UltimateZoneBuilder/Source/Core/Config/GameConfiguration.cs

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#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.Collections.Specialized;
using System.Globalization;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
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using CodeImp.DoomBuilder.Dehacked;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public struct CompatibilityOptions
{
public bool FixNegativePatchOffsets;
public bool FixMaskedPatchOffsets;
public CompatibilityOptions(Configuration cfg)
{
FixNegativePatchOffsets = cfg.ReadSetting("compatibility.fixnegativepatchoffsets", false);
FixMaskedPatchOffsets = cfg.ReadSetting("compatibility.fixmaskedpatchoffsets", false);
}
}
public class GameConfiguration
{
#region ================== Constants
#endregion
#region ================== Variables
// Original configuration
private readonly Configuration cfg;
// General settings
private readonly string configname;
private readonly string enginename;
private readonly float defaulttexturescale;
private readonly float defaultflatscale;
private readonly string defaultwalltexture; //mxd
private readonly string defaultfloortexture; //mxd
private readonly string defaultceilingtexture; //mxd
private readonly bool scaledtextureoffsets;
private readonly string defaultsavecompiler;
private readonly string defaulttestcompiler;
private readonly string formatinterface;
private readonly string defaultlinedefactivation; //mxd
private readonly string singlesidedflag;
private readonly string doublesidedflag;
private readonly string impassableflag;
private readonly string upperunpeggedflag;
private readonly string lowerunpeggedflag;
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private readonly string pegmidtextureflag;
private readonly bool mixtexturesflats;
private readonly bool generalizedactions;
private readonly bool generalizedeffects;
private readonly int start3dmodethingtype;
private readonly int linedefactivationsfilter;
private readonly string testparameters;
private readonly bool testshortpaths;
private readonly bool testlinuxpaths;
private readonly string makedoortrack;
private readonly string makedoordoor; //mxd
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
private readonly string makedoorceil; //mxd
private readonly int makedooraction;
private readonly int makedooractivate;
private readonly int[] makedoorargs;
private readonly Dictionary<string, bool> makedoorflags;
private readonly bool linetagindicatesectors;
private readonly string decorategames;
private string skyflatname;
private readonly Dictionary<string, string> defaultskytextures; //mxd <map name, sky texture name>
private readonly int maxtexturenamelength;
private readonly bool longtexturenames; //mxd
private readonly int leftboundary;
private readonly int rightboundary;
private readonly int topboundary;
private readonly int bottomboundary;
private readonly int safeboundary; //mxd
private readonly bool doomlightlevels;
private readonly bool doomthingrotationangles; //mxd
private readonly string actionspecialhelp; //mxd
private readonly string thingclasshelp; //mxd
private readonly bool sidedefcompressionignoresaction; //mxd
private readonly bool localsidedeftextureoffsets; //MaxW
private readonly bool effect3dfloorsupport;
private readonly bool planeequationsupport;
private readonly bool distinctfloorandceilingbrightness;
private readonly bool distinctwallbrightness;
// Skills
private readonly List<SkillInfo> skills;
// Map lumps
private readonly Dictionary<string, MapLumpInfo> maplumps;
//mxd. Map format
private readonly bool doommapformat;
private readonly bool hexenmapformat;
private readonly bool universalmapformat;
// Static limits for the base game and map format.
private readonly StaticLimits staticlimits;
// Visplane Explorer plugin settings.
