all lumps
bool skipping = false ;
foreach ( Lump srclump in source . Lumps ) {
// Check if we should stop skipping lumps here
if ( skipping & & ! config . MapLumpNames . Contains ( srclump . Name ) ) {
// Stop skipping
skipping = false ;
}
// Check if we should start skipping lumps here
if ( ! skipping & & ( srclump . Name = = sourcemapname ) ) {
// We have encountered the map header, start skipping!
skipping = true ;
}
// Not skipping this lump?
if ( ! skipping ) {
// Copy lump over!
Lump tgtlump = target . Insert ( srclump . Name , target . Lumps . Count , srclump . Length ) ;
srclump . CopyTo ( tgtlump ) ;
}
}
}
// 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 ) {
bool lumprequired , lumpblindcopy , lumpnodebuild ;
string lumpscript , srclumpname , tgtlumpname ;
int srcheaderindex , tgtheaderindex , targetindex , sourceindex , lumpindex ;
Lump lump , newlump ;
// Find the map header in target
tgtheaderindex = target . FindLumpIndex ( targetmapname ) ;
if ( tgtheaderindex = = - 1 ) {
// If this header doesnt exists in the target
// then insert at the end of the target
tgtheaderindex = target . Lumps . Count ;
}
// Begin inserting at target header index
targetindex = tgtheaderindex ;
// Find the map header in source
srcheaderindex = source . FindLumpIndex ( sourcemapname ) ;
if ( srcheaderindex > - 1 ) {
// 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
foreach ( DictionaryEntry ml in config . MapLumpNames ) {
// 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 ) ) {
// 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 ;
// Find the lump in the source
sourceindex = FindSpecificLump ( source , srclumpname , srcheaderindex , sourcemapname , config . MapLumpNames ) ;
if ( sourceindex > - 1 ) {
// Remove lump at target
lumpindex = RemoveSpecificLump ( target , tgtlumpname , tgtheaderindex , targetmapname , config . MapLumpNames ) ;
// 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 ;
// Copy the lump to the target
//General.WriteLogLine(srclumpname + " copying as " + tgtlumpname);
lump = source . Lumps [ sourceindex ] ;
newlump = target . Insert ( tgtlumpname , targetindex , lump . Length ) ;
lump . CopyTo ( newlump ) ;
}
else {
// We don't want to bother the user with this. There are a lot of lumps in
// the game configs that are trivial and don't need to be found.
if ( lumprequired ) {
General . ErrorLogger . Add ( ErrorType . Warning , ml . Key . ToString ( ) + " (required lump) should be read but was not found in the WAD file." ) ;
}
}
}
}
}
}
// This finds a lump within the range of known lump names
// Returns -1 when the lump cannot be found
internal static int FindSpecificLump ( WAD source , string lumpname , int mapheaderindex , string mapheadername , IDictionary maplumps ) {
// Use the configured map lump names to find the specific lump within range,
// because when an unknown lump is met, this search must stop.
// 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 ) {
// 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 ) ) ) {
// Is this the lump we are looking for?
