UltimateZoneBuilder/Source/General/MapManager.cs
2008-10-16 09:33:35 +00:00

1146 lines
36 KiB
C#

#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;
#endregion
namespace CodeImp.DoomBuilder
{
public 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";
// Save modes
public const int SAVE_NORMAL = 0;
public const int SAVE_AS = 1;
public const int SAVE_INTO = 2;
public const int SAVE_TEST = 3;
#endregion
#region ================== Variables
// Status
private bool changed;
// 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 EditMode mode;
private EditMode newmode;
private Type prevmode;
private Type prevstablemode;
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;
// 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; } }
internal MapOptions Options { get { return options; } }
public MapSet Map { get { return map; } }
public EditMode Mode { get { return mode; } }
public EditMode NewMode { get { return newmode; } }
public Type PreviousMode { get { return prevmode; } }
public Type PreviousStableMode { get { return prevstablemode; } }
public DataManager Data { get { return data; } }
public bool IsChanged { get { return changed; } 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; } }
internal ConfigurationInfo ConfigSettings { get { return configinfo; } }
public GridSetup Grid { get { return grid; } }
public UndoManager UndoRedo { get { return undoredo; } }
public IMapSetIO FormatInterface { get { return io; } }
internal Launcher Launcher { get { return launcher; } }
public ThingsFilter ThingsFilter { get { return thingsfilter; } }
#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();
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Change to no mode
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();
// 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!");
}
// We may spend some time to clean things up here
GC.Collect();
// Done
isdisposed = 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();
General.Plugins.GameConfigurationChanged();
// Create map data
map = new MapSet();
// Create temp wadfile
tempfile = General.MakeTempFilename(temppath);
General.WriteLogLine("Creating temporary file: " + tempfile);
tempwad = new WAD(tempfile);
// 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
map.Update();
thingsfilter.Update();
// Bind any methods
General.Actions.BindMethods(this);
// Set default mode
ChangeMode("VerticesMode");
ClassicMode cmode = (mode as ClassicMode);
cmode.SetZoom(0.5f);
// Success
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();
General.Plugins.GameConfigurationChanged();
// Create map data
map = new MapSet();
// Create temp wadfile
tempfile = General.MakeTempFilename(temppath);
General.WriteLogLine("Creating temporary file: " + tempfile);
tempwad = new WAD(tempfile);
// Now open the map file
General.WriteLogLine("Opening source file: " + filepathname);
mapwad = new WAD(filepathname, true);
// 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
General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
io = MapSetIO.Create(config.FormatInterface, tempwad, this);
General.WriteLogLine("Reading map data structures from file...");
try { map = io.Read(map, TEMP_MAP_HEADER); }
catch(Exception e)
{
General.WriteLogLine("ERROR: " + e.GetType().Name + ": " + e.Message);
General.ShowErrorMessage("Unable to read the map data structures with the specified configuration.", MessageBoxButtons.OK);
return false;
}
// Load data manager
General.WriteLogLine("Loading data resources...");
data = new DataManager();
maplocation = new DataLocation(DataLocation.RESOURCE_WAD, filepathname, false, false);
data.Load(configinfo.Resources, options.Resources, maplocation);
// Update structures
map.Update();
thingsfilter.Update();
// Bind any methods
General.Actions.BindMethods(this);
// Set default mode
ChangeMode("VerticesMode");
// Center map in screen
if(General.Map.Mode is ClassicMode) (General.Map.Mode as ClassicMode).CenterInScreen();
// Success
General.WriteLogLine("Map loading done");
return true;
}
#endregion
#region ================== Save
// Initializes for an existing map
internal bool SaveMap(string newfilepathname, int savemode)
{
MapSet outputset;
string nodebuildername, oldstatus, settingsfile;
Configuration mapsettings;
WAD targetwad;
int index;
bool includenodes;
string origmapname;
General.WriteLogLine("Saving map to file: " + newfilepathname);
// Make a copy of the map data
outputset = map.Clone();
// Do we need sidedefs compression?