private readonly int visplaneviewheightdefault;
private readonly Dictionary<string, string> visplaneviewheights;
// Texture/flat/voxel sources
private readonly IDictionary textureranges;
private readonly IDictionary hiresranges; //mxd
private readonly IDictionary flatranges;
private readonly IDictionary patchranges;
private readonly IDictionary spriteranges;
private readonly IDictionary colormapranges;
private readonly IDictionary voxelranges; //mxd
// Things
private readonly List<string> defaultthingflags;
private readonly Dictionary<string, string> thingflags;
private readonly List<ThingCategory> thingcategories;
private readonly Dictionary<int, ThingTypeInfo> things;
private readonly List<FlagTranslation> thingflagstranslation;
private readonly Dictionary<string, ThingFlagsCompareGroup> thingflagscompare; //mxd
private readonly Dictionary<string, string> thingrenderstyles; //mxd
// Linedefs
private readonly Dictionary<string, string> linedefflags;
private readonly List<string> sortedlinedefflags;
private readonly Dictionary<int, LinedefActionInfo> linedefactions;
private readonly List<LinedefActionInfo> sortedlinedefactions;
private readonly List<LinedefActionCategory> actioncategories;
private readonly List<LinedefActivateInfo> linedefactivates;
private readonly List<GeneralizedCategory> genactioncategories;
private readonly List<FlagTranslation> linedefflagstranslation;
private readonly Dictionary<string, string> linedefrenderstyles; //mxd
//mxd. Sidedefs
private readonly Dictionary<string, string> sidedefflags; //mxd
// Sectors
private readonly Dictionary<string, string> sectorflags; //mxd
private readonly Dictionary<string, string> ceilportalflags; //mxd
private readonly Dictionary<string, string> floorportalflags; //mxd
private readonly Dictionary<int, SectorEffectInfo> sectoreffects;
private readonly List<SectorEffectInfo> sortedsectoreffects;
private readonly List<GeneralizedOption> geneffectoptions;
private readonly StepsList brightnesslevels;
private readonly Dictionary<string, string> sectorrenderstyles; //mxd
private readonly Dictionary<string, string> sectorportalrenderstyles; //mxd
// Universal fields
private readonly List<UniversalFieldInfo> linedeffields;
private readonly List<UniversalFieldInfo> sectorfields;
private readonly List<UniversalFieldInfo> sidedeffields;
private readonly List<UniversalFieldInfo> thingfields;
private readonly List<UniversalFieldInfo> vertexfields;
// Enums
private readonly Dictionary<string, EnumList> enums;
//mxd. DamageTypes
private HashSet<string> damagetypes;
//mxd. Internal sounds. These logical sound names won't trigger a warning when they are not bound to actual sounds in SOUNDINFO.
private HashSet<string> internalsoundnames;
//mxd. Stuff to ignore
private HashSet<string> ignoreddirectories;
private HashSet<string> ignoredextensions;
// Defaults
private readonly List<DefinedTextureSet> texturesets;
private readonly List<ThingsFilter> thingfilters;
//mxd. Holds base game type (doom, heretic, hexen or strife)
private readonly string basegame;
// [ZZ] compat
private readonly bool buggymodeldefpitch;
// Compatibility options
CompatibilityOptions compatibility;
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// Dehacked
private DehackedData dehackeddata;
#endregion
#region ================== Properties
// General settings
public string Name { get { return configname; } }
public string EngineName { get { return enginename; } }
public string DefaultSaveCompiler { get { return defaultsavecompiler; } }
public string DefaultTestCompiler { get { return defaulttestcompiler; } }
public float DefaultTextureScale { get { return defaulttexturescale; } }
public float DefaultFlatScale { get { return defaultflatscale; } }
public string DefaultWallTexture { get { return defaultwalltexture; } } //mxd
public string DefaultFloorTexture { get { return defaultfloortexture; } } //mxd