if ( source . Lumps [ mapheaderindex + i ] . Name = = lumpname ) {
// Return this index
return mapheaderindex + i ;
}
}
else {
// Unknown lump hit, abort search
break ;
}
}
}
// 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
internal static int RemoveSpecificLump ( WAD source , string lumpname , int mapheaderindex , string mapheadername , IDictionary maplumps ) {
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
//General.ErrorLogger.Add(ErrorType.Warning, lumpname + " should be removed but was not found!");
}
// Return result
return lumpindex ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Selection Groups
// This adds selection to a group
private void AddSelectionToGroup ( int groupindex ) {
General . Interface . SetCursor ( Cursors . WaitCursor ) ;
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// Make undo. mxd: group assignment is not recorded
//undoredo.CreateUndo("Assign to group " + (groupindex + 1));
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// Make selection
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map . AddSelectionToGroup ( groupindex ) ; //mxd. switched groupmask to groupindex
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General . Interface . DisplayStatus ( StatusType . Action , "Assigned selection to group " + ( groupindex + 1 ) ) ;
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General . Interface . SetCursor ( Cursors . Default ) ;
}
// This selects a group
private void SelectGroup ( int groupindex ) {
// Select
int groupmask = 0x01 < < groupindex ;
map . SelectVerticesByGroup ( groupmask ) ;
map . SelectLinedefsByGroup ( groupmask ) ;
map . SelectSectorsByGroup ( groupmask ) ;
map . SelectThingsByGroup ( groupmask ) ;
// Redraw to show selection
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General . Interface . DisplayStatus ( StatusType . Action , "Selected group " + ( groupindex + 1 ) ) ;
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General . Interface . RedrawDisplay ( ) ;
}
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//mxd. This clears a group
private void ClearGroup ( int groupindex ) {
General . Interface . SetCursor ( Cursors . WaitCursor ) ;
// Clear group
map . ClearGroup ( 0x01 < < groupindex , groupindex ) ;
General . Interface . DisplayStatus ( StatusType . Action , "Cleared group " + ( groupindex + 1 ) ) ;
General . Interface . SetCursor ( Cursors . Default ) ;
}
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// Select actions
[BeginAction("selectgroup1")]
internal void SelectGroup1 ( ) { SelectGroup ( 0 ) ; }
[BeginAction("selectgroup2")]
internal void SelectGroup2 ( ) { SelectGroup ( 1 ) ; }
[BeginAction("selectgroup3")]
internal void SelectGroup3 ( ) { SelectGroup ( 2 ) ; }
[BeginAction("selectgroup4")]
internal void SelectGroup4 ( ) { SelectGroup ( 3 ) ; }
[BeginAction("selectgroup5")]
internal void SelectGroup5 ( ) { SelectGroup ( 4 ) ; }
[BeginAction("selectgroup6")]
internal void SelectGroup6 ( ) { SelectGroup ( 5 ) ; }
[BeginAction("selectgroup7")]
internal void SelectGroup7 ( ) { SelectGroup ( 6 ) ; }
[BeginAction("selectgroup8")]
internal void SelectGroup8 ( ) { SelectGroup ( 7 ) ; }
[BeginAction("selectgroup9")]
internal void SelectGroup9 ( ) { SelectGroup ( 8 ) ; }
[BeginAction("selectgroup10")]
internal void SelectGroup10 ( ) { SelectGroup ( 9 ) ; }
// Assign actions
[BeginAction("assigngroup1")]
internal void AssignGroup1 ( ) { AddSelectionToGroup ( 0 ) ; }
[BeginAction("assigngroup2")]
internal void AssignGroup2 ( ) { AddSelectionToGroup ( 1 ) ; }
[BeginAction("assigngroup3")]
internal void AssignGroup3 ( ) { AddSelectionToGroup ( 2 ) ; }
[BeginAction("assigngroup4")]
internal void AssignGroup4 ( ) { AddSelectionToGroup ( 3 ) ; }
[BeginAction("assigngroup5")]
internal void AssignGroup5 ( ) { AddSelectionToGroup ( 4 ) ; }