if(map.Sidedefs.Count > io.MaxSidedefs)
{
// Compress sidedefs
outputset.CompressSidedefs();
// Check if it still doesnt fit
if(map.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;
}
}
// 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);
// Get the corresponding nodebuilder
if(savemode == SAVE_TEST) nodebuildername = configinfo.NodebuilderTest;
else nodebuildername = configinfo.NodebuilderSave;
// Build the nodes
oldstatus = General.MainWindow.GetCurrentSatus();
General.MainWindow.DisplayStatus("Building map nodes...");
if((nodebuildername != null) && (nodebuildername != ""))
includenodes = BuildNodes(nodebuildername, true);
else
includenodes = false;
General.MainWindow.DisplayStatus(oldstatus);
// Suspend data resources
data.Suspend();
try
{
// Except when saving INTO another file,
// kill the target file if it is different from source file
if((savemode != SAVE_INTO) && (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((savemode == SAVE_AS) && (filepathname != ""))
{
// Copy if original file still exists
if(File.Exists(filepathname)) File.Copy(filepathname, newfilepathname, true);
}
// Open the 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;
}
// Determine original map name
if(options.PreviousName != "") origmapname = options.PreviousName;
else origmapname = options.CurrentName;
// 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();
try
{
// Open or create the map settings
settingsfile = newfilepathname.Substring(0, newfilepathname.Length - 4) + ".dbs";
options.WriteConfiguration(settingsfile);
}
catch(Exception e)
{
// Warning only
General.WriteLogLine("WARNING: " + e.GetType().Name + ": " + e.Message);
General.WriteLogLine("WARNING: Could not write the map settings configuration file!");
}
// Was the map saved in a different file? And not for testing purpose?
if((savemode != SAVE_TEST) && (newfilepathname != filepathname))
{
// Keep new filename
filepathname = newfilepathname;
filetitle = Path.GetFileName(filepathname);
// Changes saved
changed = false;
// Reload resources
ReloadResources();
}
// Reset changed status
if(savemode != SAVE_TEST) changed = false;
// Success!
General.WriteLogLine("Map saving done");
return true;
}
#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;
bool lumpnodebuild, lumpallowempty, lumpscomplete;
WAD buildwad;
int srcindex;
// 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
{
// Make a temporary file for the nodebuilder
tempfile1 = General.MakeTempFilename(temppath);
General.WriteLogLine("Creating temporary build file: " + tempfile1);
buildwad = new WAD(tempfile1);
// 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(temppath);
General.WriteLogLine("Creating temporary output file: " + tempfile2);
}
else
{
// Output file is same as input file
tempfile2 = tempfile1;
}
// Run the nodebuilder
if(nodebuilder.Run(temppath, Path.GetFileName(tempfile1), Path.GetFileName(tempfile2)))
{
// Open the output file
buildwad = new WAD(tempfile2);
// Find the map header in source
srcindex = buildwad.FindLumpIndex(BUILD_MAP_HEADER);
if(srcindex > -1)
{
// Go for all the map lump names
lumpscomplete = true;
foreach(DictionaryEntry ml in config.MapLumpNames)
{
// Read lump settings from map config
lumpnodebuild = config.ReadSetting("maplumpnames." + ml.Key + ".nodebuild", false);
lumpallowempty = config.ReadSetting("maplumpnames." + ml.Key + ".allowempty", false);
// Check if this lump should exist
if(lumpnodebuild && !lumpallowempty)
{
// Find the lump in the source
if(buildwad.FindLump(ml.Key.ToString(), srcindex, srcindex + config.MapLumpNames.Count + 2) == null)
{
// Missing a lump!
lumpscomplete = false;
break;
}
}
}
}
else
{
// Cannot find header
lumpscomplete = false;
}
// Output lumps complete?
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
{
// 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.", MessageBoxButtons.OK);
else
General.ShowErrorMessage("Unable to build the nodes: The nodebuilder failed to build the expected data structures.", MessageBoxButtons.OK);
}
// Done with the build wad
buildwad.Dispose();
// Remove temp files
General.WriteLogLine("Removing temporary files...");
if(File.Exists(tempfile1)) File.Delete(tempfile1);
if(File.Exists(tempfile2)) File.Delete(tempfile2);
return lumpscomplete;
}
else
{
// Remove temp files
General.WriteLogLine("Removing temporary files...");
if(File.Exists(tempfile1)) File.Delete(tempfile1);
if(File.Exists(tempfile2)) File.Delete(tempfile2);
return false;
}
}
}
#endregion
#region ================== Lumps
// 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 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
{
General.WriteLogLine("WARNING: " + ml.Key.ToString() + " should be copied but was not found!");
}
}
}
}
}
// 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.WriteLogLine("WARNING: " + lumpname + " should be removed but was not found!");
}
// Return result
return lumpindex;
}
#endregion
#region ================== Editing Modes
/// <summary>
/// This cancels the current mode.