public string DefaultCeilingTexture { get { return defaultceilingtexture; } } //mxd
public bool ScaledTextureOffsets { get { return scaledtextureoffsets; } }
public string FormatInterface { get { return formatinterface; } }
public string DefaultLinedefActivationFlag { get { return defaultlinedefactivation; } } //mxd
public string SingleSidedFlag { get { return singlesidedflag; } }
public string DoubleSidedFlag { get { return doublesidedflag; } }
public string ImpassableFlag { get { return impassableflag; } }
public string UpperUnpeggedFlag { get { return upperunpeggedflag; } }
public string LowerUnpeggedFlag { get { return lowerunpeggedflag; } }
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public string PegMidtextureFlag { get { return pegmidtextureflag; } }
public bool MixTexturesFlats { get { return mixtexturesflats; } }
public bool GeneralizedActions { get { return generalizedactions; } }
public bool GeneralizedEffects { get { return generalizedeffects; } }
public int Start3DModeThingType { get { return start3dmodethingtype; } }
public int LinedefActivationsFilter { get { return linedefactivationsfilter; } }
public string TestParameters { get { return testparameters; } }
public bool TestShortPaths { get { return testshortpaths; } }
public bool TestLinuxPaths { get; internal set; }
public string MakeDoorTrack { get { return makedoortrack; } }
public string MakeDoorDoor { get { return makedoordoor; } } //mxd
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
public string MakeDoorCeiling { get { return makedoorceil; } } //mxd
public int MakeDoorAction { get { return makedooraction; } }
public int MakeDoorActivate { get { return makedooractivate; } }
public Dictionary<string, bool> MakeDoorFlags { get { return makedoorflags; } }
public int[] MakeDoorArgs { get { return makedoorargs; } }
public bool LineTagIndicatesSectors { get { return linetagindicatesectors ; } }
public string DecorateGames { get { return decorategames; } }
public string SkyFlatName { get { return skyflatname; } internal set { skyflatname = value; } } //mxd. Added setter
public Dictionary<string, string> DefaultSkyTextures { get { return defaultskytextures; } } //mxd
public int MaxTextureNameLength { get { return maxtexturenamelength; } }
public bool UseLongTextureNames { get { return longtexturenames; } } //mxd
public int LeftBoundary { get { return leftboundary; } }
public int RightBoundary { get { return rightboundary; } }
public int TopBoundary { get { return topboundary; } }
public int BottomBoundary { get { return bottomboundary; } }
public int SafeBoundary { get { return safeboundary; } } //mxd
public bool DoomLightLevels { get { return doomlightlevels; } }
public bool DoomThingRotationAngles { get { return doomthingrotationangles; } } //mxd. When set to true, thing rotation angles will be clamped to the nearest 45 deg increment
public string ActionSpecialHelp { get { return actionspecialhelp; } } //mxd
public string ThingClassHelp { get { return thingclasshelp; } } //mxd
internal bool SidedefCompressionIgnoresAction { get { return sidedefcompressionignoresaction; } } //mxd
// Skills
public List<SkillInfo> Skills { get { return skills; } }
// Map lumps
public Dictionary<string, MapLumpInfo> MapLumps { get { return maplumps; } }
//mxd. Map format
public bool UDMF { get { return universalmapformat; } }
public bool HEXEN { get { return hexenmapformat; } }
public bool DOOM { get { return doommapformat; } }
// Static limits for the base game and map format.
public StaticLimits StaticLimits { get { return staticlimits; } }
public int VisplaneViewHeightDefault { get { return visplaneviewheightdefault; } }
public Dictionary<string, string> VisplaneViewHeights { get { return visplaneviewheights; } }
public bool UseLocalSidedefTextureOffsets { get { return localsidedeftextureoffsets; } } //MaxW
