mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-14 16:41:26 +00:00
a82102a611
Added, Draw Line and Draw Curve modes: added "Auto-finish drawing" setting. When enabled, the modes will automatically finish drawing when currently drawn lines and already existing level geometry form a closed shape. Changed: sector-wise linedef flipping is now done using the new "Align Linedefs" action. "Flip Linedefs" action works the same as in DB2 again. Changed: when a map was already loaded, using "Open Map" action will use that map's directory as the starting directory. Changed: official IWADs can no longer be saved. Changed: disabled lump ranges/duplicate entries checks for official IWADs. Changed: wad type is now preserved when saving a map (previously all wads were saved as PWADs). Changed: moved Updater.exe launch much closer to the editor termination point to avoid any chance of it closing the editor before it properly closes itself. Updated ZDoom_DECORATE.cfg (A_Blast). Updated documentation.
597 lines
No EOL
19 KiB
C#
597 lines
No EOL
19 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using System.IO;
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using System.Collections;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Config;
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#endregion
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namespace CodeImp.DoomBuilder.Windows
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{
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internal partial class OpenMapOptionsForm : Form
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{
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// Variables
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private Configuration mapsettings;
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private MapOptions options;
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private WAD wadfile;
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private readonly string filepathname;
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private string selectedmapname;
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// Properties
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public string FilePathName { get { return filepathname; } }
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public MapOptions Options { get { return options; } }
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// Constructor
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public OpenMapOptionsForm(string filepathname)
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{
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// Initialize
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InitializeComponent();
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this.Text = "Open Map from " + Path.GetFileName(filepathname);
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this.filepathname = filepathname;
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datalocations.StartPath = filepathname; //mxd
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this.options = null;
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}
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// Constructor
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public OpenMapOptionsForm(string filepathname, MapOptions options)
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{
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// Initialize
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InitializeComponent();
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this.Text = "Open Map from " + Path.GetFileName(filepathname);
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this.filepathname = filepathname;
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this.options = options;
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datalocations.StartPath = filepathname; //mxd
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datalocations.EditResourceLocationList(options.Resources);
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}
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// This loads the settings and attempt to find a suitable config
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private void LoadSettings()
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{
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string gameconfig;
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int index;
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// Busy
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Cursor.Current = Cursors.WaitCursor;
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// Check if the file exists
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if(!File.Exists(filepathname))
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{
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// WAD file does not exist
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MessageBox.Show(this, "Could not open the WAD file: The file does not exist.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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this.DialogResult = DialogResult.Cancel;
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this.Close();
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return;
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}
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try
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{
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// Open the WAD file
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wadfile = new WAD(filepathname, true);
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}
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catch(Exception e)
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{
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// Unable to open WAD file (or its config)
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MessageBox.Show(this, "Could not open the WAD file for reading.\n" + e.GetType().Name + ": " + e.Message + "\nPlease make sure the file you selected is valid and is not in use by any other application.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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if(wadfile != null) wadfile.Dispose();
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this.DialogResult = DialogResult.Cancel;
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this.Close();
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return;
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}
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// Open the Map Settings configuration
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string dbsfile = filepathname.Substring(0, filepathname.Length - 4) + ".dbs";
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if(File.Exists(dbsfile))
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try { mapsettings = new Configuration(dbsfile, true); }
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catch(Exception) { mapsettings = new Configuration(true); }
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else
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mapsettings = new Configuration(true);
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// Check strict patches box, check what game configuration is preferred
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if(options != null)
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{
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strictpatches.Checked = options.StrictPatches;
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gameconfig = options.ConfigFile;
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}
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else
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{
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strictpatches.Checked = mapsettings.ReadSetting("strictpatches", false);
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gameconfig = mapsettings.ReadSetting("gameconfig", "");
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}
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//mxd. Fill script compilers list
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foreach(KeyValuePair<string, ScriptConfiguration> group in General.CompiledScriptConfigs)
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{
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scriptcompiler.Items.Add(group.Value);
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}
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// Go for all configurations
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foreach(ConfigurationInfo info in General.Configs)
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{
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// Add config name to list
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index = config.Items.Add(info);
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// Select this item
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if(info.Filename == gameconfig) config.SelectedIndex = index;
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}
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// Still no configuration selected?