/// </summary>
[BeginAction("cancelmode")]
public void CancelMode()
{
// Let the mode know
mode.OnCancel();
}
/// <summary>
/// This accepts the changes in the current mode.
/// </summary>
[BeginAction("acceptmode")]
public void AcceptMode()
{
// Let the mode know
mode.OnAccept();
}
//
// This changes the editing mode.
// Order in which events occur for the old and new modes:
//
// - Constructor of new mode is called
// - Disengage of old mode is called
// ----- Mode switches -----
// - Engage of new mode is called
// - Dispose of old mode is called
//
// Returns false when cancelled
public bool ChangeMode(EditMode nextmode)
{
EditMode oldmode = mode;
// Log info
if(newmode != null)
General.WriteLogLine("Switching edit mode to " + newmode.GetType().Name + "...");
else
General.WriteLogLine("Stopping edit mode...");
// Remember previous mode
newmode = nextmode;
if(mode != null)
{
prevmode = mode.GetType();
if(!mode.Attributes.Volatile) prevstablemode = prevmode;
}
else
{
prevmode = null;
prevstablemode = null;
}
// Let the plugins know beforehand and check if not cancelled
if(General.Plugins.ModeChanges(oldmode, newmode))
{
// Disenagage old mode
if(oldmode != null) oldmode.OnDisengage();
// Reset cursor
General.Interface.SetCursor(Cursors.Default);
// Apply new mode
mode = newmode;
// Engage new mode
if(newmode != null) newmode.OnEngage();
// Update the interface
General.MainWindow.EditModeChanged();
// Dispose old mode
if(oldmode != null) oldmode.Dispose();
// Done switching
newmode = null;
// Redraw the display
General.MainWindow.RedrawDisplay();
return true;
}
else
{
// Cancelled
General.WriteLogLine("Edit mode change cancelled.");
return false;
}
}
// This changes mode by class name and optionally with arguments
public void ChangeMode(string classname, params object[] args)
{
EditModeInfo emi = General.Plugins.GetEditModeInfo(classname);
if(emi != null) emi.SwitchToMode(args);
}
#endregion
#region ================== Selection Groups
// This adds selection to a group
private void AddSelectionToGroup(int groupindex)
{
General.Interface.SetCursor(Cursors.WaitCursor);
// Make undo
undoredo.CreateUndo("Assign to group " + groupindex, UndoGroup.None, 0);
// Make selection
map.AddSelectionToGroup(0x01 << groupindex);
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
General.Interface.RedrawDisplay();
}
// 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); }
#endregion
#region ================== Methods
// This changes thing filter
internal 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();
// Redraw
General.MainWindow.RedrawDisplay();
}
// This sets a new mapset for editing
internal void ChangeMapSet(MapSet newmap)
{
// Can't have a selection in an old map set
map.ClearAllSelected();
// Apply
map.Dispose();
map = newmap;
map.Update();
thingsfilter.Update();
}
// This reloads resources
[BeginAction("reloadresources")]
internal void ReloadResources()
{
DataLocation maplocation;
string oldstatus;
Cursor oldcursor;
// Keep old display info
oldstatus = General.MainWindow.GetCurrentSatus();
oldcursor = Cursor.Current;
// Show status
General.MainWindow.DisplayStatus("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.Plugins.GameConfigurationChanged();
// Reload data resources
General.WriteLogLine("Reloading data resources...");
data = new DataManager();
maplocation = new DataLocation(DataLocation.RESOURCE_WAD, filepathname, false, false);
data.Load(configinfo.Resources, options.Resources, maplocation);
// Apply new settings to map elements
map.UpdateConfiguration();
// Re-link the background image
grid.LinkBackground();
// Inform all plugins that the resource are reloaded
General.Plugins.ReloadResources();
// Reset status
General.MainWindow.DisplayStatus(oldstatus);
Cursor.Current = oldcursor;
}
// Game Configuration action
[BeginAction("mapoptions")]
internal void ShowMapOptions()
{
// Cancel volatile mode, if any
General.DisengageVolatileMode();
// Show map options dialog
MapOptionsForm optionsform = new MapOptionsForm(options);
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();
General.Plugins.GameConfigurationChanged();
// 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.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();
}
// This returns true is the given type matches
public bool IsType(Type t)
{
return io.GetType().Equals(t);
}
#endregion
}
}