UltimateZoneBuilder/Source/Core/Windows/OpenMapOptionsForm.cs

597 lines
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C#
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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.Windows.Forms;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using System.IO;
using System.Collections;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Config;
#endregion
namespace CodeImp.DoomBuilder.Windows
{
internal partial class OpenMapOptionsForm : DelayedForm
{
// Variables
private Configuration mapsettings;
private MapOptions options;
private WAD wadfile;
private readonly string filepathname;
private string selectedmapname;
// Properties
//public string FilePathName { get { return filepathname; } }
public MapOptions Options { get { return options; } }
// Constructor
public OpenMapOptionsForm(string filepathname)
{
// Initialize
InitializeComponent();
this.Text = "Open Map from " + Path.GetFileName(filepathname);
this.filepathname = filepathname;
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datalocations.StartPath = filepathname; //mxd
this.options = null;
}
// Constructor
public OpenMapOptionsForm(string filepathname, MapOptions options)
{
// Initialize
InitializeComponent();
this.Text = "Open Map from " + Path.GetFileName(filepathname);
this.filepathname = filepathname;
this.options = options;
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datalocations.StartPath = filepathname; //mxd
datalocations.EditResourceLocationList(options.Resources);
}
// This loads the settings and attempt to find a suitable config
private void LoadSettings()
{
string gameconfig;
int index;
// Busy
Cursor.Current = Cursors.WaitCursor;
// Check if the file exists
if(!File.Exists(filepathname))
{
// WAD file does not exist
MessageBox.Show(this, "Could not open the WAD file: The file does not exist.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
this.DialogResult = DialogResult.Cancel;
this.Close();
return;
}
try
{
// Open the WAD file
wadfile = new WAD(filepathname, 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.Close();
return;
}
// Open the Map Settings configuration
string dbsfile = filepathname.Substring(0, filepathname.Length - 4) + ".dbs";
if(File.Exists(dbsfile))
try { mapsettings = new Configuration(dbsfile, true); }
catch(Exception) { mapsettings = new Configuration(true); }
else
mapsettings = new Configuration(true);
// Check strict patches box, check what game configuration is preferred
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(options != null)
{
strictpatches.Checked = options.StrictPatches;
gameconfig = options.ConfigFile;
}
else
{
strictpatches.Checked = mapsettings.ReadSetting("strictpatches", false);
gameconfig = mapsettings.ReadSetting("gameconfig", "");
}
//mxd. Fill script compilers list
foreach(KeyValuePair<string, ScriptConfiguration> group in General.CompiledScriptConfigs)
{
scriptcompiler.Items.Add(group.Value);
}
// Go for all configurations
foreach(ConfigurationInfo info in General.Configs)
{
// Add config name to list
index = config.Items.Add(info);
// Select this item
if(info.Filename == gameconfig) config.SelectedIndex = index;
}
// Still no configuration selected?
if(config.SelectedIndex == -1)
{
//mxd. Then go for all ENABLED configurations with resources to find a suitable one
foreach(ConfigurationInfo info in General.Configs)
{
// Check if a resource location is set for this configuration, if so, match the wad against this configuration
if(info.Enabled && info.Resources.Count > 0 && MatchConfiguration(info.Configuration, wadfile))
{
//mxd. Already added?
index = config.Items.IndexOf(info);
// Select or add and select this item
config.SelectedIndex = (index != -1 ? index : config.Items.Add(info));
break;
}
}
}
//mxd. Still no configuration selected?
if(config.SelectedIndex == -1)
{
// Then go for all DISABLED configurations with resources to find a suitable one
foreach(ConfigurationInfo info in General.Configs)
{
// Check if a resource location is set for this configuration, if so, match the wad against this configuration
if(!info.Enabled && info.Resources.Count > 0 && MatchConfiguration(info.Configuration, wadfile))
{
//mxd. Already added?
index = config.Items.IndexOf(info);
// Select or add and select this item
config.SelectedIndex = (index != -1 ? index : config.Items.Add(info));
break;
}
}
}
//mxd. Still no configuration selected?
if(config.SelectedIndex == -1)
{
//mxd. Then go for all ENABLED configurations without resources to find a suitable one
foreach(ConfigurationInfo info in General.Configs)
{
// Check if a resource location is not set for this configuration, if so, match the wad against this configuration
if(info.Enabled && info.Resources.Count == 0 && MatchConfiguration(info.Configuration, wadfile))
{
//mxd. Already added?
index = config.Items.IndexOf(info);
// Select or add and select this item
config.SelectedIndex = (index != -1 ? index : config.Items.Add(info));
break;
}
}
}
//mxd. Still no configuration selected?
if(config.SelectedIndex == -1)
{
// Then go for all DISABLED configurations without resources to find a suitable one
foreach(ConfigurationInfo info in General.Configs)
{
// Check if a resource location is not set for this configuration, if so, match the wad against this configuration
if(!info.Enabled && info.Resources.Count == 0 && MatchConfiguration(info.Configuration, wadfile))
{
//mxd. Already added?