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if(config.SelectedIndex == -1)
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{
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//mxd. Then go for all ENABLED configurations with resources to find a suitable one
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foreach(ConfigurationInfo info in General.Configs)
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{
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// Check if a resource location is set for this configuration, if so, match the wad against this configuration
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if(info.Enabled && info.Resources.Count > 0 && MatchConfiguration(info.Configuration, wadfile))
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{
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//mxd. Already added?
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index = config.Items.IndexOf(info);
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// Select or add and select this item
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config.SelectedIndex = (index != -1 ? index : config.Items.Add(info));
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break;
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}
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}
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}
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//mxd. Still no configuration selected?
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if(config.SelectedIndex == -1)
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{
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// Then go for all DISABLED configurations with resources to find a suitable one
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foreach(ConfigurationInfo info in General.Configs)
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{
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// Check if a resource location is set for this configuration, if so, match the wad against this configuration
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if(!info.Enabled && info.Resources.Count > 0 && MatchConfiguration(info.Configuration, wadfile))
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{
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//mxd. Already added?
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index = config.Items.IndexOf(info);
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// Select or add and select this item
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config.SelectedIndex = (index != -1 ? index : config.Items.Add(info));
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break;
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}
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}
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}
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//mxd. Still no configuration selected?
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if(config.SelectedIndex == -1)
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{
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//mxd. Then go for all ENABLED configurations without resources to find a suitable one
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foreach(ConfigurationInfo info in General.Configs)
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{
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// Check if a resource location is not set for this configuration, if so, match the wad against this configuration
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if(info.Enabled && info.Resources.Count == 0 && MatchConfiguration(info.Configuration, wadfile))
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{
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//mxd. Already added?
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index = config.Items.IndexOf(info);
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// Select or add and select this item
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config.SelectedIndex = (index != -1 ? index : config.Items.Add(info));
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break;
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}
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}
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}
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//mxd. Still no configuration selected?
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if(config.SelectedIndex == -1)
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{
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// Then go for all DISABLED configurations without resources to find a suitable one
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foreach(ConfigurationInfo info in General.Configs)
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{
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// Check if a resource location is not set for this configuration, if so, match the wad against this configuration
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if(!info.Enabled && info.Resources.Count == 0 && MatchConfiguration(info.Configuration, wadfile))
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{
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//mxd. Already added?
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index = config.Items.IndexOf(info);
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// Select or add and select this item
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config.SelectedIndex = (index != -1 ? index : config.Items.Add(info));
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break;
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}
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}
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}
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//mxd. Bail out if still no dice...
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if(config.SelectedIndex == -1 || mapslist.Items.Count == 0)
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{
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General.ShowWarningMessage("Unable to find maps using any game configuration.\nDoes this wad contain any maps at all?..", MessageBoxButtons.OK);
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cancel_Click(this, EventArgs.Empty);
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}
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else
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{
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// Show the window
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this.Opacity = 1;
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}
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// Done
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Cursor.Current = Cursors.Default;
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}
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// mxd. This matches a WAD file with the specified game configuration
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// by checking if the specific lumps are detected
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private static bool MatchConfiguration(Configuration cfg, WAD wadfile)
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{
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int lumpsrequired = 0;
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// Get the map lump names
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IDictionary maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable());
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// Count how many required lumps we have to find
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foreach(DictionaryEntry ml in maplumpnames)
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{
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// Ignore the map header (it will not be found because the name is different)
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if(ml.Key.ToString() != MapManager.CONFIG_MAP_HEADER)
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{
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// Read lump setting and count it
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if(cfg.ReadSetting("maplumpnames." + ml.Key + ".required", false))
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lumpsrequired++;
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}
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}
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// Go for all the lumps in the wad
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for(int scanindex = 0; scanindex < (wadfile.Lumps.Count - 1); scanindex++)
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{
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// Make sure this lump is not part of the map.
