UltimateZoneBuilder/Source/Core/General/MapManager.cs
biwa ce961501b9 Fixed a crash when trying to load a map from the command line and specifying a non-existent map using the -map parameter. Fixes 934
Fixed a crash when trying to load a map from the command line when the game configuration specified in the DBS file does not exist
2024-01-13 20:20:30 +01:00

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No EOL
96 KiB
C#
Executable file

#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.Diagnostics;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Compilers;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Data.Scripting;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.ZDoom.Scripting;
#endregion
namespace CodeImp.DoomBuilder
{
public sealed class MapManager : IDisposable
{
#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";
public const string CONFIG_MAP_NAME_FORMAT_EPISODE = "ExMy";
public const string CONFIG_MAP_NAME_FORMAT_NO_EPISODE = "MAPxy";
private const int REPLACE_TARGET_MAP = -1; //mxd
#endregion
#region ================== Variables
// Status
private bool changed;
private bool scriptschanged;
private bool maploading; //mxd
// Map information
private string filetitle;
private string filepathname;
private string temppath;
private string origmapconfigname; //mxd. Map configuration, which was used to open the map.
// Main objects
private MapSet map;
private MapSetIO io;
private MapOptions options;
private ConfigurationInfo configinfo;
private GameConfiguration config;
private DataManager data;
private RenderDevice graphics;
private Renderer2D renderer2d;
private Renderer3D renderer3d;
private WADReader tempwadreader;
private GridSetup grid;
private UndoManager undoredo;
private CopyPasteManager copypaste;
private Launcher launcher;
private ThingsFilter thingsfilter;
private ScriptEditorForm scriptwindow;
private List<CompilerError> errors;
private VisualCamera visualcamera;
//mxd
private Dictionary<string, ScriptItem> namedscripts;
private Dictionary<int, ScriptItem> numberedscripts;
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
public string FilePathName { get { return filepathname; } }
public string FileTitle { get { return filetitle; } internal set { filetitle = value; } } //mxd. Added setter
public string TempPath { get { return temppath; } }
public MapOptions Options { get { return options; } }
public MapSet Map { get { return map; } }
public DataManager Data { get { return data; } }
public bool IsChanged { get { return changed | CheckScriptChanged(); } set { changed |= value; if(!maploading) General.MainWindow.UpdateMapChangedStatus(); } }
public bool IsDisposed { get { return isdisposed; } }
internal RenderDevice 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; } }
public ConfigurationInfo ConfigSettings { get { return configinfo; } }
public GridSetup Grid { get { return grid; } }
public UndoManager UndoRedo { get { return undoredo; } }
internal CopyPasteManager CopyPaste { get { return copypaste; } }
public IMapSetIO FormatInterface { get { return io; } }
internal Launcher Launcher { get { return launcher; } }
public ThingsFilter ThingsFilter { get { return thingsfilter; } }
internal List<CompilerError> Errors { get { return errors; } }
internal ScriptEditorForm ScriptEditor { get { return scriptwindow; } }
public VisualCamera VisualCamera { get { return visualcamera; } set { visualcamera = value; } }
public bool IsScriptsWindowOpen { get { return (scriptwindow != null) && !scriptwindow.IsDisposed; } }
internal WADReader TemporaryMapFile { get { return tempwadreader; } } //mxd
//mxd. Map format
public bool UDMF { get { return config.UDMF; } }
public bool HEXEN { get { return config.HEXEN; } }
public bool DOOM { get { return config.DOOM; } }
//mxd. Scripts
internal Dictionary<string, ScriptItem> NamedScripts { get { return namedscripts; } }
internal Dictionary<int, ScriptItem> NumberedScripts { get { return numberedscripts; } }
public ViewMode ViewMode { get { return renderer2d.ViewMode; } }
#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();
errors = new List<CompilerError>();
//mxd
numberedscripts = new Dictionary<int, ScriptItem>();
namedscripts = new Dictionary<string, ScriptItem>(StringComparer.OrdinalIgnoreCase);
}
// Disposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Let the plugins know
General.Plugins.OnMapCloseBegin();
// Stop autosaving
General.AutoSaver.StopTimer();
// Stop processing
General.MainWindow.StopProcessing();
// Close script editor
CloseScriptEditor(false);
// Change to no mode
General.Editing.ChangeMode((EditMode)null);
// Unbind any methods
General.Actions.UnbindMethods(this);
// Dispose
maploading = true; //mxd
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(tempwadreader != null) tempwadreader.Dispose(); //mxd
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();
visualcamera = null;
grid = null;
launcher = null;
copypaste = null;
undoredo = null;
data = null;
tempwadreader = null; //mxd
map = null;
renderer2d = null;
renderer3d = null;
graphics = null;
// We may spend some time to clean things up here
GC.Collect();
GC.WaitForPendingFinalizers(); //mxd
GC.Collect(); //mxd
// 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!");
}
// Let the plugins know
General.Plugins.OnMapCloseEnd();
// Done
isdisposed = true;
}
}
#endregion
#region ================== New / Open
// Initializes for a new map
internal bool InitializeNewMap(MapOptions options)
{
#if DEBUG
DebugConsole.Clear();
#endif
// Apply settings
this.filetitle = options.CurrentName + ".wad";
this.filepathname = string.Empty;
this.maploading = true; //mxd
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 RenderDevice(General.MainWindow.Display);
// 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(configinfo.Configuration); //mxd
origmapconfigname = configinfo.Filename;//mxd
configinfo.ApplyDefaults(config);
General.Editing.UpdateCurrentEditModes();
//mxd. Check if default script compiler is required
if(string.IsNullOrEmpty(configinfo.DefaultScriptCompiler))
{
foreach(MapLumpInfo info in config.MapLumps.Values)
{
if(info.ScriptBuild)
{
General.ErrorLogger.Add(ErrorType.Error, "\"DefaultScriptCompiler\" property is not set in \"" + configinfo + "\" game configuration. The editor may fail to compile ACC scripts.");
break;
}
}
}
// Create map data
map = new MapSet();
// Create temp wadfile
DataLocation templocation = new DataLocation(DataLocation.RESOURCE_WAD, General.MakeTempFilename(temppath), false, false, false, null); //mxd
General.WriteLogLine("Creating temporary file: " + templocation.location);
#if DEBUG
tempwadreader = new WADReader(templocation, General.Map.Config, false, true);
#else
try { tempwadreader = new WADReader(templocation, General.Map.Config, false, true); }
catch(Exception e)
{
General.ShowErrorMessage("Error while creating a temporary wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
return false;
}
#endif
// Read the map from temp file
General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
io = MapSetIO.Create(config.FormatInterface, tempwadreader.WadFile, this);
// Create required lumps
General.WriteLogLine("Creating map data structures...");
tempwadreader.WadFile.Insert(TEMP_MAP_HEADER, 0, 0);
io.Write(map, TEMP_MAP_HEADER, 1);
CreateRequiredLumps(tempwadreader.WadFile, TEMP_MAP_HEADER);
// Load data manager
General.WriteLogLine("Loading data resources...");
data = new DataManager();
data.Load(configinfo.Resources, options.Resources);
// Update structures
options.ApplyGridSettings();
map.UpdateConfiguration();
map.Update();
thingsfilter.Update();
namedscripts = new Dictionary<string, ScriptItem>(StringComparer.OrdinalIgnoreCase); //mxd
numberedscripts = new Dictionary<int, ScriptItem>(); //mxd
// Bind any methods
General.Actions.BindMethods(this);
// Set defaults
this.visualcamera = new VisualCamera();
General.Editing.ChangeMode(configinfo.StartMode);
ClassicMode cmode = (General.Editing.Mode as ClassicMode);
if(cmode != null) cmode.SetZoom(0.5f);
renderer2d.SetViewMode((ViewMode)General.Settings.DefaultViewMode);
General.Settings.SetDefaultThingFlags(config.DefaultThingFlags);
// Autosaver
General.AutoSaver.InitializeTimer();
// Success
this.changed = false;
this.maploading = false; //mxd
General.WriteLogLine("Map creation done");
General.MainWindow.UpdateMapChangedStatus(); //mxd
return true;
}
// Initializes for an existing map
internal bool InitializeOpenMap(string filepathname, MapOptions options)
{
WAD mapwad;
#if DEBUG
DebugConsole.Clear();
#endif
// Apply settings
this.filetitle = Path.GetFileName(filepathname);
this.filepathname = filepathname;
this.changed = false;
this.maploading = true; //mxd
this.options = options;
General.WriteLogLine("Opening map \"" + options.CurrentName + "\" with configuration \"" + options.ConfigFile + "\"");
// Initiate graphics
General.WriteLogLine("Initializing graphics device...");
graphics = new RenderDevice(General.MainWindow.Display);
// 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(configinfo.Configuration);
origmapconfigname = configinfo.Filename;//mxd
configinfo.ApplyDefaults(config);
General.Editing.UpdateCurrentEditModes();
// Create map data
map = new MapSet();
// Create temp wadfile
DataLocation templocation = new DataLocation(DataLocation.RESOURCE_WAD, General.MakeTempFilename(temppath), false, false, false, null); //mxd
General.WriteLogLine("Creating temporary file: " + templocation.location);
#if DEBUG
tempwadreader = new WADReader(templocation, General.Map.Config, false, true);
#else
try { tempwadreader = new WADReader(templocation, General.Map.Config, false, true); } catch(Exception e)
{
General.ShowErrorMessage("Error while creating a temporary wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