public bool Effect3DFloorSupport { get { return effect3dfloorsupport; } }
public bool PlaneEquationSupport { get { return planeequationsupport; } }
public bool DistinctFloorAndCeilingBrightness { get { return distinctfloorandceilingbrightness; } }
public bool DistinctWallBrightness { get { return distinctwallbrightness; } }
// Texture/flat/voxel sources
public IDictionary TextureRanges { get { return textureranges; } }
public IDictionary HiResRanges { get { return hiresranges; } } //mxd
public IDictionary FlatRanges { get { return flatranges; } }
public IDictionary PatchRanges { get { return patchranges; } }
public IDictionary SpriteRanges { get { return spriteranges; } }
2009-05-12 09:50:08 +00:00
public IDictionary ColormapRanges { get { return colormapranges; } }
public IDictionary VoxelRanges { get { return voxelranges; } } //mxd
// Things
public ICollection<string> DefaultThingFlags { get { return defaultthingflags; } }
public IDictionary<string, string> ThingFlags { get { return thingflags; } }
public List<FlagTranslation> ThingFlagsTranslation { get { return thingflagstranslation; } }
public Dictionary<string, ThingFlagsCompareGroup> ThingFlagsCompare { get { return thingflagscompare; } } //mxd
public Dictionary<string, string> ThingRenderStyles { get { return thingrenderstyles; } } //mxd
// Linedefs
public IDictionary<string, string> LinedefFlags { get { return linedefflags; } }
public List<string> SortedLinedefFlags { get { return sortedlinedefflags; } }
public IDictionary<int, LinedefActionInfo> LinedefActions { get { return linedefactions; } }
public List<LinedefActionInfo> SortedLinedefActions { get { return sortedlinedefactions; } }
public List<LinedefActionCategory> ActionCategories { get { return actioncategories; } }
public List<LinedefActivateInfo> LinedefActivates { get { return linedefactivates; } }
public List<GeneralizedCategory> GenActionCategories { get { return genactioncategories; } }
public List<FlagTranslation> LinedefFlagsTranslation { get { return linedefflagstranslation; } }
public Dictionary<string, string> LinedefRenderStyles { get { return linedefrenderstyles; } } //mxd
//mxd. Sidedefs
public IDictionary<string, string> SidedefFlags { get { return sidedefflags; } }
// Sectors
public IDictionary<string, string> SectorFlags { get { return sectorflags; } } //mxd
public IDictionary<string, string> CeilingPortalFlags { get { return ceilportalflags; } } //mxd
public IDictionary<string, string> FloorPortalFlags { get { return floorportalflags; } } //mxd
public IDictionary<int, SectorEffectInfo> SectorEffects { get { return sectoreffects; } }
public List<SectorEffectInfo> SortedSectorEffects { get { return sortedsectoreffects; } }
public List<GeneralizedOption> GenEffectOptions { get { return geneffectoptions; } }
public StepsList BrightnessLevels { get { return brightnesslevels; } }
public Dictionary<string, string> SectorRenderStyles { get { return sectorrenderstyles; } } //mxd
public Dictionary<string, string> SectorPortalRenderStyles { get { return sectorportalrenderstyles; } } //mxd
// Universal fields
public List<UniversalFieldInfo> LinedefFields { get { return linedeffields; } }
public List<UniversalFieldInfo> SectorFields { get { return sectorfields; } }
public List<UniversalFieldInfo> SidedefFields { get { return sidedeffields; } }
public List<UniversalFieldInfo> ThingFields { get { return thingfields; } }
public List<UniversalFieldInfo> VertexFields { get { return vertexfields; } }
// Enums
public IDictionary<string, EnumList> Enums { get { return enums; } }
//mxd. DamageTypes
internal IEnumerable<string> DamageTypes { get { return damagetypes; } }
//mxd. Internal sounds
internal HashSet<string> InternalSoundNames { get { return internalsoundnames; } }
//mxd. Stuff to ignore
internal HashSet<string> IgnoredFileExtensions { get { return ignoredextensions; } }
internal HashSet<string> IgnoredDirectoryNames { get { return ignoreddirectories; } }