[BeginAction("assigngroup6")]
internal void AssignGroup6 ( ) { AddSelectionToGroup ( 5 ) ; }
[BeginAction("assigngroup7")]
internal void AssignGroup7 ( ) { AddSelectionToGroup ( 6 ) ; }
[BeginAction("assigngroup8")]
internal void AssignGroup8 ( ) { AddSelectionToGroup ( 7 ) ; }
[BeginAction("assigngroup9")]
internal void AssignGroup9 ( ) { AddSelectionToGroup ( 8 ) ; }
[BeginAction("assigngroup10")]
internal void AssignGroup10 ( ) { AddSelectionToGroup ( 9 ) ; }
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//mxd. Clear actions
[BeginAction("cleargroup1")]
internal void ClearGroup1 ( ) { ClearGroup ( 0 ) ; }
[BeginAction("cleargroup2")]
internal void ClearGroup2 ( ) { ClearGroup ( 1 ) ; }
[BeginAction("cleargroup3")]
internal void ClearGroup3 ( ) { ClearGroup ( 2 ) ; }
[BeginAction("cleargroup4")]
internal void ClearGroup4 ( ) { ClearGroup ( 3 ) ; }
[BeginAction("cleargroup5")]
internal void ClearGroup5 ( ) { ClearGroup ( 4 ) ; }
[BeginAction("cleargroup6")]
internal void ClearGroup6 ( ) { ClearGroup ( 5 ) ; }
[BeginAction("cleargroup7")]
internal void ClearGroup7 ( ) { ClearGroup ( 6 ) ; }
[BeginAction("cleargroup8")]
internal void ClearGroup8 ( ) { ClearGroup ( 7 ) ; }
[BeginAction("cleargroup9")]
internal void ClearGroup9 ( ) { ClearGroup ( 8 ) ; }
[BeginAction("cleargroup10")]
internal void ClearGroup10 ( ) { ClearGroup ( 9 ) ; }
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#endregion
#region = = = = = = = = = = = = = = = = = = Script Editing
// Show the script editor
[BeginAction("openscripteditor")]
internal void ShowScriptEditor ( ) {
Cursor . Current = Cursors . WaitCursor ;
if ( scriptwindow = = null ) {
// Load the window
scriptwindow = new ScriptEditorForm ( ) ;
}
// Window not yet visible?
if ( ! scriptwindow . Visible ) {
// Show the window
if ( General . Settings . ScriptOnTop ) {
if ( scriptwindow . Visible & & ( scriptwindow . Owner = = null ) ) scriptwindow . Hide ( ) ;
scriptwindow . Show ( General . MainWindow ) ;
}
else {
if ( scriptwindow . Visible & & ( scriptwindow . Owner ! = null ) ) scriptwindow . Hide ( ) ;
scriptwindow . Show ( ) ;
}
}
scriptwindow . Activate ( ) ;
scriptwindow . Focus ( ) ;
Cursor . Current = Cursors . Default ;
}
// This asks the user to save changes in script files
// Returns false when cancelled by the user
internal bool AskSaveScriptChanges ( ) {
// Window open?
if ( scriptwindow ! = null ) {
// Ask to save changes
// This also saves implicitly
return scriptwindow . AskSaveAll ( ) ;
}
else {
// No problems
return true ;
}
}
// This applies the changed status for internal scripts
internal void ApplyScriptChanged ( ) {
// Remember if lumps are changed
scriptschanged | = scriptwindow . Editor . CheckImplicitChanges ( ) ;
}
// Close the script editor
// Specify true for the closing parameter when
// the window is already in the closing process
internal void CloseScriptEditor ( bool closing ) {
if ( scriptwindow ! = null ) {
if ( ! scriptwindow . IsDisposed ) {
// Remember what files were open
scriptwindow . Editor . WriteOpenFilesToConfiguration ( ) ;
// Close now
if ( ! closing ) scriptwindow . Close ( ) ;
}
// Done
scriptwindow = null ;
}
}
// This checks if the scripts are changed
internal bool CheckScriptChanged ( ) {
if ( scriptwindow ! = null ) {
// Check if scripts are changed
return scriptschanged | | scriptwindow . Editor . CheckImplicitChanges ( ) ;
}
else {
// Check if scripts are changed
return scriptschanged ;
}
}
// This compiles all lumps that require compiling and stores the results
// Returns true when our code worked properly (even when the compiler returned errors)
private bool CompileScriptLumps ( ) {
bool success = true ;
errors . Clear ( ) ;
// Go for all the map lumps
foreach ( MapLumpInfo lumpinfo in config . MapLumps . Values ) {
// Is this a script lump?