return false;
}
#endif
// Now open the map file
General.WriteLogLine("Opening source file: " + filepathname);
#if DEBUG
mapwad = new WAD(filepathname, true);
#else
try { mapwad = new WAD(filepathname, true); } catch(Exception e)
{
General.ShowErrorMessage("Error while opening source wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
return false;
}
#endif
// Copy the map lumps to the temp file
General.WriteLogLine("Copying map lumps to temporary file...");
if (!CopyLumpsByType(mapwad, options.CurrentName, tempwadreader.WadFile, TEMP_MAP_HEADER, true, true, true, true))
{
// Ooops, the map doesn't exit. This should only happend when run from the command line using the "-map" parameter
General.ErrorLogger.Add(ErrorType.Error, $"Map \"{options.CurrentName}\" does not exist in file \"{filepathname}\".");
// Close the map file
mapwad.Dispose();
return false;
}
// Close the map file
mapwad.Dispose();
//mxd. Create MapSet
bool maprestored;
if(!CreateMapSet(map, filepathname, options, out maprestored)) return false;
// Load data manager
General.WriteLogLine("Loading data resources...");
data = new DataManager();
DataLocation maplocation = new DataLocation(DataLocation.RESOURCE_WAD, filepathname, options.StrictPatches, false, false, null);
data.Load(configinfo.Resources, options.Resources, maplocation);
// Remove unused sectors
map.RemoveUnusedSectors(true);
//mxd. Flip linedefs with only back side
int flipsdone = MapSet.FlipBackwardLinedefs(map.Linedefs);
if(flipsdone > 0) General.WriteLogLine(flipsdone + " single-sided linedefs were flipped.");
// Update structures
options.ApplyGridSettings();
map.UpdateConfiguration();
map.SnapAllToAccuracy();
map.Update();
thingsfilter.Update();
//mxd. Update script names
LoadACS();
//mxd. Restore selection groups
options.ReadSelectionGroups();
// Bind any methods
General.Actions.BindMethods(this);
// Set defaults
this.visualcamera = new VisualCamera();
General.Editing.ChangeMode(configinfo.StartMode);
renderer2d.SetViewMode((ViewMode)General.Settings.DefaultViewMode);
General.Settings.SetDefaultThingFlags(config.DefaultThingFlags);
// Center map in screen
//if(General.Editing.Mode is ClassicMode) (General.Editing.Mode as ClassicMode).CenterInScreen();
// Autosaver
General.AutoSaver.InitializeTimer();
// Success
this.changed = maprestored; //mxd
this.maploading = false; //mxd
General.WriteLogLine("Map loading done");
General.MainWindow.UpdateMapChangedStatus(); //mxd
return true;
}
//mxd. This switches to another map in the same wad
internal bool InitializeSwitchMap(MapOptions options)
{
#if DEBUG
DebugConsole.Clear();
#endif
this.changed = false;
this.maploading = true;
this.options = options;
// Create map data
MapSet newmap = new MapSet();
WAD mapwad;
// Create temp wadfile
DataLocation templocation = new DataLocation(DataLocation.RESOURCE_WAD, General.MakeTempFilename(temppath), false, false, false, null); //mxd
General.WriteLogLine("Creating temporary file: " + templocation.location);
if(tempwadreader != null) tempwadreader.Dispose();
#if DEBUG
tempwadreader = new WADReader(templocation, General.Map.Config, false, true);
#else
try { tempwadreader = new WADReader(templocation, General.Map.Config, false, true); } catch(Exception e)
{
General.ShowErrorMessage("Error while creating a temporary wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
return false;
}
#endif
// Now open the map file
General.WriteLogLine("Opening source file: " + filepathname);
#if DEBUG
mapwad = new WAD(filepathname, true);
#else
try { mapwad = new WAD(filepathname, true); } catch(Exception e)
{
General.ShowErrorMessage("Error while opening source wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
return false;
}
#endif
// Copy the map lumps to the temp file
General.WriteLogLine("Copying map lumps to temporary file...");
CopyLumpsByType(mapwad, options.CurrentName, tempwadreader.WadFile, TEMP_MAP_HEADER, true, true, true, true);
// Close the map file
mapwad.Dispose();
// Create MapSet
bool maprestored;
if(!CreateMapSet(newmap, filepathname, options, out maprestored)) return false;
// And switch to it
ChangeMapSet(newmap);
// Sector textures may've been changed
data.UpdateUsedTextures();
// This will update DataManager.mapinfo only
data.ReloadMapInfoPartial();
// Skybox may've been changed
data.SetupSkybox();
// Update script names
LoadACS();
// Restore selection groups
options.ReadSelectionGroups();
if(General.Editing.Mode != null)
{
if (General.Editing.Mode is ClassicMode)
{
ClassicMode mode = (ClassicMode)General.Editing.Mode;
mode.OnRedoEnd();
// biwa. Cancel current mode. This will re-engage non-volatile modes to make sure it's
// properly initialized for the new map. Fixes issues mentioned in #196
General.Editing.CancelMode();
// Center map in screen or on stored coordinates
if (options.ViewPosition.IsFinite() && !float.IsNaN(options.ViewScale))
mode.CenterOnCoordinates(options.ViewPosition, options.ViewScale);
else
mode.CenterInScreen();
}
else if(General.Editing.Mode is VisualMode)
{
VisualMode mode = (VisualMode)General.Editing.Mode;
// biwa. Cancel current mode. This will re-engage non-volatile modes to make sure it's
// properly initialized for the new map. Fixes issues mentioned in #196
General.Editing.CancelMode();
// This will rebuild blockmap, among the other things
General.Editing.Mode.OnReloadResources();
// Update camera position
if (options.ViewPosition.IsFinite()) mode.CenterOnCoordinates(options.ViewPosition);
}
}
// Autosaver
General.AutoSaver.InitializeTimer();
// Success
this.changed = maprestored;
this.maploading = false;
General.WriteLogLine("Map switching done");
General.MainWindow.UpdateMapChangedStatus();
return true;
}
//mxd
private bool CreateMapSet(MapSet newmap, string filepathname, MapOptions options, out bool maprestored)
{
maprestored = false;
string wadname = Path.GetFileNameWithoutExtension(filepathname);
if(!string.IsNullOrEmpty(wadname))
{
string hash = MurmurHash2.Hash(wadname + options.LevelName + File.GetLastWriteTime(filepathname)).ToString();
string backuppath = Path.Combine(General.MapRestorePath, wadname + "." + hash + ".restore");
// Backup exists and it's newer than the map itself?
if(File.Exists(backuppath) && File.GetLastWriteTime(backuppath) > File.GetLastWriteTime(filepathname))
{
if(General.ShowWarningMessage("Looks like your previous editing session has gone terribly wrong." + Environment.NewLine
+ "Would you like to restore the map from the backup?", MessageBoxButtons.YesNo) == DialogResult.Yes)
{
General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
io = MapSetIO.Create(config.FormatInterface, tempwadreader.WadFile, this);
General.WriteLogLine("Restoring map from \"" + backuppath + "\"...");
#if DEBUG
// Restore map
newmap.Deserialize(SharpCompressHelper.DecompressStream(new MemoryStream(File.ReadAllBytes(backuppath))));
#else
try
{
// Restore map
newmap.Deserialize(SharpCompressHelper.DecompressStream(new MemoryStream(File.ReadAllBytes(backuppath))));
// Delete the backup
File.Delete(backuppath);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to restore the map data structures from the backup. " + e.GetType().Name + ": " + e.Message);
General.ShowErrorMessage("Unable to restore the map data structures from the backup.", MessageBoxButtons.OK);
return false;
}
#endif
maprestored = true;
}
}
}
// Read the map from temp file
if(!maprestored)
{
newmap.BeginAddRemove();
General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
io = MapSetIO.Create(config.FormatInterface, tempwadreader.WadFile, this);
General.WriteLogLine("Reading map data from file...");
#if DEBUG
newmap = io.Read(newmap, TEMP_MAP_HEADER);
#else
try { newmap = io.Read(newmap, TEMP_MAP_HEADER); } catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to read the map data with the specified configuration. " + e.GetType().Name + ": " + e.Message);
General.ShowErrorMessage("Unable to read the map data with the specified configuration." + Environment.NewLine + Environment.NewLine + e.Message, MessageBoxButtons.OK);
return false;
}
#endif
newmap.EndAddRemove();
}
return true;
}
#endregion
#region ================== Save
/// <summary>
/// This exports the structures from memory into a WAD file with the current map format.
/// </summary>
public bool ExportToFile(string filepathname)
{
General.Plugins.OnMapSaveBegin(SavePurpose.Testing);
bool result = SaveMap(filepathname, SavePurpose.Testing);
General.Plugins.OnMapSaveEnd(SavePurpose.Testing);
return result;
}
/// <summary>
/// Autosaves the map.
/// </summary>
/// <returns>The result of the autosave</returns>
internal AutosaveResult AutoSave()
{
// If the map doesn't exist on a medium we can't make autosaves
if (string.IsNullOrWhiteSpace(filepathname))
return AutosaveResult.NoFileName;
// Generat the file name. This is the current file name, a dot, and the map slot, for example
// cacowardwinner.wad.MAP01
// the SaveMap method will add an ".autosaveX" due to the save purpose being Autosave
string autosavefilename = filepathname + "." + options.CurrentName;
General.Plugins.OnMapSaveBegin(SavePurpose.Autosave);
bool result = SaveMap(autosavefilename, SavePurpose.Autosave);
General.Plugins.OnMapSaveEnd(SavePurpose.Autosave);
return result ? AutosaveResult.Success : AutosaveResult.Error;
}
/// <summary>
/// This writes the map structures to the temporary file.
/// </summary>
private bool WriteMapToTempFile()
{
StatusInfo oldstatus = General.MainWindow.Status;
// Make a copy of the map data
MapSet outputset = map.Clone();
// Remove all flags from all 3D Start things
foreach(Thing t in outputset.Things)
{
if(t.Type == config.Start3DModeThingType)
{
// We're not using SetFlag here, this doesn't have to be undone.
// Please note that this is totally exceptional!