// Defaults
internal List<DefinedTextureSet> TextureSets { get { return texturesets; } }
public List<ThingsFilter> ThingsFilters { get { return thingfilters; } }
//mxd
public string BaseGame { get { return basegame; } }
// [ZZ] compat
public bool BuggyModelDefPitch { get { return buggymodeldefpitch; } } // reverses +USEACTORPITCH (as in before GZDoom 2.4, but after +INHERITACTORPITCH)
// Compatibility options
public CompatibilityOptions Compatibility { get { return compatibility; } }
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// Dehacked
public DehackedData DehackedData { get { return dehackeddata; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal GameConfiguration(Configuration cfg)
{
// Initialize
this.cfg = cfg;
this.thingflags = new Dictionary<string, string>(StringComparer.Ordinal);
this.defaultthingflags = new List<string>();
this.thingcategories = new List<ThingCategory>();
this.things = new Dictionary<int, ThingTypeInfo>();
this.linedefflags = new Dictionary<string, string>(StringComparer.Ordinal);
this.sortedlinedefflags = new List<string>();
this.linedefactions = new Dictionary<int, LinedefActionInfo>();
this.actioncategories = new List<LinedefActionCategory>();
this.sortedlinedefactions = new List<LinedefActionInfo>();
this.linedefactivates = new List<LinedefActivateInfo>();
this.sidedefflags = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.genactioncategories = new List<GeneralizedCategory>();
this.sectorflags = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.ceilportalflags = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.floorportalflags = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.sectoreffects = new Dictionary<int, SectorEffectInfo>();
this.sortedsectoreffects = new List<SectorEffectInfo>();
this.geneffectoptions = new List<GeneralizedOption>();
this.enums = new Dictionary<string, EnumList>(StringComparer.Ordinal);
this.skills = new List<SkillInfo>();
this.texturesets = new List<DefinedTextureSet>();
this.makedoorargs = new int[Linedef.NUM_ARGS];
this.maplumps = new Dictionary<string, MapLumpInfo>(StringComparer.Ordinal);
this.thingflagstranslation = new List<FlagTranslation>();
this.linedefflagstranslation = new List<FlagTranslation>();
this.thingfilters = new List<ThingsFilter>();
this.thingflagscompare = new Dictionary<string, ThingFlagsCompareGroup>(); //mxd
this.brightnesslevels = new StepsList();
this.makedoorflags = new Dictionary<string, bool>(StringComparer.Ordinal);
this.linedefrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.sectorrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.sectorportalrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.thingrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.defaultskytextures = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase); //mxd
// Read general settings
configname = cfg.ReadSetting("game", "<unnamed game>");
//mxd
basegame = cfg.ReadSetting("basegame", string.Empty).ToLowerInvariant();
if(!GameType.GameTypes.Contains(basegame))
{
if(!string.IsNullOrEmpty(basegame))
General.ErrorLogger.Add(ErrorType.Error, "Unknown basegame value specified in current Game Configuration: \"" + basegame + "\"");
basegame = GameType.UNKNOWN;
}
enginename = cfg.ReadSetting("engine", "");
defaultsavecompiler = cfg.ReadSetting("defaultsavecompiler", "");
defaulttestcompiler = cfg.ReadSetting("defaulttestcompiler", "");
defaulttexturescale = cfg.ReadSetting("defaulttexturescale", 1f);
defaultflatscale = cfg.ReadSetting("defaultflatscale", 1f);
defaultwalltexture = cfg.ReadSetting("defaultwalltexture", "STARTAN"); //mxd
defaultfloortexture = cfg.ReadSetting("defaultfloortexture", "FLOOR0_1"); //mxd
defaultceilingtexture = cfg.ReadSetting("defaultceilingtexture", "CEIL1_1"); //mxd
scaledtextureoffsets = cfg.ReadSetting("scaledtextureoffsets", true);