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if(!maplumpnames.Contains(wadfile.Lumps[scanindex].Name))
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{
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// Reset check
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int lumpsfound = 0;
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int checkoffset = 1;
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// Continue while still within bounds and lumps are still recognized
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while(((scanindex + checkoffset) < wadfile.Lumps.Count) &&
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maplumpnames.Contains(wadfile.Lumps[scanindex + checkoffset].Name))
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{
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string lumpname = wadfile.Lumps[scanindex + checkoffset].Name;
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//mxd. Lump cannot present in current map format, fail this check
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if(cfg.ReadSetting("maplumpnames." + lumpname + ".forbidden", false))
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{
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lumpsfound = -1;
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break;
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}
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// Count the lump when it is marked as required
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if(cfg.ReadSetting("maplumpnames." + lumpname + ".required", false))
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lumpsfound++;
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// Check the next lump
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checkoffset++;
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}
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// Map found? Let's call it a day :)
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if(lumpsfound >= lumpsrequired) return true;
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}
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}
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return false;
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}
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// Configuration is selected
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private void config_SelectedIndexChanged(object sender, EventArgs e)
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{
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// Anything selected?
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if(config.SelectedIndex < 0) return;
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// Keep selected name, if any
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string selectedname = (mapslist.SelectedItems.Count > 0 ? mapslist.SelectedItems[0].Text : "");
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// Make an array for the map names
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List<ListViewItem> mapnames = new List<ListViewItem>();
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// Get selected configuration info
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ConfigurationInfo ci = (config.SelectedItem as ConfigurationInfo);
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//mxd. Get configuration
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Configuration cfg = ci.Configuration;
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// Get the map lump names
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IDictionary maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable());
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// Count how many required lumps we have to find
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int lumpsrequired = 0;
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foreach(DictionaryEntry ml in maplumpnames)
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{
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// Ignore the map header (it will not be found because the name is different)
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if(ml.Key.ToString() != MapManager.CONFIG_MAP_HEADER)
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{
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// Read lump setting and count it
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if(cfg.ReadSetting("maplumpnames." + ml.Key + ".required", false))
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lumpsrequired++;
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}
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}
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// Go for all the lumps in the wad
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for(int scanindex = 0; scanindex < (wadfile.Lumps.Count - 1); scanindex++)
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{
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// Make sure this lump is not part of the map.
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if(!maplumpnames.Contains(wadfile.Lumps[scanindex].Name))
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{
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// Reset check
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int lumpsfound = 0;
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int checkoffset = 1;
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// Continue while still within bounds and lumps are still recognized
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while(((scanindex + checkoffset) < wadfile.Lumps.Count) &&
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maplumpnames.Contains(wadfile.Lumps[scanindex + checkoffset].Name))
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{
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string lumpname = wadfile.Lumps[scanindex + checkoffset].Name;
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//mxd. Lump cannot present in current map format, fail this check
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if(cfg.ReadSetting("maplumpnames." + lumpname + ".forbidden", false))
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{
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lumpsfound = -1;
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break;
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}
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// Count the lump when it is marked as required
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if(cfg.ReadSetting("maplumpnames." + lumpname + ".required", false))
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lumpsfound++;
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// Check the next lump
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checkoffset++;
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}
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// Map found? Then add it to the list
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if(lumpsfound >= lumpsrequired)
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mapnames.Add(new ListViewItem(wadfile.Lumps[scanindex].Name));
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}
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}
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// Clear the list and add the new map names
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mapslist.BeginUpdate();
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mapslist.Items.Clear();
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mapslist.Items.AddRange(mapnames.ToArray());
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mapslist.Sort();
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// Go for all items in the list
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foreach(ListViewItem item in mapslist.Items)
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{
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// Was this item previously selected?