List<string> flagkeys = new List<string>(t.Flags.Keys);
foreach(string k in flagkeys) t.Flags[k] = false;
}
}
// Do we need sidedefs compression?
if(map.Sidedefs.Count > io.MaxSidedefs)
{
// Compress sidedefs
int initialsidescount = outputset.Sidedefs.Count; //mxd
General.MainWindow.DisplayStatus(StatusType.Busy, "Compressing sidedefs...");
outputset.CompressSidedefs();
// Check if it still doesnt
if(outputset.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!" + Environment.NewLine + Environment.NewLine
+ "Sidedefs before compression: " + initialsidescount + Environment.NewLine
+ "Sidedefs after compression: " + outputset.Sidedefs.Count
+ " (" + (outputset.Sidedefs.Count - io.MaxSidedefs) + " sidedefs above the limit)", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
}
// Check things
if(map.Things.Count > io.MaxThings)
{
General.ShowErrorMessage("Unable to save the map: There are too many things!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
// Check sectors
if(map.Sectors.Count > io.MaxSectors)
{
General.ShowErrorMessage("Unable to save the map: There are too many sectors!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
// Check linedefs
if(map.Linedefs.Count > io.MaxLinedefs)
{
General.ShowErrorMessage("Unable to save the map: There are too many linedefs!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
// Check vertices
if(map.Vertices.Count > io.MaxVertices)
{
General.ShowErrorMessage("Unable to save the map: There are too many vertices!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
// TODO: Check for more limitations
// Write to temporary file
General.WriteLogLine("Writing map data structures to file...");
int index = Math.Max(0, tempwadreader.WadFile.FindLumpIndex(TEMP_MAP_HEADER));
io.Write(outputset, TEMP_MAP_HEADER, index);
outputset.Dispose();
General.MainWindow.DisplayStatus(oldstatus);
return true;
}
// Initializes for an existing map
internal bool SaveMap(string newfilepathname, SavePurpose purpose)
{
// Add the autosave suffix. As all existing autosave will be shifted up this is static
if (purpose == SavePurpose.Autosave)
newfilepathname += ".autosave1";
string settingsfile;
WAD targetwad = null;
bool includenodes;
bool fileexists = File.Exists(newfilepathname); //mxd
General.WriteLogLine("Saving map to file: " + newfilepathname);
//mxd. Official IWAD check...
if(fileexists)
{
WAD hashtest = new WAD(newfilepathname, true);
if(hashtest.IsOfficialIWAD)
{
General.WriteLogLine("Map saving aborted: attempt to modify an official IWAD");
General.ShowErrorMessage("Official IWADs should not be modified.\nConsider making a PWAD instead", MessageBoxButtons.OK);
return false;
}
hashtest.Dispose();
}
// Scripts changed?
bool localscriptschanged = CheckScriptChanged();
// If the scripts window is open, save the scripts first
if(IsScriptsWindowOpen) scriptwindow.Editor.ImplicitSave();
// Only recompile scripts when the scripts have changed or there are compiler errors (mxd)
// (not when only the map changed)
if((localscriptschanged || errors.Count > 0) && !CompileScriptLumps())
{
// Compiler failure
if(errors.Count > 0)
General.ShowErrorMessage("Error while compiling scripts: " + errors[0].description, MessageBoxButtons.OK);
else
General.ShowErrorMessage("Unknown compiler error while compiling scripts!", MessageBoxButtons.OK);
}
// Show script window if there are any errors and we are going to test the map
// and always update the errors on the scripts window.
if((errors.Count > 0) && (scriptwindow == null) && (purpose == SavePurpose.Testing)) ShowScriptEditor();
if(scriptwindow != null) scriptwindow.Editor.ShowErrors(errors, false);
// Only write the map and rebuild nodes when the actual map has changed
// (not when only scripts have changed)
if(changed)
{
// Write the current map structures to the temp file
if(!WriteMapToTempFile()) return false;
// Only build nodes when not autosaving
if (purpose != SavePurpose.Autosave)
{
// Get the corresponding nodebuilder
string nodebuildername = (purpose == SavePurpose.Testing) ? configinfo.NodebuilderTest : configinfo.NodebuilderSave;
// Build the nodes
StatusInfo oldstatus = General.MainWindow.Status;
General.MainWindow.DisplayStatus(StatusType.Busy, "Building map nodes...");
includenodes = (!string.IsNullOrEmpty(nodebuildername) && BuildNodes(nodebuildername, true));
General.MainWindow.DisplayStatus(oldstatus);
}
else
{
includenodes = false;
}
//mxd. Compress temp file...
tempwadreader.WadFile.Compress();
}
else
{
// Check if we have nodebuilder lumps
includenodes = VerifyNodebuilderLumps(tempwadreader.WadFile, TEMP_MAP_HEADER);
}
//mxd. Target file is read-only?
if(fileexists)
{
FileInfo info = new FileInfo(newfilepathname);
if(info.IsReadOnly)
{
if(General.ShowWarningMessage("Unable to save the map: target file is read-only.\nRemove read-only flag and save the map anyway?", MessageBoxButtons.YesNo) == DialogResult.Yes)
{
General.WriteLogLine("Removing read-only flag from the map file...");
try
{
info.IsReadOnly = false;
}
catch(Exception e)
{
General.ShowErrorMessage("Failed to remove read-only flag from \"" + filepathname + "\":" + Environment.NewLine + Environment.NewLine + e.Message, MessageBoxButtons.OK);
General.WriteLogLine("Failed to remove read-only flag from \"" + filepathname + "\":" + e.Message);
return false;
}
}
else
{
General.WriteLogLine("Map saving cancelled...");
return false;
}
}
}
// Suspend data resources
data.Suspend();
//mxd. Check if the target file is locked
if(fileexists)
{
FileLockChecker.FileLockCheckResult checkresult = FileLockChecker.CheckFile(newfilepathname);
if(!string.IsNullOrEmpty(checkresult.Error))
{
if(checkresult.Processes.Count > 0)
{
string rest = Environment.NewLine + "Press 'Retry' to close " + (checkresult.Processes.Count > 1 ? "all processes" : "the process")
+ " and retry." + Environment.NewLine + "Press 'Cancel' to cancel saving.";
if(General.ShowErrorMessage(checkresult.Error + rest, MessageBoxButtons.RetryCancel) == DialogResult.Retry)
{
// Close all processes
foreach(Process process in checkresult.Processes)
{
try
{
if(!process.HasExited) process.Kill();
}
catch(Exception e)
{
General.ShowErrorMessage("Failed to close " + Path.GetFileName(process.MainModule.FileName) + ":" + Environment.NewLine + Environment.NewLine + e.Message, MessageBoxButtons.OK);
data.Resume();
General.WriteLogLine("Map saving failed: failed to close " + Path.GetFileName(process.MainModule.FileName));
return false;
}
}
// Retry
data.Resume();
General.WriteLogLine("Map saving restarted...");
return SaveMap(newfilepathname, purpose);
}
else
{
data.Resume();
General.WriteLogLine("Map saving cancelled...");
return false;
}
}
else
{
General.ShowErrorMessage(checkresult.Error, MessageBoxButtons.OK);
data.Resume();
General.WriteLogLine("Map saving failed: " + checkresult.Error);
return false;
}
}
}
// Determine original map name
string origmapname = (!string.IsNullOrEmpty(options.PreviousName) && purpose != SavePurpose.IntoFile) ? options.PreviousName : options.CurrentName;
string origwadfile = string.Empty; //mxd
try
{
if(fileexists)
{
// mxd. Check if target wad already has a map with the same name
if(purpose == SavePurpose.IntoFile)
{
WAD wad = new WAD(newfilepathname, true);
int mapindex = FindAndRemoveMap(wad, origmapname, false);
wad.Dispose();
if(mapindex != -1 && MessageBox.Show(General.MainWindow, "Target file already contains map \"" + origmapname + "\"\nDo you want to replace it?", "Map already exists!", MessageBoxButtons.YesNo, MessageBoxIcon.Warning) == DialogResult.No)
{
data.Resume();
General.WriteLogLine("Map saving cancelled...");
return false;
}
}
if (purpose == SavePurpose.Autosave)
{
string autosavefilepathname = Path.Combine(Path.GetDirectoryName(newfilepathname), Path.GetFileNameWithoutExtension(newfilepathname));
// Delete the last autosave if it exists
if (File.Exists($"{autosavefilepathname}.autosave{General.Settings.AutosaveCount}"))
File.Delete($"{autosavefilepathname}.autosave{General.Settings.AutosaveCount}");
// Move all other autosaves up by one
for (int i = General.Settings.AutosaveCount-1; i > 0; i--)
{
if (File.Exists($"{autosavefilepathname}.autosave{i}"))
File.Move($"{autosavefilepathname}.autosave{i}", $"{autosavefilepathname}.autosave{i + 1}");
}
}
else
{
// Backup existing file, if any
if (File.Exists(newfilepathname + ".backup3")) File.Delete(newfilepathname + ".backup3");
if (File.Exists(newfilepathname + ".backup2")) File.Move(newfilepathname + ".backup2", newfilepathname + ".backup3");
if (File.Exists(newfilepathname + ".backup1")) File.Move(newfilepathname + ".backup1", newfilepathname + ".backup2");
File.Copy(newfilepathname, newfilepathname + ".backup1");
}
}
// Except when saving INTO another file,
// kill the target file if it is different from source file
if ((purpose != SavePurpose.IntoFile) && (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);
}
// [ZZ] We really want to tell apart saving into current archive from saving into a new one.
// Treat "save as" into the current archive as normal save.
bool isSaveAs = (purpose == SavePurpose.AsNewFile) && (newfilepathname != filepathname);
// On Save AS we have to copy the previous file to the new file
if (isSaveAs)
{
// Copy if original file still exists
if (File.Exists(filepathname))
File.Copy(filepathname, newfilepathname, true);
}
if (File.Exists(newfilepathname))
{
// If the target file exists, we need to rebuild it
// biwa. This somewhat restores the behavior that was change with commit b996d8a380056ed9cb3a3f90f3c534e29e77e53c
// Not rebuilding the WAD can cause issues with WADs that do not have their directory at the bottom.
