mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 22:22:32 +00:00
6b62b4f3d2
Floor and ceiling textures are now moved more predictably by arrow keys in GZDoom Visual mode. Walls texture coordinates are always rounded when moved by arrow keys in Visual modes. Linedef info panel: relative UDMF light values are now shown like this: 16 (128), which means "UDMF light value" ("total surface brightness (UDMF light value + sector brightness)") Player is now spawned at camera height when testing from current location in Visual modes. Focus is now properly restored after testing from current location in Visual modes. Updated Heretic_sectors.cfg and Heretic_things.cfg as described here: http://www.doombuilder.com/forums/viewtopic.php?f=11&t=357 Changed sprites of artifacts in Hexen_things.cfg to proper ones. Renamed Skulltag configs to Zandronum
445 lines
No EOL
13 KiB
C#
445 lines
No EOL
13 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Text;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using System.IO;
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using System.Collections;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Controls;
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#endregion
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namespace CodeImp.DoomBuilder.Windows
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{
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internal partial class OpenMapOptionsForm : DelayedForm
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{
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// Variables
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private Configuration mapsettings;
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private MapOptions options;
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private WAD wadfile;
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private string filepathname;
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private string selectedmapname;
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// Properties
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public string FilePathName { get { return filepathname; } }
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public MapOptions Options { get { return options; } }
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// Constructor
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public OpenMapOptionsForm(string filepathname)
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{
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// Initialize
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InitializeComponent();
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this.Text = "Open Map from " + Path.GetFileName(filepathname);
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this.filepathname = filepathname;
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this.options = null;
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}
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// Constructor
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public OpenMapOptionsForm(string filepathname, MapOptions options)
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{
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// Initialize
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InitializeComponent();
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this.Text = "Open Map from " + Path.GetFileName(filepathname);
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this.filepathname = filepathname;
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this.options = options;
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datalocations.EditResourceLocationList(options.Resources);
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}
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// This loads the settings and attempt to find a suitable config
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private void LoadSettings()
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{
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string dbsfile;
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string gameconfig;
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int index;
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// Busy
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Cursor.Current = Cursors.WaitCursor;
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// Check if the file exists
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if(!File.Exists(filepathname))
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{
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// WAD file does not exist
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MessageBox.Show(this, "Could not open the WAD file: The file does not exist.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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this.DialogResult = DialogResult.Cancel;
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this.Close();
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return;
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}
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try
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{
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// Open the WAD file
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wadfile = new WAD(filepathname, true);
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}
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catch(Exception)
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{
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// Unable to open WAD file (or its config)
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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);
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if(wadfile != null) wadfile.Dispose();
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this.DialogResult = DialogResult.Cancel;
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this.Close();
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return;
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}
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// Open the Map Settings configuration
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dbsfile = filepathname.Substring(0, filepathname.Length - 4) + ".dbs";
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if(File.Exists(dbsfile))
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try { mapsettings = new Configuration(dbsfile, true); }
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catch(Exception) { mapsettings = new Configuration(true); }
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else
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mapsettings = new Configuration(true);
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// Check strict patches box
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if(options != null)
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strictpatches.Checked = options.StrictPatches;
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else
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strictpatches.Checked = mapsettings.ReadSetting("strictpatches", false);
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// Check what game configuration is preferred
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if(options != null)
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gameconfig = options.ConfigFile;
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else
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gameconfig = mapsettings.ReadSetting("gameconfig", "");
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// Go for all configurations
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for(int i = 0; i < General.Configs.Count; i++)
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{
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// Add config name to list
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index = config.Items.Add(General.Configs[i]);
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// This is the preferred game configuration?
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if(General.Configs[i].Filename == gameconfig)
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{
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// Select this item
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config.SelectedIndex = index;
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}
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}
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// Still no configuration selected?