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if(item.Text == selectedname)
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{
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// Select it again
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item.Selected = true;
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break;
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}
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}
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if((mapslist.SelectedItems.Count == 0) && (mapslist.Items.Count > 0))
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mapslist.Items[0].Selected = true;
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mapslist.EndUpdate();
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//mxd. Disable script compiler selector when there are no maps detected using current configuration
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if(mapslist.Items.Count == 0)
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{
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scriptcompiler.Enabled = false;
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scriptcompiler.SelectedIndex = -1;
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scriptcompilerlabel.Enabled = false;
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}
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// Show configuration resources
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datalocations.FixedResourceLocationList(ci.Resources);
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// Update long texture names checkbox (mxd)
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longtexturenames.Enabled = cfg.ReadSetting("longtexturenames", false);
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longtexturenames.Checked = (longtexturenames.Enabled && options != null && options.UseLongTextureNames);
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}
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// OK clicked
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private void apply_Click(object sender, EventArgs e)
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{
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// Configuration selected?
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if(config.SelectedIndex == -1)
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{
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// Select a configuration!
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MessageBox.Show(this, "Please select a game configuration to use for editing your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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config.Focus();
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return;
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}
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//mxd. Script configuration selected?
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if(scriptcompiler.Enabled && scriptcompiler.SelectedIndex == -1)
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{
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// Select a configuration!
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MessageBox.Show(this, "Please select a script type to use for editing your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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scriptcompiler.Focus();
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return;
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}
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// Collect information
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ConfigurationInfo configinfo = (config.SelectedItem as ConfigurationInfo); //mxd
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DataLocationList locations = datalocations.GetResources();
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// Resources are valid? (mxd)
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if(!datalocations.ResourcesAreValid())
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{
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MessageBox.Show(this, "Cannot open map: at least one resource doesn't exist!", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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datalocations.Focus();
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return;
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}
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// No map selected?
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if(mapslist.SelectedItems.Count == 0)
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{
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// Choose a map!
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MessageBox.Show(this, "Please select a map to load for editing.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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mapslist.Focus();
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return;
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}
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//mxd. We cant't deal with this... We just can't...
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if(!configinfo.ValidateMapName(mapslist.SelectedItems[0].Text.ToUpperInvariant()))
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{
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// Choose a different map!
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MessageBox.Show(this, "Selected map name conflicts with a lump name defined for current map format.\nPlease rename the map and try again.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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mapslist.Focus();
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return;
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}
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// Check if we should warn the user for missing resources
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if((!wadfile.IsIWAD) && (locations.Count == 0) && (configinfo.Resources.Count == 0))
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{
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if(MessageBox.Show(this, "You are about to load a map without selecting any resources. Textures, flats and " +
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"sprites may not be shown correctly or may not show up at all. Do you want to continue?", Application.ProductName,
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MessageBoxButtons.YesNo, MessageBoxIcon.Warning, MessageBoxDefaultButton.Button2) == DialogResult.No)
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{
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return;
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}
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}
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// Apply changes
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options.ClearResources();
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options.ConfigFile = configinfo.Filename;
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options.CurrentName = mapslist.SelectedItems[0].Text;
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options.StrictPatches = strictpatches.Checked;
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options.CopyResources(locations);
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//mxd. Store script compiler
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if(scriptcompiler.Enabled)
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{
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ScriptConfiguration scriptcfg = scriptcompiler.SelectedItem as ScriptConfiguration;
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foreach(KeyValuePair<string, ScriptConfiguration> group in General.CompiledScriptConfigs)
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{
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if(group.Value == scriptcfg)
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{
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options.ScriptCompiler = group.Key;
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break;
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}
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}
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}
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//mxd. Use long texture names?
