mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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312 lines
8.8 KiB
C#
312 lines
8.8 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Editing;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder
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{
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internal class MapManager : IDisposable
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{
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#region ================== Constants
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private const string TEMP_MAP_HEADER = "TEMPMAP";
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#endregion
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#region ================== Variables
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// Status
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private bool changed;
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// Map information
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private string filetitle;
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private string filepathname;
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private MapSet data;
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private MapOptions options;
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private Configuration config;
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private EditMode mode;
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private Graphics graphics;
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private WAD tempwad;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public string FilePathName { get { return filepathname; } }
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public string FileTitle { get { return filetitle; } }
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public MapOptions Options { get { return options; } }
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public MapSet Data { get { return data; } }
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public EditMode Mode { get { return mode; } }
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public bool IsChanged { get { return changed; } set { changed = value; } }
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public bool IsDisposed { get { return isdisposed; } }
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public Graphics Graphics { get { return graphics; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public MapManager()
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{
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Dispose
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tempwad.Dispose();
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data.Dispose();
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mode.Dispose();
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graphics.Dispose();
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// Remove temp file
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try { File.Delete(tempwad.Filename); } catch(Exception) { }
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// We may spend some time to clean things up here
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GC.Collect();
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Initialize
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// Initializes for a new map
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public bool InitializeNewMap(MapOptions options)
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{
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// Apply settings
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this.filetitle = "unnamed.wad";
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this.filepathname = "";
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this.changed = false;
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this.options = options;
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// Create objects
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graphics = new Graphics(General.MainWindow.Display);
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config = General.LoadGameConfiguration(options.ConfigFile);
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data = new MapSet();
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// Create temp wadfile
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tempwad = new WAD(General.MakeTempFilename());
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// Initiate graphics
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if(!graphics.Initialize()) return false;
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// Set default mode
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ChangeMode(typeof(FrozenOverviewMode));
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// Success
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return true;
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}
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// Initializes for an existing map
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public bool InitializeOpenMap(string filepathname, MapOptions options)
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{
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WAD mapwad;
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MapSetIO mapio;
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// Apply settings
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this.filetitle = Path.GetFileName(filepathname);
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this.filepathname = filepathname;
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this.changed = false;
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this.options = options;
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// Create objects
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graphics = new Graphics(General.MainWindow.Display);
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config = General.LoadGameConfiguration(options.ConfigFile);
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data = new MapSet();
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// Create temp wadfile
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tempwad = new WAD(General.MakeTempFilename());
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// Now open the map file
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mapwad = new WAD(filepathname, true);
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// Copy the map lumps to the temp file
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CopyLumpsByType(mapwad, options.CurrentName, tempwad, TEMP_MAP_HEADER,
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true, true, true, true);
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// Close the map file
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mapwad.Dispose();
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// Read the map from temp file
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mapio = MapSetIO.Create(config.ReadSetting("formatinterface", ""), tempwad);
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data = mapio.Read(new MapSet(), TEMP_MAP_HEADER);
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// Initiate graphics
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if(!graphics.Initialize()) return false;
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// Set default mode
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ChangeMode(typeof(FrozenOverviewMode));
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// Success
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return true;
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}
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#endregion
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#region ================== Methods
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// This copies specific map lumps from one WAD to another
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private void CopyLumpsByType(WAD source, string sourcemapname,
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WAD target, string targetmapname,
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bool copyrequired, bool copyblindcopy,
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bool copynodebuild, bool copyscript)
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{
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bool lumprequired, lumpblindcopy, lumpnodebuild;
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string lumpscript;
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int srcindex, tgtindex;
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IDictionary maplumps;
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Lump lump, newlump;
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// Find the map header in target
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tgtindex = target.FindLumpIndex(targetmapname);
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// If this header doesnt exists in the target
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// then insert at the end of the target
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tgtindex = target.Lumps.Count;
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// Remove the lumps from target
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RemoveLumpsByType(target, targetmapname, copyrequired,
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copyblindcopy, copynodebuild, copyscript);
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// Find the map header in source
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srcindex = source.FindLumpIndex(sourcemapname);
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if(srcindex > -1)
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{
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// Copy the map header from source to target
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newlump = target.Insert(targetmapname, tgtindex++, source.Lumps[srcindex].Length);
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source.Lumps[srcindex].CopyTo(newlump);
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// Go for all the map lump names
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maplumps = config.ReadSetting("maplumpnames", new Hashtable());
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foreach(DictionaryEntry ml in maplumps)
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{
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// Read lump settings from map config
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lumprequired = config.ReadSetting("maplumpnames." + ml.Key + ".required", false);
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lumpblindcopy = config.ReadSetting("maplumpnames." + ml.Key + ".blindcopy", false);
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lumpnodebuild = config.ReadSetting("maplumpnames." + ml.Key + ".nodebuild", false);
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lumpscript = config.ReadSetting("maplumpnames." + ml.Key + ".script", "");
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// Check if this lump should be copied
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if((lumprequired && copyrequired) || (lumpblindcopy && copyblindcopy) ||
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(lumpnodebuild && copynodebuild) || ((lumpscript != "") && copyscript))
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{
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// Find the lump in the source
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lump = source.FindLump(ml.Key.ToString(), srcindex, srcindex + maplumps.Count + 2);
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if(lump != null)
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{
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// Copy the lump to the target
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newlump = target.Insert(ml.Key.ToString(), tgtindex++, lump.Length);
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lump.CopyTo(newlump);
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}
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}
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}
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}
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}
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// This copies specific map lumps from one WAD to another
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private void RemoveLumpsByType(WAD source, string sourcemapname,
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bool copyrequired, bool copyblindcopy,
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bool copynodebuild, bool copyscript)
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{
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bool lumprequired, lumpblindcopy, lumpnodebuild;
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string nextlumpname, lumpscript;
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int index;
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// Find the map header in target
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index = source.FindLumpIndex(sourcemapname);
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if(index > -1)
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{
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// Remove the header from target
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source.RemoveAt(index);
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// Get the name of the next lump
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if(index < source.Lumps.Count) nextlumpname = source.Lumps[index].Name;
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else nextlumpname = "";
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// Do we recognize this lump type?
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while(config.ReadSetting("maplumpnames." + nextlumpname, (IDictionary)null) != null)
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{
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// Read lump settings from map config
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lumprequired = config.ReadSetting("maplumpnames." + nextlumpname + ".required", false);
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lumpblindcopy = config.ReadSetting("maplumpnames." + nextlumpname + ".blindcopy", false);
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lumpnodebuild = config.ReadSetting("maplumpnames." + nextlumpname + ".nodebuild", false);
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lumpscript = config.ReadSetting("maplumpnames." + nextlumpname + ".script", "");
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// Check if this lump will be copied from source
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if((lumprequired && copyrequired) || (lumpblindcopy && copyblindcopy) ||
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(lumpnodebuild && copynodebuild) || ((lumpscript != "") && copyscript))
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{
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// Then remove it from target
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source.RemoveAt(index);
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}
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else
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{
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// Advance to the next lump
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index++;
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}
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// Get the name of the next lump
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if(index < source.Lumps.Count) nextlumpname = source.Lumps[index].Name;
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else nextlumpname = "";
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}
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}
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}
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// This changes editing mode
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public void ChangeMode(Type modetype, params object[] args)
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{
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// Dispose current mode
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if(mode != null) mode.Dispose();
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// Create a new mode
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mode = EditMode.Create(modetype, args);
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// Redraw the display
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mode.RedrawDisplay();
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}
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#endregion
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}
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}
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