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if(config.SelectedIndex == -1)
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{
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// Then go for all configurations to find a suitable one
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for(int i = 0; i < General.Configs.Count; i++)
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{
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// Check if a resource location is set for this configuration
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if(General.Configs[i].Resources.Count > 0)
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{
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// Match the wad against this configuration
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if(MatchConfiguration(General.Configs[i].Filename, wadfile))
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{
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// Select this item
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config.SelectedIndex = i;
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break;
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}
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}
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}
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}
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//mxd. Still better than nothing :)
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if (config.SelectedIndex == -1 && General.Configs.Count > 0) config.SelectedIndex = 0;
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// Done
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Cursor.Current = Cursors.Default;
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}
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// This matches a WAD file with the specified game configuration
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// by checking if the specific lumps are detected
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private bool MatchConfiguration(string configfile, WAD wadfile)
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{
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Configuration cfg;
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IDictionary detectlumps;
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Lump lumpresult;
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bool result = false;
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// Load the configuration
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cfg = General.LoadGameConfiguration(configfile);
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// Get the lumps to detect
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detectlumps = cfg.ReadSetting("gamedetect", new Hashtable());
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// Go for all the lumps
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foreach(DictionaryEntry lmp in detectlumps)
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{
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// Setting not broken?
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if((lmp.Value is int) && (lmp.Key is string))
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{
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// Find the lump in the WAD file
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lumpresult = wadfile.FindLump((string)lmp.Key);
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// If one of these lumps must exist, and it is found
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if(((int)lmp.Value == 1) && (lumpresult != null))
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{
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// Good result.
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result = true;
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}
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// If this lumps may not exist, and it is found
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else if(((int)lmp.Value == 2) && (lumpresult != null))
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{
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// Bad result.
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result = false;
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break;
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}
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// If this lumps must exist, and is found
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else if(((int)lmp.Value == 3) && (lumpresult != null))
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{
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// Good result.
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result = true;
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}
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// If this lumps must exist, and it is missing
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else if(((int)lmp.Value == 3) && (lumpresult == null))
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{
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// Bad result.
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result = false;
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break;
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}
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}
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}
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// Return result
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return result;
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}
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// Configuration is selected
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private void config_SelectedIndexChanged(object sender, EventArgs e)
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{
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List<ListViewItem> mapnames;
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ConfigurationInfo ci;
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Configuration cfg;
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IDictionary maplumpnames;
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int scanindex, checkoffset;
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int lumpsfound, lumpsrequired = 0;
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string lumpname, selectedname = "";
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// Anything selected?
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if(config.SelectedIndex > -1)
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{
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// Keep selected name, if any
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if(mapslist.SelectedItems.Count > 0)
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selectedname = mapslist.SelectedItems[0].Text;
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// Make an array for the map names
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mapnames = new List<ListViewItem>();
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// Get selected configuration info
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ci = (ConfigurationInfo)config.SelectedItem;
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// Load this configuration
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cfg = General.LoadGameConfiguration(ci.Filename);
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// Get the map lump names
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maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable());
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// Count how many required lumps we have to find
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foreach(DictionaryEntry ml in maplumpnames)
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{
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// Ignore the map header (it will not be found because the name is different)
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if(ml.Key.ToString() != MapManager.CONFIG_MAP_HEADER)
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{
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// Read lump setting and count it
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if(cfg.ReadSetting("maplumpnames." + ml.Key + ".required", false)) lumpsrequired++;
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}
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}
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// Go for all the lumps in the wad
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for(scanindex = 0; scanindex < (wadfile.Lumps.Count - 1); scanindex++)
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{
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// Make sure this lump is not part of the map
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if(!maplumpnames.Contains(wadfile.Lumps[scanindex].Name))
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{
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// Reset check
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lumpsfound = 0;
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checkoffset = 1;
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// Continue while still within bounds and lumps are still recognized
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while(((scanindex + checkoffset) < wadfile.Lumps.Count) &&
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maplumpnames.Contains(wadfile.Lumps[scanindex + checkoffset].Name))
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{
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// Count the lump when it is marked as required
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lumpname = wadfile.Lumps[scanindex + checkoffset].Name;
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if(cfg.ReadSetting("maplumpnames." + lumpname + ".required", false)) lumpsfound++;
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// Check the next lump
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checkoffset++;
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}
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// Map found? Then add it to the list
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if(lumpsfound >= lumpsrequired)
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mapnames.Add(new ListViewItem(wadfile.Lumps[scanindex].Name));
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}
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}
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// Clear the list and add the new map names
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mapslist.BeginUpdate();
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mapslist.Items.Clear();
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mapslist.Items.AddRange(mapnames.ToArray());
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mapslist.Sort();
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// Go for all items in the list
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foreach(ListViewItem item in mapslist.Items)
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{
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// Was this item previously selected?