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if(longtexturenames.Enabled) options.UseLongTextureNames = longtexturenames.Checked;
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// Hide window
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wadfile.Dispose();
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this.DialogResult = DialogResult.OK;
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this.Close();
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}
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// Cancel clicked
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private void cancel_Click(object sender, EventArgs e)
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{
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// Just hide window
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wadfile.Dispose();
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this.DialogResult = DialogResult.Cancel;
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this.Close();
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}
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// Window is shown
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private void OpenMapOptionsForm_Shown(object sender, EventArgs e)
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{
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// Update window
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this.Update();
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// Load settings
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LoadSettings();
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}
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// Map name doubleclicked
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private void mapslist_DoubleClick(object sender, EventArgs e)
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{
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// Click OK
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if(mapslist.SelectedItems.Count > 0) apply.PerformClick();
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}
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// Map name selected
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private void mapslist_ItemSelectionChanged(object sender, ListViewItemSelectionChangedEventArgs e)
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{
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if(!e.IsSelected) return; //mxd. Don't want to trigger this twice
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DataLocationList locations;
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DataLocationList listedlocations;
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string scriptconfig = string.Empty; //mxd
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|
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// Map previously selected?
|
|
if(!string.IsNullOrEmpty(selectedmapname))
|
|
{
|
|
// Get locations from previous selected map settings
|
|
locations = new DataLocationList(mapsettings, "maps." + selectedmapname + ".resources");
|
|
listedlocations = datalocations.GetResources();
|
|
|
|
// Remove data locations that this map has in its config
|
|
foreach(DataLocation dl in locations)
|
|
listedlocations.Remove(dl);
|
|
|
|
// Set new data locations
|
|
datalocations.EditResourceLocationList(listedlocations);
|
|
|
|
// Done
|
|
selectedmapname = null;
|
|
}
|
|
|
|
// Anything selected?
|
|
if(mapslist.SelectedItems.Count > 0)
|
|
{
|
|
// Get the map name
|
|
selectedmapname = mapslist.SelectedItems[0].Text;
|
|
options = new MapOptions(mapsettings, selectedmapname, longtexturenames.Enabled);
|
|
|
|
// Get locations from previous selected map settings
|
|
locations = new DataLocationList(mapsettings, "maps." + selectedmapname + ".resources");
|
|
listedlocations = datalocations.GetResources();
|
|
|
|
// Add data locations that this map has in its config
|
|
foreach(DataLocation dl in locations)
|
|
if(!listedlocations.Contains(dl)) listedlocations.Add(dl);
|
|
|
|
// Set new data locations
|
|
datalocations.EditResourceLocationList(listedlocations);
|
|
|
|
//mxd. Select script compiler
|
|
ConfigurationInfo info = config.SelectedItem as ConfigurationInfo;
|
|
if(info != null)
|
|
{
|
|
if(!string.IsNullOrEmpty(options.ScriptCompiler) && General.CompiledScriptConfigs.ContainsKey(options.ScriptCompiler))
|
|
{
|
|
scriptconfig = options.ScriptCompiler;
|
|
}
|
|
else if(!string.IsNullOrEmpty(info.DefaultScriptCompiler) && General.CompiledScriptConfigs.ContainsKey(info.DefaultScriptCompiler))
|
|
{
|
|
scriptconfig = info.DefaultScriptCompiler;
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Select proper script compiler
|
|
if(!string.IsNullOrEmpty(scriptconfig))
|
|
{
|
|
scriptcompiler.Enabled = true;
|
|
scriptcompiler.SelectedItem = General.CompiledScriptConfigs[scriptconfig];
|
|
scriptcompilerlabel.Enabled = true;
|
|
}
|
|
else
|
|
{
|
|
scriptcompiler.Enabled = false;
|
|
scriptcompiler.SelectedIndex = -1;
|
|
scriptcompilerlabel.Enabled = false;
|
|
}
|
|
}
|
|
|
|
// Help
|
|
private void OpenMapOptionsForm_HelpRequested(object sender, HelpEventArgs hlpevent)
|
|
{
|
|
General.ShowHelp("w_openmapoptions.html");
|
|
hlpevent.Handled = true;
|
|
}
|
|
}
|
|
} |