index = config.Items.IndexOf(info);
// Select or add and select this item
config.SelectedIndex = (index != -1 ? index : config.Items.Add(info));
break;
}
}
}
//mxd. Bail out if still no dice...
if(config.SelectedIndex == -1 || mapslist.Items.Count == 0)
{
General.ShowWarningMessage("Unable to find maps using any game configuration.\nDoes this wad contain any maps at all?..", MessageBoxButtons.OK);
cancel_Click(this, EventArgs.Empty);
}
else
{
// Show the window
this.Opacity = 1;
}
// Done
Cursor.Current = Cursors.Default;
}
// mxd. This matches a WAD file with the specified game configuration
// by checking if the specific lumps are detected
private static bool MatchConfiguration(Configuration cfg, WAD wadfile)
{
int lumpsrequired = 0;
// Get the map lump names
IDictionary maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable());
// Count how many required lumps we have to find
foreach(DictionaryEntry ml in maplumpnames)
{
// Ignore the map header (it will not be found because the name is different)
if(ml.Key.ToString() != MapManager.CONFIG_MAP_HEADER)
{
// Read lump setting and count it
if(cfg.ReadSetting("maplumpnames." + ml.Key + ".required", false))
lumpsrequired++;
}
}
// Go for all the lumps in the wad
for(int 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))
{
// Reset check
int lumpsfound = 0;
int checkoffset = 1;
// Continue while still within bounds and lumps are still recognized
while(((scanindex + checkoffset) < wadfile.Lumps.Count) &&
maplumpnames.Contains(wadfile.Lumps[scanindex + checkoffset].Name))
{
string lumpname = wadfile.Lumps[scanindex + checkoffset].Name;
//mxd. Lump cannot present in current map format, fail this check
if(cfg.ReadSetting("maplumpnames." + lumpname + ".forbidden", false))
{
lumpsfound = -1;
break;
}
// Count the lump when it is marked as required
if(cfg.ReadSetting("maplumpnames." + lumpname + ".required", false))
lumpsfound++;
// Check the next lump
checkoffset++;
}
// Map found? Let's call it a day :)
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(lumpsfound >= lumpsrequired) return true;
}
}
return false;
}
// Configuration is selected
private void config_SelectedIndexChanged(object sender, EventArgs e)
{
// Anything selected?
if(config.SelectedIndex < 0) return;
// Keep selected name, if any
string selectedname = (mapslist.SelectedItems.Count > 0 ? mapslist.SelectedItems[0].Text : "");
// Make an array for the map names
List<ListViewItem> mapnames = new List<ListViewItem>();
// Get selected configuration info
ConfigurationInfo ci = (config.SelectedItem as ConfigurationInfo);
//mxd. Get configuration
Configuration cfg = ci.Configuration;
// Get the map lump names
IDictionary maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable());
// Count how many required lumps we have to find
int lumpsrequired = 0;
foreach(DictionaryEntry ml in maplumpnames)
{
// Ignore the map header (it will not be found because the name is different)
if(ml.Key.ToString() != MapManager.CONFIG_MAP_HEADER)
{
// Read lump setting and count it
if(cfg.ReadSetting("maplumpnames." + ml.Key + ".required", false))
lumpsrequired++;
}
}
// Go for all the lumps in the wad
for(int 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))
{
// Reset check
int lumpsfound = 0;
int checkoffset = 1;
// Continue while still within bounds and lumps are still recognized
while(((scanindex + checkoffset) < wadfile.Lumps.Count) &&
maplumpnames.Contains(wadfile.Lumps[scanindex + checkoffset].Name))
{
string lumpname = wadfile.Lumps[scanindex + checkoffset].Name;
//mxd. Lump cannot present in current map format, fail this check
if(cfg.ReadSetting("maplumpnames." + lumpname + ".forbidden", false))
{
lumpsfound = -1;
break;
}
// Count the lump when it is marked as required
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.BeginUpdate();
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;
}
}
if((mapslist.SelectedItems.Count == 0) && (mapslist.Items.Count > 0))
mapslist.Items[0].Selected = true;
mapslist.EndUpdate();
//mxd. Disable script compiler selector when there are no maps detected using current configuration
if(mapslist.Items.Count == 0)
{
scriptcompiler.Enabled = false;
scriptcompiler.SelectedIndex = -1;
scriptcompilerlabel.Enabled = false;
}
// Show configuration resources
datalocations.FixedResourceLocationList(ci.Resources);
// Update long texture names checkbox (mxd)
longtexturenames.Enabled = cfg.ReadSetting("longtexturenames", false);
longtexturenames.Checked = (longtexturenames.Enabled && options != null && options.UseLongTextureNames);
}
// 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;
}
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
//mxd. Script configuration selected?
if(scriptcompiler.Enabled && scriptcompiler.SelectedIndex == -1)
{
// Select a configuration!
MessageBox.Show(this, "Please select a script type to use for editing your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
scriptcompiler.Focus();
return;
}
// Collect information
ConfigurationInfo configinfo = (config.SelectedItem as ConfigurationInfo); //mxd
DataLocationList locations = datalocations.GetResources();
// Resources are valid? (mxd)
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(!datalocations.ResourcesAreValid())
{
MessageBox.Show(this, "Cannot open map: at least one resource doesn't exist!", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
datalocations.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;
}
//mxd. We cant't deal with this... We just can't...
if(!configinfo.ValidateMapName(mapslist.SelectedItems[0].Text.ToUpperInvariant()))
{
// Choose a different map!