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if(item.Text == selectedname)
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{
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// Select it again
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item.Selected = true;
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break;
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}
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}
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if((mapslist.SelectedItems.Count == 0) && (mapslist.Items.Count > 0)) mapslist.Items[0].Selected = true;
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mapslist.EndUpdate();
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// Show configuration resources
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datalocations.FixedResourceLocationList(ci.Resources);
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}
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}
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// OK clicked
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private void apply_Click(object sender, EventArgs e)
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{
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// Configuration selected?
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if(config.SelectedIndex == -1)
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{
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// Select a configuration!
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MessageBox.Show(this, "Please select a game configuration to use for editing your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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config.Focus();
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return;
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}
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// Collect information
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ConfigurationInfo configinfo = General.Configs[config.SelectedIndex];
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DataLocationList locations = datalocations.GetResources();
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// No map selected?
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if(mapslist.SelectedItems.Count == 0)
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{
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// Choose a map!
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MessageBox.Show(this, "Please select a map to load for editing.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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mapslist.Focus();
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return;
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}
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// Check if we should warn the user for missing resources
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if((wadfile.Type != WAD.TYPE_IWAD) && (locations.Count == 0) && (configinfo.Resources.Count == 0))
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{
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if(MessageBox.Show(this, "You are about to load a map without selecting any resources. Textures, flats and " +
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"sprites may not be shown correctly or may not show up at all. Do you want to continue?", Application.ProductName,
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MessageBoxButtons.YesNo, MessageBoxIcon.Warning, MessageBoxDefaultButton.Button2) == DialogResult.No)
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{
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return;
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}
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}
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// Apply changes
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options.ClearResources();
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options.ConfigFile = configinfo.Filename;
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options.CurrentName = mapslist.SelectedItems[0].Text;
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options.StrictPatches = strictpatches.Checked;
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options.CopyResources(locations);
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// Hide window
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wadfile.Dispose();
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this.DialogResult = DialogResult.OK;
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this.Close();
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}
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// Cancel clicked
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private void cancel_Click(object sender, EventArgs e)
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{
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// Just hide window
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wadfile.Dispose();
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this.DialogResult = DialogResult.Cancel;
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this.Close();
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}
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// Window is shown
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private void OpenMapOptionsForm_Shown(object sender, EventArgs e)
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{
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// Update window
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this.Update();
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// Load settings
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LoadSettings();
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}
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// Map name doubleclicked
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private void mapslist_DoubleClick(object sender, EventArgs e)
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{
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// Click OK
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if(mapslist.SelectedItems.Count > 0) apply.PerformClick();
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}
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// Map name selected
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private void mapslist_ItemSelectionChanged(object sender, ListViewItemSelectionChangedEventArgs e)
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{
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DataLocationList locations;
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DataLocationList listedlocations;
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// Map previously selected?
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if((selectedmapname != null) && (selectedmapname != ""))
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{
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// Get locations from previous selected map settings
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locations = new DataLocationList(mapsettings, "maps." + selectedmapname + ".resources");
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listedlocations = datalocations.GetResources();
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// Remove data locations that this map has in its config
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foreach(DataLocation dl in locations)
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listedlocations.Remove(dl);
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// Set new data locations
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datalocations.EditResourceLocationList(listedlocations);
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// Done
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selectedmapname = null;
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}
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// Anything selected?
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if(mapslist.SelectedItems.Count > 0)
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{
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// Get the map name
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selectedmapname = mapslist.SelectedItems[0].Text;
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options = new MapOptions(mapsettings, selectedmapname);
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// Get locations from previous selected map settings
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locations = new DataLocationList(mapsettings, "maps." + selectedmapname + ".resources");
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listedlocations = datalocations.GetResources();
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// Add data locations that this map has in its config
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foreach(DataLocation dl in locations)
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if(!listedlocations.Contains(dl)) listedlocations.Add(dl);
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// Set new data locations
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datalocations.EditResourceLocationList(listedlocations);
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}
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}
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// Help
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private void OpenMapOptionsForm_HelpRequested(object sender, HelpEventArgs hlpevent)
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{
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General.ShowHelp("w_openmapoptions.html");
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hlpevent.Handled = true;
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}
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}
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} |