formatinterface = cfg.ReadSetting("formatinterface", "");
mixtexturesflats = cfg.ReadSetting("mixtexturesflats", false);
generalizedactions = cfg.ReadSetting("generalizedlinedefs", false);
generalizedeffects = cfg.ReadSetting("generalizedsectors", false);
start3dmodethingtype = cfg.ReadSetting("start3dmode", 0);
linedefactivationsfilter = cfg.ReadSetting("linedefactivationsfilter", 0);
testparameters = cfg.ReadSetting("testparameters", "");
testshortpaths = cfg.ReadSetting("testshortpaths", false);
testlinuxpaths = cfg.ReadSetting("testlinuxpaths", false);
makedoortrack = cfg.ReadSetting("makedoortrack", "-");
makedoordoor = cfg.ReadSetting("makedoordoor", "-"); //mxd
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
makedoorceil = cfg.ReadSetting("makedoorceil", "-"); //mxd
makedooraction = cfg.ReadSetting("makedooraction", 0);
makedooractivate = cfg.ReadSetting("makedooractivate", 0);
linetagindicatesectors = cfg.ReadSetting("linetagindicatesectors", false);
decorategames = cfg.ReadSetting("decorategames", "");
skyflatname = cfg.ReadSetting("skyflatname", "F_SKY1");
leftboundary = cfg.ReadSetting("leftboundary", -32768);
rightboundary = cfg.ReadSetting("rightboundary", 32767);
topboundary = cfg.ReadSetting("topboundary", 32767);
bottomboundary = cfg.ReadSetting("bottomboundary", -32768);
safeboundary = cfg.ReadSetting("safeboundary", 32767); //mxd
doomlightlevels = cfg.ReadSetting("doomlightlevels", true);
doomthingrotationangles = cfg.ReadSetting("doomthingrotationangles", false); //mxd
actionspecialhelp = cfg.ReadSetting("actionspecialhelp", string.Empty); //mxd
thingclasshelp = cfg.ReadSetting("thingclasshelp", string.Empty); //mxd
sidedefcompressionignoresaction = cfg.ReadSetting("sidedefcompressionignoresaction", false); //mxd
defaultlinedefactivation = cfg.ReadSetting("defaultlinedefactivation", ""); //mxd
localsidedeftextureoffsets = (cfg.ReadSetting("localsidedeftextureoffsets", false)); //MaxW
effect3dfloorsupport = cfg.ReadSetting("effect3dfloorsupport", false);
planeequationsupport = cfg.ReadSetting("planeequationsupport", false);
distinctfloorandceilingbrightness = cfg.ReadSetting("distinctfloorandceilingbrightness", false);
distinctwallbrightness = cfg.ReadSetting("distinctwallbrightness", false);
for (int i = 0; i < Linedef.NUM_ARGS; i++) makedoorargs[i] = cfg.ReadSetting("makedoorarg" + i.ToString(CultureInfo.InvariantCulture), 0);
//mxd. Update map format flags
universalmapformat = (formatinterface == "UniversalMapSetIO");
hexenmapformat = (formatinterface == "HexenMapSetIO");
doommapformat = (formatinterface == "DoomMapSetIO");
// Read static limits for the base game and map format.
staticlimits = new StaticLimits(cfg);
// Read the Visplane Explorer plugin's default selectable view heights.
visplaneviewheightdefault = cfg.ReadSetting("visplaneexplorer.viewheightdefault", 41);
visplaneviewheights = new Dictionary<string, string>(StringComparer.Ordinal);
LoadStringDictionary(visplaneviewheights, "visplaneexplorer.viewheights");
//mxd. Texture names length
longtexturenames = cfg.ReadSetting("longtexturenames", false);
maxtexturenamelength = (longtexturenames ? short.MaxValue : DataManager.CLASIC_IMAGE_NAME_LENGTH);
// [ZZ] compat
buggymodeldefpitch = cfg.ReadSetting("buggymodeldefpitch", false);
// Flags have special (invariant culture) conversion
// because they are allowed to be written as integers in the configs
object obj = cfg.ReadSettingObject("singlesidedflag", 0);
if(obj is int) singlesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else singlesidedflag = obj.ToString();
obj = cfg.ReadSettingObject("doublesidedflag", 0);
if(obj is int) doublesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else doublesidedflag = obj.ToString();
obj = cfg.ReadSettingObject("impassableflag", 0);
if(obj is int) impassableflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else impassableflag = obj.ToString();
