#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Text; using System.Windows.Forms; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using System.IO; using System.Collections; using System.Diagnostics; using CodeImp.DoomBuilder.Images; #endregion namespace CodeImp.DoomBuilder.Interface { internal partial class OpenMapOptionsForm : DelayedForm { // Variables private Configuration mapsettings; private MapOptions options; private WAD wadfile; private string filepathname; // Properties public string FilePathName { get { return filepathname; } } public MapOptions Options { get { return options; } } // Constructor public OpenMapOptionsForm(string filepathname) { // Initialize InitializeComponent(); this.filepathname = filepathname; this.options = new MapOptions(); } // This loads the settings and attempt to find a suitable config private void LoadSettings() { string dbsfile; string gameconfig; int index; // Busy Cursor.Current = Cursors.WaitCursor; try { // Open the WAD file wadfile = new WAD(filepathname, true); // Open the Map Settings configuration dbsfile = filepathname.Substring(0, filepathname.Length - 4) + ".dbs"; if(File.Exists(dbsfile)) mapsettings = new Configuration(dbsfile, true); else mapsettings = new Configuration(true); } catch(Exception) { // Unable to open WAD file (or its config) MessageBox.Show(this, "Could not open the WAD file for reading. Please make sure the file you selected is valid and is not in use by any other application.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error); if(wadfile != null) wadfile.Dispose(); this.DialogResult = DialogResult.Cancel; this.Hide(); } // Check what game configuration is preferred gameconfig = mapsettings.ReadSetting("gameconfig", ""); // Go for all configurations for(int i = 0; i < General.Configs.Count; i++) { // Add config name to list index = config.Items.Add(General.Configs[i]); // This is the preferred game configuration? if(General.Configs[i].Filename == gameconfig) { // Select this item config.SelectedIndex = index; } } // Still no configuration selected? if(config.SelectedIndex == -1) { // Then go for all configurations to find a suitable one for(int i = 0; i < General.Configs.Count; i++) { // TODO: Check if an IWAD is set for this configuration // Match the wad against this configuration if(MatchConfiguration(General.Configs[i].Filename, wadfile)) { // Select this item config.SelectedIndex = i; break; } } } // Done Cursor.Current = Cursors.Default; } // This matches a WAD file with the specified game configuration // by checking if the specific lumps are detected private bool MatchConfiguration(string configfile, WAD wadfile) { Configuration cfg; IDictionary detectlumps; Lump lumpresult; bool result = false; // Load the configuration cfg = General.LoadGameConfiguration(configfile); // Get the lumps to detect detectlumps = cfg.ReadSetting("gamedetect", new Hashtable()); // Go for all the lumps foreach(DictionaryEntry lmp in detectlumps) { // Setting not broken? if((lmp.Value is int) && (lmp.Key is string)) { // Find the lump in the WAD file lumpresult = wadfile.FindLump((string)lmp.Key); // If one of these lumps must exist, and it is found if(((int)lmp.Value == 1) && (lumpresult != null)) { // Good result. result = true; } // If this lumps may not exist, and it is found else if(((int)lmp.Value == 2) && (lumpresult != null)) { // Bad result. result = false; break; } // If this lumps must exist, and it is missing else if(((int)lmp.Value == 3) && (lumpresult == null)) { // Bad result. result = false; break; } } } // Return result return result; } // Configuration is selected private void config_SelectedIndexChanged(object sender, EventArgs e) { List mapnames; ConfigurationInfo ci; Configuration cfg; IDictionary maplumpnames; int scanindex, checkoffset; int lumpsfound, lumpsrequired = 0; string lumpname, selectedname = ""; // Anything selected? if(config.SelectedIndex > -1) { // Keep selected name, if any if(mapslist.SelectedItems.Count > 0) selectedname = mapslist.SelectedItems[0].Text; // Make an array for the map names mapnames = new List(); // Get selected configuration info ci = (ConfigurationInfo)config.SelectedItem; // Load this configuration cfg = General.LoadGameConfiguration(ci.Filename); // Get the map lump names maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable()); // Count how many required lumps we have to find foreach(DictionaryEntry ml in maplumpnames) { // Read lump setting and count it if(cfg.ReadSetting("maplumpnames." + ml.Key + ".required", false)) lumpsrequired++; } // Go for all the lumps in the wad for(scanindex = 0; scanindex < (wadfile.Lumps.Count - 1); scanindex++) { // Make sure this lump is not part of the map if(!maplumpnames.Contains(wadfile.Lumps[scanindex].Name)) { // Reset check lumpsfound = 0; 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)) { // Count the lump when it is marked as required lumpname = wadfile.Lumps[scanindex + checkoffset].Name; if(cfg.ReadSetting("maplumpnames." + lumpname + ".required", false)) lumpsfound++; // Check the next lump checkoffset++; } // Map found? Then add it to the list if(lumpsfound >= lumpsrequired) mapnames.Add(new ListViewItem(wadfile.Lumps[scanindex].Name)); } } // Clear the list and add the new map names mapslist.Items.Clear(); mapslist.Items.AddRange(mapnames.ToArray()); mapslist.Sort(); // Go for all items in the list foreach(ListViewItem item in mapslist.Items) { // Was this item previously selected? if(item.Text == selectedname) { // Select it again item.Selected = true; break; } } // Show configuration resources resourcelocations.FixedResourceLocationList(ci.Resources); } } // OK clicked private void apply_Click(object sender, EventArgs e) { // Configuration selected? if(config.SelectedIndex == -1) { // Select a configuration! MessageBox.Show(this, "Please select a game configuration to use for editing your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning); config.Focus(); return; } // No map selected? if(mapslist.SelectedItems.Count == 0) { // Choose a map! MessageBox.Show(this, "Please select a map to load for editing.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning); mapslist.Focus(); return; } // Apply changes options.ClearResources(); options.ConfigFile = General.Configs[config.SelectedIndex].Filename; options.CurrentName = mapslist.SelectedItems[0].Text; options.CopyResources(resourcelocations.GetResources()); // Hide window wadfile.Dispose(); this.DialogResult = DialogResult.OK; this.Hide(); } // Cancel clicked private void cancel_Click(object sender, EventArgs e) { // Just hide window wadfile.Dispose(); this.DialogResult = DialogResult.Cancel; this.Hide(); } // Window is shown private void OpenMapOptionsForm_Shown(object sender, EventArgs e) { // Update window this.Update(); // Load settings LoadSettings(); } // Map name doubleclicked private void mapslist_DoubleClick(object sender, EventArgs e) { // Click OK if(mapslist.SelectedItems.Count > 0) apply.PerformClick(); } } }