if ( lumpinfo . script ! = null ) {
// Compile it now
success & = CompileLump ( lumpinfo . name , false ) ;
}
}
return success ;
}
// This compiles a script lump and returns any errors that may have occurred
// Returns true when our code worked properly (even when the compiler returned errors)
internal bool CompileLump ( string lumpname , bool clearerrors ) {
string inputfile , outputfile , sourcefile ;
Compiler compiler ;
byte [ ] filedata ;
string reallumpname = lumpname ;
// Find the lump
if ( lumpname = = CONFIG_MAP_HEADER ) reallumpname = TEMP_MAP_HEADER ;
Lump lump = tempwad . FindLump ( reallumpname ) ;
if ( lump = = null ) throw new Exception ( "No such lump in temporary wad file '" + reallumpname + "'." ) ;
// Determine source file
if ( filepathname . Length > 0 )
sourcefile = filepathname ;
else
sourcefile = tempwad . Filename ;
// New list of errors
if ( clearerrors ) errors . Clear ( ) ;
// Determine the script configuration to use
ScriptConfiguration scriptconfig = config . MapLumps [ lumpname ] . script ;
if ( scriptconfig . Compiler ! = null ) {
try {
// Initialize compiler
compiler = scriptconfig . Compiler . Create ( ) ;
} catch ( Exception e ) {
// Fail
errors . Add ( new CompilerError ( "Unable to initialize compiler. " + e . GetType ( ) . Name + ": " + e . Message ) ) ;
return false ;
}
try {
// Write lump data to temp script file in compiler's temp directory
inputfile = General . MakeTempFilename ( compiler . Location , "tmp" ) ;
lump . Stream . Seek ( 0 , SeekOrigin . Begin ) ;
BinaryReader reader = new BinaryReader ( lump . Stream ) ;
File . WriteAllBytes ( inputfile , reader . ReadBytes ( ( int ) lump . Stream . Length ) ) ;
} catch ( Exception e ) {
// Fail
compiler . Dispose ( ) ;
errors . Add ( new CompilerError ( "Unable to write script to working file. " + e . GetType ( ) . Name + ": " + e . Message ) ) ;
return false ;
}
// Make random output filename
outputfile = General . MakeTempFilename ( compiler . Location , "tmp" ) ;
// Run compiler
compiler . Parameters = scriptconfig . Parameters ;
compiler . InputFile = Path . GetFileName ( inputfile ) ;
compiler . OutputFile = Path . GetFileName ( outputfile ) ;
compiler . SourceFile = sourcefile ;
compiler . WorkingDirectory = Path . GetDirectoryName ( inputfile ) ;
if ( compiler . Run ( ) ) {
// Process errors
foreach ( CompilerError e in compiler . Errors ) {
CompilerError newerror = e ;
// If the error's filename equals our temporary file,
// use the lump name instead and prefix it with ?
if ( string . Compare ( e . filename , inputfile , true ) = = 0 )
newerror . filename = "?" + reallumpname ;
errors . Add ( newerror ) ;
}
// No errors?
if ( compiler . Errors . Length = = 0 ) {
// Output file exists?
if ( File . Exists ( outputfile ) ) {
// Copy output file data into a lump?
if ( ! string . IsNullOrEmpty ( scriptconfig . ResultLump ) ) {
// Do that now then
try {
filedata = File . ReadAllBytes ( outputfile ) ;
} catch ( Exception e ) {
// Fail
compiler . Dispose ( ) ;
errors . Add ( new CompilerError ( "Unable to read compiler output file. " + e . GetType ( ) . Name + ": " + e . Message ) ) ;
return false ;
}
// Store data
MemoryStream stream = new MemoryStream ( filedata ) ;
SetLumpData ( scriptconfig . ResultLump , stream ) ;
}
}
}
// Clean up
compiler . Dispose ( ) ;
// Done
return true ;
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} else {
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// Fail
compiler . Dispose ( ) ;
errors = null ;
return false ;
}
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} else {
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// No compiler to run for this script type
return true ;
}
}
// This clears all compiler errors
internal void ClearCompilerErrors ( ) {
errors . Clear ( ) ;
}
//mxd
internal void UpdateScriptNames ( ) {
namedScripts = new List < ScriptItem > ( ) ;
numberedScripts = new List < ScriptItem > ( ) ;
// Load the script lumps
foreach ( MapLumpInfo maplumpinfo in config . MapLumps . Values ) {
// Is this a script lump?