// See https://github.com/jewalky/UltimateDoomBuilder/issues/531
origwadfile = newfilepathname + ".temp";
File.Move(newfilepathname, origwadfile);
// Open original file
WAD origwad = new WAD(origwadfile, true);
// Create new target file
targetwad = new WAD(newfilepathname) { IsIWAD = origwad.IsIWAD }; //mxd. Let's preserve wad type
CopyAllLumps(origwad, targetwad);
// Close original file and delete it
origwad.Dispose();
File.Delete(origwadfile);
}
else
{
// Create new target file
targetwad = new WAD(newfilepathname);
}
}
catch(Exception e)
{
General.ShowErrorMessage("Unable to write the map to target file \"" + newfilepathname + "\":\n" + e.Message, MessageBoxButtons.OK);
if(!string.IsNullOrEmpty(origwadfile) && File.Exists(origwadfile))
{
//mxd. Clean-up
if(File.Exists(newfilepathname))
{
//mxd. We MAY've just deleted the map from the target file. Let's pretend this never happened
if(targetwad != null) targetwad.Dispose();
File.Delete(newfilepathname);
File.Move(origwadfile, newfilepathname);
}
else
{
File.Delete(origwadfile);
}
}
data.Resume();
General.WriteLogLine("Map saving failed: " + e.Message);
return false;
}
// Copy map lumps to target file
CopyLumpsByType(tempwadreader.WadFile, TEMP_MAP_HEADER, targetwad, origmapname, true, true, includenodes, true, true);
// mxd. Was the map renamed?
if(options.LevelNameChanged)
{
if(purpose != SavePurpose.IntoFile)
{
General.WriteLogLine("Changing map name from \"" + options.PreviousName + "\" to \"" + options.CurrentName + "\"");
// Find the map header in target
int index = targetwad.FindLumpIndex(options.PreviousName);
if(index > -1)
{
// Rename the map lump name
targetwad.Lumps[index].Rename(options.CurrentName);
}
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 = string.Empty;
}
// Done with the target file
targetwad.Dispose();
// Resume data resources
data.Resume();
// Not saved for testing or autosave purpose?
if(purpose != SavePurpose.Testing && purpose != SavePurpose.Autosave)
{
// Saved in a different file?
if(newfilepathname != filepathname)
{
// Keep new filename
filepathname = newfilepathname;
filetitle = Path.GetFileName(filepathname);
// Reload resources
ReloadResources(true, false);
}
try
{
// Open or create the map settings
settingsfile = newfilepathname.Substring(0, newfilepathname.Length - 4) + ".dbs";
options.WriteConfiguration(settingsfile);
}
catch(Exception e)
{
// Warning only
General.ErrorLogger.Add(ErrorType.Warning, "Could not write the map settings configuration file. " + e.GetType().Name + ": " + e.Message);
}
// Autosaver
General.AutoSaver.InitializeTimer();
// Changes saved
changed = false;
scriptschanged = false;
}
// Success!
General.WriteLogLine("Map saving done");
General.MainWindow.UpdateMapChangedStatus(); //mxd
return true;
}
//mxd. Don't save the map if it was not changed
internal bool MapSaveRequired(string newfilepathname, SavePurpose purpose)
{
return (changed || scriptschanged || CheckScriptChanged() || options.LevelNameChanged || newfilepathname != filepathname || purpose != SavePurpose.Normal);
}
//mxd. Saves .dbs file
internal bool SaveSettingsFile(string newfilepathname)
{
try
{
string settingsfile = newfilepathname.Substring(0, newfilepathname.Length - 4) + ".dbs";
options.WriteConfiguration(settingsfile);
}
catch(Exception e)
{
// Warning only
General.ErrorLogger.Add(ErrorType.Warning, "Could not write the map settings configuration file. " + e.GetType().Name + ": " + e.Message);
return false;
}
return true;
}
//mxd
internal void SaveMapBackup()
{
if(isdisposed || map == null || map.IsDisposed || string.IsNullOrEmpty(filepathname) || options == null)
{
General.WriteLogLine("Map backup saving failed: required structures already disposed...");
return;
}
#if !DEBUG
try
{
#endif
string wadname = Path.GetFileNameWithoutExtension(filepathname);
if(!string.IsNullOrEmpty(wadname))
{
// Make backup file path
if(!Directory.Exists(General.MapRestorePath)) Directory.CreateDirectory(General.MapRestorePath);
string hash = MurmurHash2.Hash(wadname + options.LevelName + File.GetLastWriteTime(filepathname)).ToString();
string backuppath = Path.Combine(General.MapRestorePath, wadname + "." + hash + ".restore");
// Export map
MemoryStream ms = map.Serialize();
ms.Seek(0, SeekOrigin.Begin);
File.WriteAllBytes(backuppath, SharpCompressHelper.CompressStream(ms).ToArray());
// Log it
General.WriteLogLine("Map backup saved to \"" + backuppath + "\"");
}
else
{
// Log it
General.WriteLogLine("Map backup saving failed: invalid map WAD name");
}
#if !DEBUG
}
catch(Exception e)
{
// Log it
General.WriteLogLine("Map backup saving failed: " + e.Source + ": " + e.Message);
}
#endif
}
#endregion
#region ================== Nodebuild
/// <summary>
/// This stores the current structures in memory to the temporary file and rebuilds the nodes.
/// The 'nodebuildername' must be a valid nodebuilder configuration profile.
/// Returns True on success, False when failed.
/// </summary>
public bool RebuildNodes(string nodebuildername, bool failaswarning)
{
bool result;
// Write the current map structures to the temp file
if(!WriteMapToTempFile()) return false;
// Build the nodes
StatusInfo oldstatus = General.MainWindow.Status;
General.MainWindow.DisplayStatus(StatusType.Busy, "Building map nodes...");
if(!string.IsNullOrEmpty(nodebuildername))
result = BuildNodes(nodebuildername, failaswarning);
else
result = false;
General.MainWindow.DisplayStatus(oldstatus);
//mxd. Compress temp file...
tempwadreader.WadFile.Compress();
return result;
}
// This builds the nodes in the temproary file with the given configuration name
private bool BuildNodes(string nodebuildername, bool failaswarning)
{
bool lumpscomplete = false;
WAD buildwad;
// Find the nodebuilder
NodebuilderInfo 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
{
// Create the compiler interface that will run the nodebuilder
// This automatically creates a temporary directory for us
Compiler compiler = nodebuilder.CreateCompiler();
// Make temporary filename
string tempfile1 = General.MakeTempFilename(compiler.Location);
// Make the temporary WAD file
General.WriteLogLine("Creating temporary build file: " + tempfile1);
#if DEBUG
buildwad = new WAD(tempfile1);
#else
try { buildwad = new WAD(tempfile1); }
catch(Exception e)
{
General.ShowErrorMessage("Error while creating a temporary wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
return false;
}
#endif
// Determine source file
string sourcefile = (filepathname.Length > 0 ? filepathname : tempwadreader.WadFile.Filename);
//mxd.
RemoveUnneededLumps(tempwadreader.WadFile, TEMP_MAP_HEADER, true);
// Copy lumps to buildwad
General.WriteLogLine("Copying map lumps to temporary build file...");
CopyLumpsByType(tempwadreader.WadFile, TEMP_MAP_HEADER, buildwad, BUILD_MAP_HEADER, true, false, false, true);
// Close buildwad
buildwad.Dispose();
// Does the nodebuilder require an output file?
string tempfile2;
if(nodebuilder.HasSpecialOutputFile)
{
// Make a temporary output file for the nodebuilder
tempfile2 = General.MakeTempFilename(compiler.Location);
General.WriteLogLine("Temporary output file: " + tempfile2);
}
else
{
// Output file is same as input file
tempfile2 = tempfile1;
}
// Run the nodebuilder
compiler.Parameters = nodebuilder.Parameters;
compiler.InputFile = Path.GetFileName(tempfile1);
compiler.OutputFile = Path.GetFileName(tempfile2);
compiler.SourceFile = sourcefile;
compiler.WorkingDirectory = Path.GetDirectoryName(tempfile1);
if(compiler.Run())
{
// Open the output file
try { buildwad = new WAD(tempfile2); }
catch(Exception e)
{
General.WriteLogLine(e.GetType().Name + " while reading build wad file: " + e.Message);
buildwad = null;
}
if(buildwad != null)
{
// Output lumps complete?
lumpscomplete = VerifyNodebuilderLumps(buildwad, BUILD_MAP_HEADER);
}
if(lumpscomplete)
{
// Copy nodebuilder lumps to temp file
General.WriteLogLine("Copying nodebuilder lumps to temporary file...");
CopyLumpsByType(buildwad, BUILD_MAP_HEADER, tempwadreader.WadFile, TEMP_MAP_HEADER, false, false, true, false);
}
else
{
//mxd. collect errors
string compilererrors = string.Empty;
foreach(CompilerError e in compiler.Errors)
compilererrors += Environment.NewLine + e.description;
// 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." + (compiler.Errors.Length > 0 ? Environment.NewLine + compilererrors : string.Empty), MessageBoxButtons.OK);
else
General.ShowErrorMessage("Unable to build the nodes: The nodebuilder failed to build the expected data structures." + (compiler.Errors.Length > 0 ? Environment.NewLine + compilererrors : string.Empty), MessageBoxButtons.OK);
}
// Done with the build wad
if(buildwad != null) buildwad.Dispose();
}
else //mxd
{
//collect errors
string compilererrors = string.Empty;
foreach(CompilerError e in compiler.Errors)
compilererrors += Environment.NewLine + e.description;
// Nodebuilder did not build the lumps!