MessageBox.Show(this, "Selected map name conflicts with a lump name defined for current map format.\nPlease rename the map and try again.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
mapslist.Focus();
return;
}
// Check if we should warn the user for missing resources
if((!wadfile.IsIWAD) && (locations.Count == 0) && (configinfo.Resources.Count == 0))
{
if(MessageBox.Show(this, "You are about to load a map without selecting any resources. Textures, flats and " +
"sprites may not be shown correctly or may not show up at all. Do you want to continue?", Application.ProductName,
MessageBoxButtons.YesNo, MessageBoxIcon.Warning, MessageBoxDefaultButton.Button2) == DialogResult.No)
{
return;
}
}
// Apply changes
options.ClearResources();
options.ConfigFile = configinfo.Filename;
options.CurrentName = mapslist.SelectedItems[0].Text;
options.StrictPatches = strictpatches.Checked;
options.CopyResources(locations);
//mxd. Store script compiler
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(scriptcompiler.Enabled)
{
ScriptConfiguration scriptcfg = scriptcompiler.SelectedItem as ScriptConfiguration;
foreach(KeyValuePair<string, ScriptConfiguration> group in General.CompiledScriptConfigs)
{
if(group.Value == scriptcfg)
{
options.ScriptCompiler = group.Key;
break;
}
}
}
//mxd. Use long texture names?
if(longtexturenames.Enabled) options.UseLongTextureNames = longtexturenames.Checked;
// Hide window
wadfile.Dispose();
this.DialogResult = DialogResult.OK;
this.Close();
}
// Cancel clicked
private void cancel_Click(object sender, EventArgs e)
{
// Just hide window
wadfile.Dispose();
this.DialogResult = DialogResult.Cancel;
this.Close();
}
// Window is shown
private void OpenMapOptionsForm_Shown(object sender, EventArgs e)
{
// Update window
this.Update();
// Load settings
LoadSettings();
}
// Map name doubleclicked
private void mapslist_DoubleClick(object sender, EventArgs e)
{
// Click OK
if(mapslist.SelectedItems.Count > 0) apply.PerformClick();
}
// Map name selected
private void mapslist_ItemSelectionChanged(object sender, ListViewItemSelectionChangedEventArgs e)
{
if(!e.IsSelected) return; //mxd. Don't want to trigger this twice
DataLocationList locations;
DataLocationList listedlocations;
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
string scriptconfig = string.Empty; //mxd
// Map previously selected?
if(!string.IsNullOrEmpty(selectedmapname))
{
// Get locations from previous selected map settings
locations = new DataLocationList(mapsettings, "maps." + selectedmapname + ".resources");
listedlocations = datalocations.GetResources();
// Remove data locations that this map has in its config
foreach(DataLocation dl in locations)
listedlocations.Remove(dl);
// Set new data locations
datalocations.EditResourceLocationList(listedlocations);
// Done
selectedmapname = null;
}
// Anything selected?
if(mapslist.SelectedItems.Count > 0)
{
// Get the map name
selectedmapname = mapslist.SelectedItems[0].Text;
options = new MapOptions(mapsettings, selectedmapname, longtexturenames.Enabled);
// Get locations from previous selected map settings
locations = new DataLocationList(mapsettings, "maps." + selectedmapname + ".resources");
listedlocations = datalocations.GetResources();
// Add data locations that this map has in its config
foreach(DataLocation dl in locations)
if(!listedlocations.Contains(dl)) listedlocations.Add(dl);
// Set new data locations
datalocations.EditResourceLocationList(listedlocations);
//mxd. Select script compiler
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
ConfigurationInfo info = config.SelectedItem as ConfigurationInfo;
if(info != null)
{
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(!string.IsNullOrEmpty(options.ScriptCompiler) && General.CompiledScriptConfigs.ContainsKey(options.ScriptCompiler))
{
scriptconfig = options.ScriptCompiler;
}
else if(!string.IsNullOrEmpty(info.DefaultScriptCompiler) && General.CompiledScriptConfigs.ContainsKey(info.DefaultScriptCompiler))
{
scriptconfig = info.DefaultScriptCompiler;
}
}
}
//mxd. Select proper script compiler
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(!string.IsNullOrEmpty(scriptconfig))
{
scriptcompiler.Enabled = true;
scriptcompiler.SelectedItem = General.CompiledScriptConfigs[scriptconfig];
scriptcompilerlabel.Enabled = true;
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
}
else
{
scriptcompiler.Enabled = false;
scriptcompiler.SelectedIndex = -1;
scriptcompilerlabel.Enabled = false;
}
}
// Help
private void OpenMapOptionsForm_HelpRequested(object sender, HelpEventArgs hlpevent)
{
General.ShowHelp("w_openmapoptions.html");
hlpevent.Handled = true;
}
}
}