if ( maplumpinfo . script ! = null & & maplumpinfo . name = = "SCRIPTS" ) {
// Load the lump data
MemoryStream stream = GetLumpData ( maplumpinfo . name ) ;
if ( stream ! = null ) {
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AcsParserSE parser = new AcsParserSE ( ) ;
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parser . OnInclude = updateScriptsFromLocation ;
parser . Parse ( stream , "SCRIPTS" , true ) ;
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namedScripts . AddRange ( parser . NamedScripts ) ;
numberedScripts . AddRange ( parser . NumberedScripts ) ;
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scriptincludes . AddRange ( parser . Includes ) ;
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}
}
}
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//sort
namedScripts . Sort ( ScriptItem . SortByName ) ;
numberedScripts . Sort ( ScriptItem . SortByIndex ) ;
}
//mxd
private void updateScriptsFromLocation ( AcsParserSE parser , string path ) {
MemoryStream s = General . Map . Data . LoadFile ( path ) ;
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if ( s ! = null & & s . Length > 0 ) parser . Parse ( s , path , true , true ) ;
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}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
// This updates everything after the configuration or settings have been changed
internal void UpdateConfiguration ( ) {
// Update map
map . UpdateConfiguration ( ) ;
// Update settings
renderer3d . CreateProjection ( ) ;
// Things filters
General . MainWindow . UpdateThingsFilters ( ) ;
}
// This changes thing filter
public void ChangeThingFilter ( ThingsFilter newfilter ) {
// We have a special filter for null
if ( newfilter = = null ) newfilter = new NullThingsFilter ( ) ;
// Deactivate old filter
if ( thingsfilter ! = null ) thingsfilter . Deactivate ( ) ;
// Change
thingsfilter = newfilter ;
// Activate filter
thingsfilter . Activate ( ) ;
// Update interface
General . MainWindow . ReflectThingsFilter ( ) ;
// Redraw
General . MainWindow . RedrawDisplay ( ) ;
}
// This sets a new mapset for editing
internal void ChangeMapSet ( MapSet newmap ) {
// Let the plugin and editing mode know
General . Plugins . OnMapSetChangeBegin ( ) ;
if ( General . Editing . Mode ! = null ) General . Editing . Mode . OnMapSetChangeBegin ( ) ;
this . visualcamera . Sector = null ;
// Can't have a selection in an old map set
map . ClearAllSelected ( ) ;
// Reset surfaces
renderer2d . Surfaces . Reset ( ) ;
// Apply
map . Dispose ( ) ;
map = newmap ;
map . UpdateConfiguration ( ) ;
map . SnapAllToAccuracy ( ) ;
map . Update ( ) ;
thingsfilter . Update ( ) ;
// Let the plugin and editing mode know
General . Plugins . OnMapSetChangeEnd ( ) ;
if ( General . Editing . Mode ! = null ) General . Editing . Mode . OnMapSetChangeEnd ( ) ;
}
// This reloads resources
[BeginAction("reloadresources")]
internal void DoReloadResource ( ) {
// Set this to false so we can see if errors are added
General . ErrorLogger . IsErrorAdded = false ;
ReloadResources ( ) ;
if ( General . ErrorLogger . IsErrorAdded ) {
// Show any errors if preferred
General . MainWindow . DisplayStatus ( StatusType . Warning , "There were errors during resources loading!" ) ;
if ( General . Settings . ShowErrorsWindow ) General . MainWindow . ShowErrors ( ) ;
}
else
General . MainWindow . DisplayReady ( ) ;
}
internal void ReloadResources ( ) {
DataLocation maplocation ;
StatusInfo oldstatus ;
Cursor oldcursor ;
// Keep old display info
oldstatus = General . MainWindow . Status ;
oldcursor = Cursor . Current ;
// Show status
General . MainWindow . DisplayStatus ( StatusType . Busy , "Reloading data resources..." ) ;