General.ShowErrorMessage("Unable to build the nodes: The nodebuilder failed to build the expected data structures" + (compiler.Errors.Length > 0 ? ":" + Environment.NewLine + compilererrors : "."), MessageBoxButtons.OK);
}
// Clean up
compiler.Dispose();
// Let the plugins know
if(lumpscomplete) General.Plugins.OnMapNodesRebuilt();
// Return result
return lumpscomplete;
}
}
// This verifies if the nodebuilder lumps exist in a WAD file
private bool VerifyNodebuilderLumps(WAD wad, string mapheader)
{
bool lumpscomplete = false;
// Find the map header in source
int srcindex = wad.FindLumpIndex(mapheader);
if(srcindex > -1)
{
// Go for all the map lump names
lumpscomplete = true;
foreach(KeyValuePair<string, MapLumpInfo> group in config.MapLumps)
{
// Check if this lump should exist
if(group.Value.NodeBuild && !group.Value.AllowEmpty && group.Value.Required)
{
//mxd
string lumpname = group.Key;
if(lumpname.Contains(CONFIG_MAP_HEADER)) lumpname = lumpname.Replace(CONFIG_MAP_HEADER, mapheader);
// Find the lump in the source
if(wad.FindLump(lumpname, srcindex, srcindex + config.MapLumps.Count + 2) == null)
{
// Missing a lump!
lumpscomplete = false;
break;
}
}
}
}
return lumpscomplete;
}
#endregion
#region ================== Lumps
// This returns a copy of the requested lump stream data
// This is copied from the temp wad file and returns null when the lump is not found
public MemoryStream GetLumpData(string lumpname)
{
Lump l = tempwadreader.WadFile.FindLump(lumpname);
if(l != null)
{
l.Stream.Seek(0, SeekOrigin.Begin);
return new MemoryStream(l.Stream.ReadAllBytes());
}
return null;
}
// This writes a copy of the data to a lump in the temp file
public void SetLumpData(string lumpname, MemoryStream lumpdata)
{
int insertindex = tempwadreader.WadFile.Lumps.Count;
// Remove the lump if it already exists
int li = tempwadreader.WadFile.FindLumpIndex(lumpname);
if(li > -1)
{
insertindex = li;
tempwadreader.WadFile.RemoveAt(li);
}
// Insert new lump
Lump l = tempwadreader.WadFile.Insert(lumpname, insertindex, (int)lumpdata.Length);
l.Stream.Seek(0, SeekOrigin.Begin);
lumpdata.WriteTo(l.Stream);
//mxd. Mark the map as changed (will also update the title)
IsChanged = true;
}
// This checks if the specified lump exists in the temp file
public bool LumpExists(string lumpname)
{
return (tempwadreader.WadFile.FindLumpIndex(lumpname) > -1);
}
// This creates empty lumps for those required
private void CreateRequiredLumps(WAD target, string mapname)
{
// Find the map header in target
int 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
int insertindex = headerindex;
// Go for all the map lump names
foreach(KeyValuePair<string, MapLumpInfo> group in config.MapLumps)
{
// Check if this lump is required
if(group.Value.Required)
{
// Get the lump name
string lumpname = (group.Key.Contains(CONFIG_MAP_HEADER) ? group.Key.Replace(CONFIG_MAP_HEADER, mapname) : group.Key); //mxd
// Check if the lump is missing at the target
int targetindex = FindSpecificLump(target, lumpname, headerindex, mapname, config.MapLumps);
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, false);
}
else
{
// Move insert index
insertindex = targetindex;
}
}
}
target.WriteHeaders(); //mxd
}
//mxd. This is called on tempwad, which should only have the current map inside it.
private void RemoveUnneededLumps(WAD target, string mapname, bool glnodesonly)
{
//Get the list of lumps required by current map format
List<string> requiredLumps = new List<string>();
foreach(KeyValuePair<string, MapLumpInfo> group in config.MapLumps)
{
//this lump well be recreated by a nodebuilder when saving the map
//(or it won't be if the new map format or nodebuilder doesn't require / build this lump,
//so it will just stay there, possibly messing things up)
if(group.Value.NodeBuild && (!glnodesonly || group.Key.ToUpperInvariant().StartsWith("GL_"))) continue;
string lumpname = group.Key;
if(lumpname == CONFIG_MAP_HEADER) lumpname = mapname;
requiredLumps.Add(lumpname);
}
//Remove lumps, which are not required
List<Lump> toRemove = new List<Lump>();
foreach(Lump lump in target.Lumps)
if(!requiredLumps.Contains(lump.Name)) toRemove.Add(lump);
foreach(Lump lump in toRemove) target.Remove(lump);
}
// [ZZ] this is the more specific case of MatchConfiguration from OpenMapOptionsForm.
// that code is not possible to reuse for this purpose though.
private int FindAndRemoveMap(WAD target, string targetmapname, bool reallyremove)
{
int tgtheaderindex = -1;
int lastindex = -1;
bool writeheaders = false;
// [ZZ] Detect and delete target map from the target archive. Note that it can be in different format compared to current one, and there can be multiple maps with the same name as well.
//
while (true)
{
int nextindex = target.FindLumpIndex(targetmapname, lastindex+1);
// note that the original algorithm would break if you have a patch or a texture named MAP01 for example...
// this is the case for multiple megawads that have level selection screen (Duel40-style), but luckily most of them are using the PK3 format.
// we are trying to detect if this is a valid map and shouldn't try to open or save over something that uses the map name as well.
if (nextindex < 0) break; // next lump not found
lastindex = nextindex;
// try to detect the format used for this map.
// if more than one format matches, do... idk what actually.
// todo: move this code out and call it something like DetectMapConfiguration
List<List<MapLumpInfo>> trylists = new List<List<MapLumpInfo>>();
foreach (ConfigurationInfo cinfo in General.Configs)
{
List<MapLumpInfo> maplumps = new List<MapLumpInfo>();
// parse only the map lumps section of the config.
Configuration cfg = cinfo.Configuration;
IDictionary dic = cfg.ReadSetting("maplumpnames", new Hashtable());
foreach (string k in dic.Keys)
maplumps.Add(new MapLumpInfo(k, cfg));
// check if we already have this lump list. don't duplicate.
bool found = false;
foreach (List<MapLumpInfo> ctrylist in trylists)
{
if (ctrylist.Count == maplumps.Count &&
ctrylist.SequenceEqual(maplumps))
{
found = true;
break;
}
}
if (!found)
trylists.Add(maplumps);
}
// currently outputs 6 in 43. seems to work correctly.
General.WriteLogLine(string.Format("Found {0} different map lump lists in the {1} registered game configurations", trylists.Count, General.Configs.Count));
// find the most probable lump list.
int maxmatches = 0;
List<MapLumpInfo> trylist = null;
foreach (List<MapLumpInfo> lst in trylists)
{
int matches = 0;
int maxcnt = lst.Count;
int checkindex = nextindex+1;
for (int i = 0; i < lst.Count; i++)
{
if (checkindex >= target.Lumps.Count)
break;
int mliIdx = lst.FindIndex(e => e.Name == target.Lumps[checkindex].Name);
if (mliIdx < 0) break; // stop matching on first non-matching lump
MapLumpInfo mli = lst[mliIdx];
if (mli.Forbidden)
{
matches = 0;
break; // completely stop matching on first forbidden lump - definitely not this configuration
}
matches++;
checkindex++;
}
if (matches > maxmatches)
{
trylist = lst;
maxmatches = matches;
}
}
// if we didn't find anything it's weird...
if (trylist != null)
{
if (reallyremove)
{
int checkindex = nextindex + 1;
for (int i = 0; i < trylist.Count; i++)
{
if (checkindex >= target.Lumps.Count)
break;
bool match = (trylist.FindIndex(e => e.Name == target.Lumps[checkindex].Name) >= 0);
if (match) target.RemoveAt(checkindex);
else break; // stop deleting on first non-matching lump
}
// now if trylist was not null, we need to remove the header as well.
target.RemoveAt(nextindex, false);
writeheaders = true;
lastindex--;
}
tgtheaderindex = nextindex;
}
}
if (writeheaders) target.WriteHeaders();
return tgtheaderindex;
}
/// <summary>
/// Copies all lumps from one WAD to another
/// </summary>
/// <param name="source">Source WAD</param>
/// <param name="target">Target WAD</param>
private static void CopyAllLumps(WAD source, WAD target)
{
// Go for all lumps
for (int i = 0; i < source.Lumps.Count; i++)
{
Lump srclump = source.Lumps[i];
// Copy lump over!
Lump tgtlump = target.Insert(srclump.Name, target.Lumps.Count, srclump.Length, false);
srclump.CopyTo(tgtlump);
}
target.WriteHeaders();
}
// This copies specific map lumps from one WAD to another
private bool CopyLumpsByType(WAD source, string sourcemapname,
WAD target, string targetmapname,
bool copyrequired, bool copyblindcopy,
bool copynodebuild, bool copyscript,
bool deleteold = false) // [ZZ] deleteold=true means we need to delete the old map in-place. we only call this in SaveMap()
{
int tgtheaderindex = FindAndRemoveMap(target, targetmapname, deleteold); // this is unobvious, but this function also performs search, not just deletion :)
bool replacetargetmap = !(deleteold && (tgtheaderindex > -1)); // this is unobvious, but we set replacetargetmap to false when we are completely overwriting it
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
int targetindex = tgtheaderindex;
// Find the map header in source
int srcheaderindex = FindAndRemoveMap(source, sourcemapname, false);
if(srcheaderindex > -1)
{
// Go for all the map lump names
foreach(KeyValuePair<string, MapLumpInfo> group in config.MapLumps)
{
// Check if this lump should be copied
if((group.Value.Required && copyrequired) || (group.Value.BlindCopy && copyblindcopy) ||
(group.Value.NodeBuild && copynodebuild) || ((group.Value.Script != null || group.Value.ScriptBuild) && copyscript))
{
// Get the lump name
string srclumpname = (group.Key.Contains(CONFIG_MAP_HEADER) ? group.Key.Replace(CONFIG_MAP_HEADER, sourcemapname) : group.Key); //mxd
string tgtlumpname = (group.Key.Contains(CONFIG_MAP_HEADER) ? group.Key.Replace(CONFIG_MAP_HEADER, targetmapname) : group.Key); //mxd
// Find the lump in the source
int sourceindex = FindSpecificLump(source, srclumpname, srcheaderindex, sourcemapname, config.MapLumps);
if(sourceindex > -1)
{
//mxd. Don't do this when inserting a map (SaveMap() removes the old version of the map before calling CopyLumpsByType())
if (replacetargetmap)
{
// Remove lump at target
int lumpindex = RemoveSpecificLump(target, tgtlumpname, tgtheaderindex, targetmapname, config.MapLumps);
// 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 lump = source.Lumps[sourceindex];
Lump newlump = target.Insert(tgtlumpname, targetindex, lump.Length, false);
lump.CopyTo(newlump);
//mxd. We still need to increment targetindex...
