fix crash in engine for missing rules sections (music, etc)
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@@ -4,6 +4,7 @@ using System.Drawing;
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using System.IO;
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using System.Windows.Forms;
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using OpenRA.FileFormats;
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using System.Drawing.Imaging;
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namespace OpenRA.Editor
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{
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@@ -22,13 +23,13 @@ namespace OpenRA.Editor
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foreach (var pkg in manifest.Packages) FileSystem.Mount(pkg);
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// load the map
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var map = new Map(new Folder("mods/ra/maps/mjolnir"));
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var map = new Map(new Folder("mods/ra/maps/scm01ea"));
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// we're also going to need a tileset...
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var tsinfo = fileMapping[Pair.New(mods[0], map.Theater)];
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var tileset = new TileSet("tileset.til", "templates.ini", tsinfo.First);
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var palette = new Palette( FileSystem.Open( map.Theater.ToLowerInvariant() + ".pal" ), true);
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var palette = new Palette(FileSystem.Open(map.Theater.ToLowerInvariant() + ".pal"), true);
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surface1.TileSet = tileset;
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surface1.Map = map;
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@@ -36,7 +37,7 @@ namespace OpenRA.Editor
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// construct the palette of tiles
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foreach( var n in tileset.tiles.Keys )
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foreach (var n in tileset.tiles.Keys)
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{
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try
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{
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@@ -94,17 +95,26 @@ namespace OpenRA.Editor
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var tile = ts.tiles[n];
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var bitmap = new Bitmap(24 * template.Size.X, 24 * template.Size.Y);
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var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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for( var u = 0; u < template.Size.X; u++ )
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for( var v = 0; v < template.Size.Y; v++ )
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unsafe
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{
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int* q = (int*)data.Scan0.ToPointer();
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var stride = data.Stride >> 2;
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for (var u = 0; u < template.Size.X; u++)
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for (var v = 0; v < template.Size.Y; v++)
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if (template.TerrainType.ContainsKey(u + v * template.Size.X))
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{
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var rawImage = tile.TileBitmapBytes[u + v * template.Size.X];
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for (var i = 0; i < 24; i++)
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for (var j = 0; j < 24; j++)
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bitmap.SetPixel(u * 24 + i, v * 24 + j, p.GetColor(rawImage[i + 24 * j]));
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q[(v * 24 + j) * stride + u * 24 + i] = p.GetColor(rawImage[i + 24 * j]).ToArgb();
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}
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}
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bitmap.UnlockBits(data);
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return bitmap;
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}
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}
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@@ -27,7 +27,7 @@ namespace OpenRA.Editor
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UpdateStyles();
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}
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static readonly Pen RedPen = new Pen(Color.Red);
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static readonly Pen CordonPen = new Pen(Color.Red);
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int2 MousePos;
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protected override void OnMouseMove(MouseEventArgs e)
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@@ -86,9 +86,6 @@ namespace OpenRA.Editor
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var bitmap = new Bitmap(ChunkSize * 24, ChunkSize * 24);
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bitmap.SetPixel(0, 0, Color.Green);
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var hx = Math.Min(Map.Width - u * ChunkSize, ChunkSize);
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var hy = Math.Min(Map.Height - v * ChunkSize, ChunkSize);
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var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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@@ -97,8 +94,8 @@ namespace OpenRA.Editor
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int* p = (int*)data.Scan0.ToPointer();
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var stride = data.Stride >> 2;
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for (var i = 0; i < hx; i++)
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for (var j = 0; j < hy; j++)
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for (var i = 0; i < ChunkSize; i++)
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for (var j = 0; j < ChunkSize; j++)
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{
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var tr = Map.MapTiles[u * ChunkSize + i, v * ChunkSize + j];
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var tile = TileSet.tiles[tr.type];
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@@ -126,14 +123,17 @@ namespace OpenRA.Editor
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if (Map == null) return;
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if (TileSet == null) return;
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for( var u = Map.TopLeft.X - Map.TopLeft.X % ChunkSize; u < Map.BottomRight.X; u += ChunkSize )
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for (var v = Map.TopLeft.Y - Map.TopLeft.Y % ChunkSize; v < Map.BottomRight.Y; v += ChunkSize)
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for( var u = Map.TopLeft.X - Map.TopLeft.X % ChunkSize; u <= Map.BottomRight.X; u += ChunkSize )
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for (var v = Map.TopLeft.Y - Map.TopLeft.Y % ChunkSize; v <= Map.BottomRight.Y; v += ChunkSize)
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{
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var x = new int2(u/ChunkSize,v/ChunkSize);
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if (!Chunks.ContainsKey(x)) Chunks[x] = RenderChunk(u / ChunkSize, v / ChunkSize);
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e.Graphics.DrawImage(Chunks[x], (24 * ChunkSize * x + Offset).ToPoint());
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}
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e.Graphics.DrawRectangle(CordonPen,
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new Rectangle(Map.XOffset * 24 + Offset.X, Map.YOffset * 24 + Offset.Y, Map.Width * 24, Map.Height * 24));
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if (Brush.Second != null)
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e.Graphics.DrawImage(Brush.Second,
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(24 * GetBrushLocation() + Offset).ToPoint());
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@@ -86,6 +86,9 @@ namespace OpenRA.FileFormats
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ShellmapUid = yaml["ShellmapUid"].Value;
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}
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static string[] YamlList(Dictionary<string, MiniYaml> ys, string key) { return ys[key].Nodes.Keys.ToArray(); }
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static string[] YamlList(Dictionary<string, MiniYaml> ys, string key)
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{
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return ys.ContainsKey(key) ? ys[key].Nodes.Keys.ToArray() : new string[] { };
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}
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}
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}
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