#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; using CodeImp.DoomBuilder.Interface; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Editing; using System.Diagnostics; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder { internal class MapManager : IDisposable { #region ================== Constants private const string TEMP_MAP_HEADER = "TEMPMAP"; #endregion #region ================== Variables // Status private bool changed; // Map information private string filetitle; private string filepathname; private MapSet data; private MapOptions options; private ConfigurationInfo configinfo; private Configuration config; private EditMode mode; private D3DGraphics graphics; private WAD tempwad; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public string FilePathName { get { return filepathname; } } public string FileTitle { get { return filetitle; } } public MapOptions Options { get { return options; } } public MapSet Data { get { return data; } } public EditMode Mode { get { return mode; } } public bool IsChanged { get { return changed; } set { changed = value; } } public bool IsDisposed { get { return isdisposed; } } public D3DGraphics Graphics { get { return graphics; } } #endregion #region ================== Constructor / Disposer // Constructor public MapManager() { // We have no destructor GC.SuppressFinalize(this); } // Diposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Dispose tempwad.Dispose(); data.Dispose(); mode.Dispose(); graphics.Dispose(); // Remove temp file try { File.Delete(tempwad.Filename); } catch(Exception) { } // We may spend some time to clean things up here GC.Collect(); // Done isdisposed = true; } } #endregion #region ================== Initialize // Initializes for a new map public bool InitializeNewMap(MapOptions options) { // Apply settings this.filetitle = "unnamed.wad"; this.filepathname = ""; this.changed = false; this.options = options; // Initiate graphics graphics = new D3DGraphics(General.MainWindow.Display); if(!graphics.Initialize()) return false; // Load game configuration configinfo = General.GetConfigurationInfo(options.ConfigFile); config = General.LoadGameConfiguration(options.ConfigFile); // Create map data data = new MapSet(); // Create temp wadfile tempwad = new WAD(General.MakeTempFilename()); // Set default mode ChangeMode(typeof(FrozenOverviewMode)); // Success return true; } // Initializes for an existing map public bool InitializeOpenMap(string filepathname, MapOptions options) { WAD mapwad; MapSetIO mapio; // Apply settings this.filetitle = Path.GetFileName(filepathname); this.filepathname = filepathname; this.changed = false; this.options = options; // Initiate graphics graphics = new D3DGraphics(General.MainWindow.Display); if(!graphics.Initialize()) return false; // Load game configuration config = General.LoadGameConfiguration(options.ConfigFile); // Create map data data = new MapSet(); // Create temp wadfile tempwad = new WAD(General.MakeTempFilename()); // Now open the map file mapwad = new WAD(filepathname, true); // Copy the map lumps to the temp file CopyLumpsByType(mapwad, options.CurrentName, tempwad, TEMP_MAP_HEADER, true, true, true, true); // Close the map file mapwad.Dispose(); // Read the map from temp file mapio = MapSetIO.Create(config.ReadSetting("formatinterface", ""), tempwad); data = mapio.Read(data, TEMP_MAP_HEADER); // Update structures data.Update(); // Set default mode ChangeMode(typeof(FrozenOverviewMode)); // Success return true; } #endregion #region ================== Methods // 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; int srcindex, tgtindex; IDictionary maplumps; Lump lump, newlump; // Find the map header in target tgtindex = target.FindLumpIndex(targetmapname); // If this header doesnt exists in the target // then insert at the end of the target tgtindex = target.Lumps.Count; // Remove the lumps from target RemoveLumpsByType(target, targetmapname, copyrequired, copyblindcopy, copynodebuild, copyscript); // Find the map header in source srcindex = source.FindLumpIndex(sourcemapname); if(srcindex > -1) { // Copy the map header from source to target newlump = target.Insert(targetmapname, tgtindex++, source.Lumps[srcindex].Length); source.Lumps[srcindex].CopyTo(newlump); // Go for all the map lump names maplumps = config.ReadSetting("maplumpnames", new Hashtable()); foreach(DictionaryEntry ml in maplumps) { // Read lump settings from map config lumprequired = config.ReadSetting("maplumpnames." + ml.Key + ".required", false); lumpblindcopy = config.ReadSetting("maplumpnames." + ml.Key + ".blindcopy", false); lumpnodebuild = config.ReadSetting("maplumpnames." + ml.Key + ".nodebuild", false); lumpscript = config.ReadSetting("maplumpnames." + ml.Key + ".script", ""); // Check if this lump should be copied if((lumprequired && copyrequired) || (lumpblindcopy && copyblindcopy) || (lumpnodebuild && copynodebuild) || ((lumpscript != "") && copyscript)) { // Find the lump in the source lump = source.FindLump(ml.Key.ToString(), srcindex, srcindex + maplumps.Count + 2); if(lump != null) { // Copy the lump to the target newlump = target.Insert(ml.Key.ToString(), tgtindex++, lump.Length); lump.CopyTo(newlump); } } } } } // This copies specific map lumps from one WAD to another private void RemoveLumpsByType(WAD source, string sourcemapname, bool copyrequired, bool copyblindcopy, bool copynodebuild, bool copyscript) { bool lumprequired, lumpblindcopy, lumpnodebuild; string nextlumpname, lumpscript; int index; // Find the map header in target index = source.FindLumpIndex(sourcemapname); if(index > -1) { // Remove the header from target source.RemoveAt(index); // Get the name of the next lump if(index < source.Lumps.Count) nextlumpname = source.Lumps[index].Name; else nextlumpname = ""; // Do we recognize this lump type? while(config.ReadSetting("maplumpnames." + nextlumpname, (IDictionary)null) != null) { // Read lump settings from map config lumprequired = config.ReadSetting("maplumpnames." + nextlumpname + ".required", false); lumpblindcopy = config.ReadSetting("maplumpnames." + nextlumpname + ".blindcopy", false); lumpnodebuild = config.ReadSetting("maplumpnames." + nextlumpname + ".nodebuild", false); lumpscript = config.ReadSetting("maplumpnames." + nextlumpname + ".script", ""); // Check if this lump will be copied from source if((lumprequired && copyrequired) || (lumpblindcopy && copyblindcopy) || (lumpnodebuild && copynodebuild) || ((lumpscript != "") && copyscript)) { // Then remove it from target source.RemoveAt(index); } else { // Advance to the next lump index++; } // Get the name of the next lump if(index < source.Lumps.Count) nextlumpname = source.Lumps[index].Name; else nextlumpname = ""; } } } // This changes editing mode public void ChangeMode(Type modetype, params object[] args) { // Dispose current mode if(mode != null) mode.Dispose(); // Create a new mode mode = EditMode.Create(modetype, args); // Redraw the display mode.RedrawDisplay(); } #endregion } }