if (!replacetargetmap) targetindex++;
}
else
{
// We don't want to bother the user with this. There are a lot of lumps in
// the game configs that are trivial and don't need to be found.
if(group.Value.Required)
{
General.ErrorLogger.Add(ErrorType.Warning, group.Key + " (required lump) should be read but was not found in the WAD file.");
}
}
}
}
target.WriteHeaders(); //mxd
target.Compress(); // [ZZ]
return true;
}
return false;
}
// This finds a lump within the range of known lump names
// Returns -1 when the lump cannot be found
private static int FindSpecificLump(WAD source, string lumpname, int mapheaderindex, string mapheadername, Dictionary<string, MapLumpInfo> 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
string srclumpname = source.Lumps[mapheaderindex + i].Name; //mxd
if(srclumpname.Contains(mapheadername)) srclumpname = srclumpname.Replace(mapheadername, CONFIG_MAP_HEADER);
if(maplumps.ContainsKey(srclumpname)) //mxd
{
// 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, Dictionary<string, MapLumpInfo> maplumps)
{
// Find the specific lump index
int 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.ErrorLogger.Add(ErrorType.Warning, lumpname + " should be removed but was not found!");
}*/
// Return result
return lumpindex;
}
#endregion
#region ================== Selection Groups
// This adds selection to a group
private void AddSelectionToGroup(int groupindex)
{
General.Interface.SetCursor(Cursors.WaitCursor);
// Make selection
map.AddSelectionToGroup(groupindex); //mxd. switched groupmask to groupindex
General.Interface.DisplayStatus(StatusType.Action, "Assigned selection to group " + (groupindex + 1));
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.DisplayStatus(StatusType.Action, "Selected group " + (groupindex + 1));
General.Interface.RedrawDisplay();
}
//mxd. This clears a group
private void ClearGroup(int groupindex)
{
General.Interface.SetCursor(Cursors.WaitCursor);
// Clear group
map.ClearGroup(0x01 << groupindex);
General.Interface.DisplayStatus(StatusType.Action, "Cleared group " + (groupindex + 1));
General.Interface.SetCursor(Cursors.Default);
}
// 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); }
//mxd. Clear actions
[BeginAction("cleargroup1")]
internal void ClearGroup1() { ClearGroup(0); }
[BeginAction("cleargroup2")]
internal void ClearGroup2() { ClearGroup(1); }
[BeginAction("cleargroup3")]
internal void ClearGroup3() { ClearGroup(2); }
[BeginAction("cleargroup4")]
internal void ClearGroup4() { ClearGroup(3); }
[BeginAction("cleargroup5")]
internal void ClearGroup5() { ClearGroup(4); }
[BeginAction("cleargroup6")]
internal void ClearGroup6() { ClearGroup(5); }
[BeginAction("cleargroup7")]
internal void ClearGroup7() { ClearGroup(6); }
[BeginAction("cleargroup8")]
internal void ClearGroup8() { ClearGroup(7); }
[BeginAction("cleargroup9")]
internal void ClearGroup9() { ClearGroup(8); }
[BeginAction("cleargroup10")]
internal void ClearGroup10() { ClearGroup(9); }
#endregion
#region ================== [mxd] GZDB actions
[BeginAction("gztogglemodels")]
internal void ToggleModelsRenderingMode()
{
switch(General.Settings.GZDrawModelsMode)
{
case ModelRenderMode.NONE:
General.Settings.GZDrawModelsMode = ModelRenderMode.SELECTION;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: SELECTION ONLY");
break;
case ModelRenderMode.SELECTION:
General.Settings.GZDrawModelsMode = ModelRenderMode.ACTIVE_THINGS_FILTER;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ACTIVE THINGS FILTER ONLY");
break;
case ModelRenderMode.ACTIVE_THINGS_FILTER:
General.Settings.GZDrawModelsMode = ModelRenderMode.ALL;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: ALL");
break;
case ModelRenderMode.ALL:
General.Settings.GZDrawModelsMode = ModelRenderMode.NONE;
General.MainWindow.DisplayStatus(StatusType.Action, "Models rendering mode: NONE");
break;
}
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gztogglelights")]
internal void ToggleLightsRenderingMode()
{
if(General.Editing.Mode is ClassicMode)
{
switch(General.Settings.GZDrawLightsMode)
{
case LightRenderMode.NONE:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ALL");
break;
default:
General.Settings.GZDrawLightsMode = LightRenderMode.NONE;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: NONE");
break;
}
}
else
{
switch(General.Settings.GZDrawLightsMode)
{
case LightRenderMode.NONE:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ALL");
break;
case LightRenderMode.ALL:
General.Settings.GZDrawLightsMode = LightRenderMode.ALL_ANIMATED;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: ANIMATED");
break;
case LightRenderMode.ALL_ANIMATED:
General.Settings.GZDrawLightsMode = LightRenderMode.NONE;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering mode: NONE");
break;
}
}
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateGZDoomPanel();
}
[BeginAction("gzreloadmodeldef")]
internal void ReloadModeldef()
{
data.ReloadModeldef();
}
[BeginAction("gzreloadgldefs")]
internal void ReloadGldefs()
{
data.ReloadGldefs();
}
#endregion
#region ================== Script Editing
// Show the script editor
[BeginAction("openscripteditor")]
internal void ShowScriptEditor()
{
// Only show the script editor if there a script lumps defined
if (!General.Map.Config.HasScriptLumps())
return;
Cursor.Current = Cursors.WaitCursor;
// Load the window?
if(scriptwindow == null) scriptwindow = new ScriptEditorForm();
// Window not yet visible?
if(!scriptwindow.Visible) scriptwindow.Show();
scriptwindow.TopMost = General.Settings.ScriptOnTop; //mxd
if(scriptwindow.WindowState == FormWindowState.Minimized)
scriptwindow.WindowState = FormWindowState.Normal; //mxd
scriptwindow.Activate();
scriptwindow.Focus();
Cursor.Current = Cursors.Default;
}
// This asks the user to save changes in script files
// Returns false when cancelled by the user
internal bool AskSaveScriptChanges()
{
// Window open?
if(scriptwindow != null)
{
// Ask to save changes
// This also saves implicitly
return scriptwindow.AskSaveAll();
}
// No problems
return true;
}
// This applies the changed status for internal scripts
internal void ApplyScriptChanged()
{
// Remember if lumps are changed
if(scriptwindow != null)
{
scriptschanged |= scriptwindow.Editor.CheckImplicitChanges();
}
}
// Close the script editor
// Specify true for the closing parameter when
// the window is already in the closing process
internal void CloseScriptEditor(bool closing)
{
if(scriptwindow != null)
{
if(!scriptwindow.IsDisposed)
{
// Remember what files were open
scriptwindow.Editor.WriteOpenFilesToConfiguration();
// Close now
if(!closing) scriptwindow.Close();
}
// Done
scriptwindow = null;
}
}
// This checks if the scripts are changed
private bool CheckScriptChanged()
{
if(scriptwindow != null)
{
// Check if scripts are changed
return scriptschanged || scriptwindow.Editor.CheckImplicitChanges();
}
return scriptschanged;
}
// This compiles all lumps that require compiling and stores the results
// Returns true when our code worked properly (even when the compiler returned errors)
private bool CompileScriptLumps()
{
bool success = true;
errors.Clear();
// Go for all the map lumps
foreach(MapLumpInfo lumpinfo in config.MapLumps.Values)
{
// Is this a script lump?
if(lumpinfo.Script != null)
{
// Compile it now (but only if it's required or exists)
if(lumpinfo.Required || tempwadreader.WadFile.FindLumpIndex(lumpinfo.Name) != -1)
success &= tempwadreader.CompileLump(lumpinfo.Name, lumpinfo.Script, errors);
}
//mxd. Is this ACS script?
else if(lumpinfo.ScriptBuild)
{
// Compile it using selected script compiler
ScriptConfiguration cfg = General.GetScriptConfiguration(ScriptType.ACS);
if(cfg != null)
{
success &= tempwadreader.CompileLump(lumpinfo.Name, cfg, errors);
}
else
{
General.ErrorLogger.Add(ErrorType.Error, "Unable to compile \"" + lumpinfo.Name + "\" script lump: unable to find suitable Script Configuration!");
success = false;
}
}
}
return success;
}
//mxd. Update script numbers and names, collect loose ACS files.
private void LoadACS()
{
///////////////////////////////////////////
// Step 1: Update script numbers and names
///////////////////////////////////////////
General.Map.Data.ScriptResources[ScriptType.ACS] = new HashSet<ScriptResource>();
// Find SCRIPTS lump and parse it
foreach(MapLumpInfo maplumpinfo in config.MapLumps.Values)
{
// Is this a script lump?