Cursor . Current = Cursors . WaitCursor ;
// Clean up
data . Dispose ( ) ;
data = null ;
config = null ;
configinfo = null ;
GC . Collect ( ) ;
GC . WaitForPendingFinalizers ( ) ;
// Reload game configuration
General . WriteLogLine ( "Reloading game configuration..." ) ;
configinfo = General . GetConfigurationInfo ( options . ConfigFile ) ;
config = new GameConfiguration ( General . LoadGameConfiguration ( options . ConfigFile ) ) ;
General . Editing . UpdateCurrentEditModes ( ) ;
// Reload data resources
General . WriteLogLine ( "Reloading data resources..." ) ;
data = new DataManager ( ) ;
if ( ! string . IsNullOrEmpty ( filepathname ) ) {
maplocation = new DataLocation ( DataLocation . RESOURCE_WAD , filepathname , false , false , false ) ;
data . Load ( configinfo . Resources , options . Resources , maplocation ) ;
}
else {
data . Load ( configinfo . Resources , options . Resources ) ;
}
// Apply new settings to map elements
map . UpdateConfiguration ( ) ;
// Re-link the background image
grid . LinkBackground ( ) ;
// Inform all plugins that the resources are reloaded
General . Plugins . ReloadResources ( ) ;
// Inform editing mode that the resources are reloaded
if ( General . Editing . Mode ! = null ) General . Editing . Mode . OnReloadResources ( ) ;
// Reset status
General . MainWindow . DisplayStatus ( oldstatus ) ;
Cursor . Current = oldcursor ;
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//mxd
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UpdateScriptNames ( ) ;
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}
// Game Configuration action
[BeginAction("mapoptions")]
internal void ShowMapOptions ( ) {
// Cancel volatile mode, if any
General . Editing . DisengageVolatileMode ( ) ;
// Show map options dialog
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MapOptionsForm optionsform = new MapOptionsForm ( options , false ) ;
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if ( optionsform . ShowDialog ( General . MainWindow ) = = DialogResult . OK ) {
// Update interface
General . MainWindow . UpdateInterface ( ) ;
// Stop data manager
data . Dispose ( ) ;
// Apply new options
this . options = optionsform . Options ;
// Load new game configuration
General . WriteLogLine ( "Loading game configuration..." ) ;
configinfo = General . GetConfigurationInfo ( options . ConfigFile ) ;
config = new GameConfiguration ( General . LoadGameConfiguration ( options . ConfigFile ) ) ;
configinfo . ApplyDefaults ( config ) ;
General . Editing . UpdateCurrentEditModes ( ) ;
// Setup new map format IO
General . WriteLogLine ( "Initializing map format interface " + config . FormatInterface + "..." ) ;
io = MapSetIO . Create ( config . FormatInterface , tempwad , this ) ;
// Create required lumps if they don't exist yet
CreateRequiredLumps ( tempwad , TEMP_MAP_HEADER ) ;
// Let the plugins know
General . Plugins . MapReconfigure ( ) ;
// Update interface
General . MainWindow . SetupInterface ( ) ;
General . MainWindow . UpdateThingsFilters ( ) ;
General . MainWindow . UpdateInterface ( ) ;
// Reload resources
ReloadResources ( ) ;
// Done
General . MainWindow . DisplayReady ( ) ;
}
// Done
optionsform . Dispose ( ) ;
}
// This shows the things filters setup
[BeginAction("thingsfilterssetup")]
internal void ShowThingsFiltersSetup ( ) {
// Show things filter dialog
ThingsFiltersForm f = new ThingsFiltersForm ( ) ;
f . ShowDialog ( General . MainWindow ) ;
f . Dispose ( ) ;
General . MainWindow . UpdateThingsFilters ( ) ;
}
// This returns true is the given type matches
public bool IsType ( Type t ) {
return io . GetType ( ) . Equals ( t ) ;
}
#endregion
}
}