if((maplumpinfo.ScriptBuild || maplumpinfo.Script != null) && maplumpinfo.Name == "SCRIPTS")
{
ScriptConfiguration scriptconfig;
if(maplumpinfo.ScriptBuild)
{
//mxd. More boilderplate
if(!General.CompiledScriptConfigs.ContainsKey(General.Map.Options.ScriptCompiler))
{
string error = "Unable to compile lump \"" + maplumpinfo.Name +
"\". Unable to find required script compiler configuration (\"" +
General.Map.Options.ScriptCompiler + "\").";
General.ErrorLogger.Add(ErrorType.Error, error);
return;
}
scriptconfig = General.CompiledScriptConfigs[General.Map.Options.ScriptCompiler];
}
else
{
scriptconfig = maplumpinfo.Script;
}
// Load the lump data
MemoryStream stream = GetLumpData(maplumpinfo.Name);
if(stream != null && stream.Length > 0 && scriptconfig != null && scriptconfig.Compiler != null && scriptconfig.ScriptType == ScriptType.ACS)
{
// Get script names
AcsParserSE parser = new AcsParserSE
{
IsMapScriptsLump = true,
IgnoreErrors = true,
OnInclude = delegate(AcsParserSE se, string includefile, AcsParserSE.IncludeType includetype)
{
TextResourceData includedata = General.Map.Data.GetTextResourceData(includefile);
if (includedata == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Could not find file to include while loading " + maplumpinfo.Name + ": " + includefile);
return false; // Fail
}
return se.Parse(includedata, true, includetype, false);
}
};
//INFO: CompileLump() prepends lumpname with "?" to distinguish between temporary files and files compiled in place
DataLocation location = new DataLocation { location = tempwadreader.WadFile.Filename, type = DataLocation.RESOURCE_WAD };
TextResourceData trd = new TextResourceData(stream, location, "?SCRIPTS");
if(parser.Parse(trd, scriptconfig.Compiler.Files, true, AcsParserSE.IncludeType.NONE, false))
{
// Add to text resource list
General.Map.Data.ScriptResources[parser.ScriptType].UnionWith(parser.ScriptResources.Values);
// Update the names
UpdateScriptNames(parser);
}
else
{
// Clear collections
namedscripts.Clear();
numberedscripts.Clear();
}
// Log errors, if any
if(parser.HasError) parser.LogError();
// Done here
break;
}
}
}
///////////////////////////////////////////
// Step 2: Try to load unused ACS files
///////////////////////////////////////////
Dictionary<string, HashSet<string>> existingacsfiles = new Dictionary<string, HashSet<string>>();
// Gather already parsed files...
foreach(ScriptResource sr in General.Map.Data.ScriptResources[ScriptType.ACS])
{
if(!existingacsfiles.ContainsKey(sr.Resource.Location.location))
existingacsfiles.Add(sr.Resource.Location.location, new HashSet<string>());
existingacsfiles[sr.Resource.Location.location].Add(sr.Filename);
}
HashSet<ScriptResource> looseacsfiles = new HashSet<ScriptResource>();
foreach(DataReader dr in General.Map.Data.Containers)
{
//TODO: implement for WADs
if(dr is PK3StructuredReader)
{
PK3StructuredReader pkr = (PK3StructuredReader)dr;
string[] acsfiles = pkr.GetFilesWithExt("", "acs", true);
foreach(string acsfile in acsfiles)
{
if(!existingacsfiles.ContainsKey(pkr.Location.location) || !existingacsfiles[pkr.Location.location].Contains(acsfile))
{
TextResourceData trd = new TextResourceData(dr, dr.LoadFile(acsfile), acsfile, true);
looseacsfiles.Add(new ScriptResource(trd, ScriptType.ACS));
}
}
}
}
// Add to the main collection
General.Map.Data.ScriptResources[ScriptType.ACS].UnionWith(looseacsfiles);
}
//mxd
internal void UpdateScriptNames(AcsParserSE parser)
{
if(parser.HasError)
{
// Clear collections
namedscripts.Clear();
numberedscripts.Clear();
}
else
{
// Add to collections
namedscripts = new Dictionary<string, ScriptItem>(parser.NamedScripts.Count, StringComparer.OrdinalIgnoreCase);
numberedscripts = new Dictionary<int, ScriptItem>(parser.NumberedScripts.Count);
// Sort script names
parser.NamedScripts.Sort(ScriptItem.SortByName);
parser.NumberedScripts.Sort(ScriptItem.SortByIndex);
// Add scripts, but only those the user didn't want to skip (using the //$Skip editor key)
foreach(ScriptItem item in parser.NamedScripts)
{
if(!item.Skip && !namedscripts.ContainsKey(item.Name.ToLowerInvariant()))
namedscripts.Add(item.Name.ToLowerInvariant(), item);
}
// Add scripts, but only those the user didn't want to skip (using the //$Skip editor key)
foreach (ScriptItem item in parser.NumberedScripts)
{
if(!item.Skip && !numberedscripts.ContainsKey(item.Index))
numberedscripts.Add(item.Index, item);
}
}
}
//mxd
public bool ScriptNumberExists(int scriptnumber)
{
return numberedscripts.ContainsKey(scriptnumber);
}
//mxd
public bool ScriptNameExists(string scriptname)
{
return namedscripts.ContainsKey(scriptname);
}
#endregion
#region ================== Methods
// This updates everything after the configuration or settings have been changed
internal void UpdateConfiguration()
{
// Update map
map.UpdateConfiguration();
// Update settings
renderer3d.CreateProjection();
renderer3d.UpdateVertexHandle(); //mxd
renderer3d.UpdateVisualSlopeHandle();
// Things filters
General.MainWindow.UpdateThingsFilters();
}
// This changes thing filter
public 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();
// Update interface
General.MainWindow.ReflectThingsFilter();
// Redraw
General.MainWindow.RedrawDisplay();
}
// This sets a new mapset for editing
private void ChangeMapSet(MapSet newmap)
{
// Let the plugin and editing mode know
General.Plugins.OnMapSetChangeBegin();
if(General.Editing.Mode != null) General.Editing.Mode.OnMapSetChangeBegin();
this.visualcamera.Sector = null;
// Can't have a selection in an old map set
map.ClearAllSelected();
// Reset surfaces
renderer2d.Surfaces.Reset();
// Apply
map.Dispose();
map = newmap;
map.UpdateConfiguration();
map.SnapAllToAccuracy();
map.Update();
thingsfilter.Update();
// Let the plugin and editing mode know
General.Plugins.OnMapSetChangeEnd();
if(General.Editing.Mode != null) General.Editing.Mode.OnMapSetChangeEnd();
}
// This reloads resources
[BeginAction("reloadresources")]
internal void DoReloadResource()
{
//mxd. Get rid of old errors
General.ErrorLogger.Clear();
// Set this to false so we can see if errors are added
General.ErrorLogger.IsErrorAdded = false;
#if DEBUG
DebugConsole.Clear();
#endif
ReloadResources(true, true);
if(General.ErrorLogger.IsErrorAdded)
{
// Show any errors if preferred
General.MainWindow.DisplayStatus(StatusType.Warning, "There were errors during resources loading!");
if(General.Settings.ShowErrorsWindow) General.MainWindow.ShowErrors();
}
else
{
General.MainWindow.DisplayReady();
}
}
internal void ReloadResources(bool clearerrors, bool runprepostcommands) //mxd. clearerrors flag
{
// Keep old display info
StatusInfo oldstatus = General.MainWindow.Status;
Cursor oldcursor = Cursor.Current;
// Check if there's a pre command to run, and try to execute it
if (runprepostcommands && !string.IsNullOrWhiteSpace(options.ReloadResourcePreCommand.Commands))
{
if(!ExecuteExternalCommand(options.ReloadResourcePreCommand))
{
General.WriteLogLine("Reloading resources was canceled when executing the reload resource pre command.");
// Reset status
General.MainWindow.DisplayStatus(StatusType.Warning, "Reloading resourcess was canceled.");
Cursor.Current = oldcursor;
return;
}
}
// Show status
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading data resources...");
Cursor.Current = Cursors.WaitCursor;
// Clean up
data.Dispose();
data = null;
config = null;
configinfo = null;
GC.Collect();
GC.WaitForPendingFinalizers();
GC.Collect(); //mxd
// Clear errors?
if(clearerrors) General.ErrorLogger.Clear();
// Reload game configuration
General.WriteLogLine("Reloading game configuration...");
configinfo = General.GetConfigurationInfo(options.ConfigFile);
config = new GameConfiguration(configinfo.Configuration); //mxd
General.Editing.UpdateCurrentEditModes();
// Reload data resources
General.WriteLogLine("Reloading data resources...");
data = new DataManager();
if(!string.IsNullOrEmpty(filepathname))
{
DataLocation maplocation = new DataLocation(DataLocation.RESOURCE_WAD, filepathname, options.StrictPatches, false, false, null);
data.Load(configinfo.Resources, options.Resources, maplocation);
}
else
{
data.Load(configinfo.Resources, options.Resources);
}
// Apply new settings to map elements
map.UpdateConfiguration();
// Re-link the background image
grid.LinkBackground();
// Inform all plugins that the resources are reloaded
General.Plugins.ReloadResources();
// Inform editing mode that the resources are reloaded
if(General.Editing.Mode != null)
{
General.Editing.Mode.OnReloadResources();
//mxd. Also Check appropriate button on interface
General.MainWindow.CheckEditModeButton(General.Editing.Mode.EditModeButtonName);
}
//mxd. Update script names
LoadACS();
// Check if there's a post command to run, and try to execute it
if (runprepostcommands && !string.IsNullOrWhiteSpace(options.ReloadResourcePostCommand.Commands))
{
if (!ExecuteExternalCommand(options.ReloadResourcePostCommand))
{
General.WriteLogLine("Failed to execute the reload resource post command successfully.");
}
}
// Reset status
General.MainWindow.DisplayStatus(oldstatus);
Cursor.Current = oldcursor;
}
public bool ExecuteExternalCommand(ExternalCommandSettings cmdsettings, string arguments = "")
{
string filename;
do
{
filename = Path.ChangeExtension(Path.GetTempFileName(), ".cmd");
}
while (File.Exists(filename));
File.WriteAllText(filename, cmdsettings.Commands);
ProcessStartInfo startinfo = new ProcessStartInfo();
startinfo.FileName = "cmd.exe";
startinfo.Arguments = "/C " + filename + " " + arguments;
if(!string.IsNullOrWhiteSpace(cmdsettings.WorkingDirectory))
startinfo.WorkingDirectory = cmdsettings.WorkingDirectory;
RunExternalCommandForm f = new RunExternalCommandForm(startinfo, cmdsettings);
f.ShowDialog();
File.Delete(filename);
return f.DialogResult == DialogResult.OK;
}
// Game Configuration action
[BeginAction("mapoptions")]
internal void ShowMapOptions()
{
// Cancel volatile mode, if any
General.Editing.DisengageVolatileMode();
// Show map options dialog
MapOptionsForm optionsform = new MapOptionsForm(options, false);
if(optionsform.ShowDialog(General.MainWindow) == DialogResult.OK)
{
// Update interface
//General.MainWindow.UpdateInterface();
// Stop data manager
data.Dispose();
//mxd. Clear errors
General.ErrorLogger.Clear();
// Apply new options
this.options = optionsform.Options;
// Load new game configuration
General.WriteLogLine("Loading game configuration \"" + options.ConfigFile + "\"...");
configinfo = General.GetConfigurationInfo(options.ConfigFile);
Type oldiotype = io.GetType(); //mxd
//mxd. Step 1 of hackish way to translate SP/MP thing flags to Hexen / UDMF formats...
//TODO: add proper Doom -> Hexen thing flags translation to the configs?
if(oldiotype == typeof(DoomMapSetIO) && configinfo.FormatInterface != "doommapsetio")
{
// Translate to UDMF using Doom things flags translation table
foreach(Thing t in General.Map.Map.Things) t.TranslateToUDMF();
}
config = new GameConfiguration(configinfo.Configuration); //mxd
configinfo.ApplyDefaults(config);
General.Editing.UpdateCurrentEditModes();
// Setup new map format IO
General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
io = MapSetIO.Create(config.FormatInterface, tempwadreader.WadFile, this);
//mxd. Some lumps may've become unneeded during map format conversion.
if(oldiotype != io.GetType())
RemoveUnneededLumps(tempwadreader.WadFile, TEMP_MAP_HEADER, false);
// Create required lumps if they don't exist yet
CreateRequiredLumps(tempwadreader.WadFile, TEMP_MAP_HEADER);
// Let the plugins know
General.Plugins.MapReconfigure();
//mxd. Update linedef color presets and flags if required
if(oldiotype == typeof(UniversalMapSetIO) && !(io is UniversalMapSetIO))
{
foreach(Linedef l in General.Map.Map.Linedefs) l.TranslateFromUDMF();
foreach(Thing t in General.Map.Map.Things) t.TranslateFromUDMF();
}
else if(oldiotype == typeof(DoomMapSetIO))
{
if(io is UniversalMapSetIO)
{
//Thing flags were already translated in Setp 1...
//TODO: linedef actions will require the same handling...
foreach(Linedef l in General.Map.Map.Linedefs) l.TranslateToUDMF(oldiotype);
}
else if(io is HexenMapSetIO)
{
// Step 2 of hackish way to translate SP/MP thing flags to Hexen map format...
foreach(Thing t in General.Map.Map.Things) t.TranslateFromUDMF();
}
}
else if(oldiotype != typeof(UniversalMapSetIO) && io is UniversalMapSetIO)
{
foreach(Linedef l in General.Map.Map.Linedefs) l.TranslateToUDMF(oldiotype);
foreach(Thing t in General.Map.Map.Things) t.TranslateToUDMF();
}
// Drop all arguments
if(oldiotype != typeof(DoomMapSetIO) && io is DoomMapSetIO)
{
foreach(Linedef l in General.Map.Map.Linedefs)
for(int i = 0; i < l.Args.Length; i++) l.Args[i] = 0;
foreach(Thing t in General.Map.Map.Things)
for(int i = 0; i < t.Args.Length; i++) t.Args[i] = 0;
}
map.UpdateCustomLinedefColors();
// Reload resources
ReloadResources(false, false);
// Update interface
General.MainWindow.SetupInterface();
General.MainWindow.UpdateThingsFilters();
General.MainWindow.UpdateLinedefColorPresets(); //mxd
General.MainWindow.UpdateInterface();
// Done
General.MainWindow.DisplayReady();
General.MainWindow.RedrawDisplay(); //mxd
}
// Done
optionsform.Dispose();
}
// This shows the things filters setup
[BeginAction("thingsfilterssetup")]
internal void ShowThingsFiltersSetup()
{
new ThingsFiltersForm().ShowDialog(General.MainWindow);
}
//mxd. This shows the linedef color presets window
[BeginAction("linedefcolorssetup")]
internal void ShowLinedefColorsSetup()
{
// Show things filter dialog
new LinedefColorPresetsForm().ShowDialog(General.MainWindow);
}
// This returns true is the given type matches
public bool IsType(Type t)
{
return io.GetType() == t;
}
//mxd
[BeginAction("snapvertstogrid")]
private void SnapSelectedMapElementsToGrid()
{
// Get selected elements
ICollection<Vertex> verts = map.GetSelectedVertices(true);
ICollection<Linedef> lines = map.GetSelectedLinedefs(true); // Sector lines are auto-selected when a sector is selected
ICollection<Thing> things = map.GetSelectedThings(true);
// Get vertices from selection
Dictionary<int, Vertex> vertstosnap = new Dictionary<int, Vertex>(verts.Count);
foreach(Vertex v in verts) vertstosnap.Add(v.Index, v);
foreach(Linedef l in lines)
{
if(!vertstosnap.ContainsKey(l.Start.Index)) vertstosnap.Add(l.Start.Index, l.Start);
if(!vertstosnap.ContainsKey(l.End.Index)) vertstosnap.Add(l.End.Index, l.End);
}
// Anything to snap?
if(vertstosnap.Count == 0 && things.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "Select any map element first!");
return;
}
// Make undo
undoredo.CreateUndo("Snap map elements to grid");
// Do the snapping
Cursor.Current = Cursors.AppStarting;
// Snap vertices?
int snappedverts = (vertstosnap.Count > 0 ? SnapVertices(vertstosnap.Values) : 0);
// Snap things?..
int snappedthings = (things.Count > 0 ? SnapThings(things) : 0);
// Assemble status message
List<string> message = new List<string>();
if(snappedverts > 0) message.Add(snappedverts + " vertices");
if(snappedthings > 0) message.Add(snappedthings + " things");
// Map changed?
if(message.Count > 0)
{
// Display status
General.Interface.DisplayStatus(StatusType.Info, "Snapped " + string.Join(" and ", message.ToArray()));
// Warn the user
/*if(snappedverts > 0)
{
MessageBox.Show("Snapped " + snappedverts + " vertices to grid." + Environment.NewLine +
"It's a good idea to run Map Analysis Mode now.");
}*/
// Invoke clear selection to update sector highlight overlay
General.Actions.InvokeAction("builder_clearselection");
// Update cached values
General.Map.Map.Update();
// Map is changed
General.Map.IsChanged = true;
}
else
{
// Display status
General.Interface.DisplayStatus(StatusType.Info, "Selected map elements were already on the grid.");
// Withdraw undo
undoredo.WithdrawUndo();
}
// Let the current editing mode know that we changed something
General.Editing.Mode.OnMapElementsChanged();
// Done
General.Interface.RedrawDisplay();
Cursor.Current = Cursors.Default;
}
//mxd
private int SnapVertices(IEnumerable<Vertex> verts)
{
int snappedCount = 0;
List<Vertex> movedVerts = new List<Vertex>();
List<Linedef> movedLines = new List<Linedef>();
//snap them all!
foreach(Vertex v in verts)
{
Vector2D pos = v.Position;
v.SnapToGrid();
if(v.Position.x != pos.x || v.Position.y != pos.y)
{
snappedCount++;
movedVerts.Add(v);
foreach(Linedef l in v.Linedefs)
{
if(!movedLines.Contains(l)) movedLines.Add(l);
}
}
}
//Create blockmap
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddVerticesSet(General.Map.Map.Vertices);
//merge overlapping vertices using teh power of BLOCKMAP!!!11
foreach(Vertex v in movedVerts)
{
BlockEntry block = blockmap.GetBlockAt(v.Position);
if(block == null) continue;
foreach(Vertex blockVert in block.Vertices)
{
if(blockVert.IsDisposed || blockVert.Index == v.Index || blockVert.Position != v.Position)
continue;
foreach(Linedef l in blockVert.Linedefs)
{
if(!movedLines.Contains(l)) movedLines.Add(l);
}
v.Join(blockVert);
break;
}
}
// Update cached values of lines because we may need their length/angle
General.Map.Map.Update(true, false);
General.Map.Map.BeginAddRemove();
MapSet.RemoveLoopedLinedefs(movedLines);
MapSet.JoinOverlappingLines(movedLines);
General.Map.Map.EndAddRemove();
//get changed sectors
List<Sector> changedSectors = new List<Sector>();
foreach(Linedef l in movedLines)
{
if(l == null || l.IsDisposed) continue;
if(l.Front != null && l.Front.Sector != null && !changedSectors.Contains(l.Front.Sector))
changedSectors.Add(l.Front.Sector);
if(l.Back != null && l.Back.Sector != null && !changedSectors.Contains(l.Back.Sector))
changedSectors.Add(l.Back.Sector);
}
// Now update area of sectors
General.Map.Map.Update(false, true);
//fix invalid sectors
foreach(Sector s in changedSectors)
{
if(s.BBox.IsEmpty)
{
s.Dispose();
}
else if(s.Sidedefs.Count < 3)
{
bool merged = false;
foreach(Sidedef side in s.Sidedefs)
{
if(side.Other != null && side.Other.Sector != null)
{
s.Join(side.Other.Sector);
merged = true;
break;
}
}
//oh well, I don't know what else I can do here...
if(!merged) s.Dispose();
}
}
return snappedCount;
}
//mxd
private static int SnapThings(IEnumerable<Thing> things)
{
int snappedCount = 0;
//snap them all!
foreach(Thing t in things)
{
Vector2D pos = t.Position;
t.SnapToGrid();
if(t.Position.x != pos.x || t.Position.y != pos.y) snappedCount++;
}
return snappedCount;
}
public void GridVisibilityChanged()
{
renderer2d.GridVisibilityChanged();
}
/// <summary>
/// This forces the "changed" variable to "false", which is normally not possible when setting the "IsChanged" property.
/// USE WITH CARE! This should only be used in very specific circumstances, where the "IsChanged" property is set to true
/// because of internal behavior
/// </summary>
internal void ForceMapIsChangedFalse()
{
changed = false;
General.MainWindow.UpdateMapChangedStatus();
}
#endregion
}
}