obj = cfg.ReadSettingObject("upperunpeggedflag", 0);
if(obj is int) upperunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else upperunpeggedflag = obj.ToString();
obj = cfg.ReadSettingObject("lowerunpeggedflag", 0);
if(obj is int) lowerunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else lowerunpeggedflag = obj.ToString();
2022-01-30 07:39:16 +00:00
obj = cfg.ReadSettingObject("pegmidtextureflag", 0);
if (obj is int)
pegmidtextureflag = ((int)obj == 0) ? lowerunpeggedflag : ((int)obj).ToString(CultureInfo.InvariantCulture);
else
pegmidtextureflag = obj.ToString();
// Get texture and flat sources
textureranges = cfg.ReadSetting("textures", new Hashtable());
hiresranges = cfg.ReadSetting("hires", new Hashtable()); //mxd
flatranges = cfg.ReadSetting("flats", new Hashtable());
patchranges = cfg.ReadSetting("patches", new Hashtable());
spriteranges = cfg.ReadSetting("sprites", new Hashtable());
2009-05-12 09:50:08 +00:00
colormapranges = cfg.ReadSetting("colormaps", new Hashtable());
voxelranges = cfg.ReadSetting("voxels", new Hashtable()); //mxd
// Map lumps
LoadMapLumps();
// Skills
LoadSkills();
// Enums
LoadEnums();
//mxd. Load damage types and internal sound names
char[] splitter = {' '};
damagetypes = new HashSet<string>(cfg.ReadSetting("damagetypes", "None").Split(splitter, StringSplitOptions.RemoveEmptyEntries), StringComparer.OrdinalIgnoreCase);
internalsoundnames = new HashSet<string>(cfg.ReadSetting("internalsoundnames", string.Empty).Split(splitter, StringSplitOptions.RemoveEmptyEntries), StringComparer.OrdinalIgnoreCase);
//mxd. Load stuff to ignore
ignoreddirectories = new HashSet<string>(cfg.ReadSetting("ignoreddirectories", string.Empty).Split(splitter, StringSplitOptions.RemoveEmptyEntries), StringComparer.OrdinalIgnoreCase);
ignoredextensions = new HashSet<string>(cfg.ReadSetting("ignoredextensions", string.Empty).Split(splitter, StringSplitOptions.RemoveEmptyEntries), StringComparer.OrdinalIgnoreCase);
// Things
LoadThingFlags();
LoadDefaultThingFlags();
LoadThingCategories();
LoadStringDictionary(thingrenderstyles, "thingrenderstyles"); //mxd
// Linedefs
LoadLinedefFlags();
LoadLinedefActions();
LoadLinedefActivations();
LoadLinedefGeneralizedActions();
LoadStringDictionary(linedefrenderstyles, "linedefrenderstyles"); //mxd
//mxd. Sidedefs
LoadStringDictionary(sidedefflags, "sidedefflags");
// Sectors
LoadStringDictionary(sectorflags, "sectorflags"); //mxd
LoadStringDictionary(ceilportalflags, "ceilingportalflags"); //mxd
LoadStringDictionary(floorportalflags, "floorportalflags"); //mxd
LoadBrightnessLevels();
LoadSectorEffects();
LoadSectorGeneralizedEffects();
LoadStringDictionary(sectorrenderstyles, "sectorrenderstyles"); //mxd
LoadStringDictionary(sectorportalrenderstyles, "sectorportalrenderstyles"); //mxd
// Universal fields
linedeffields = LoadUniversalFields("linedef");
sectorfields = LoadUniversalFields("sector");
sidedeffields = LoadUniversalFields("sidedef");
thingfields = LoadUniversalFields("thing");
vertexfields = LoadUniversalFields("vertex");
// Defaults
LoadTextureSets();
LoadThingFilters();
//mxd. Vanilla sky textures
LoadDefaultSkies();
// Make door flags
LoadMakeDoorFlags();
// Compatibility options
compatibility = new CompatibilityOptions(cfg);
2021-09-05 12:59:31 +00:00
// Dehacked
dehackeddata = new DehackedData(cfg, "dehacked");
}
// Destructor
~GameConfiguration()
{
foreach(ThingCategory tc in thingcategories) tc.Dispose();
foreach(LinedefActionCategory ac in actioncategories) ac.Dispose();
Added, Texture Browser: added "Show textures in subdirectories" checkbox (enabled by default). When enabled, textures from current PK3/PK7/Directory resource directory and it's subdirectories will be shown. Otherwise, only textures from current directory will be shown. Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
2015-09-16 12:10:43 +00:00
foreach(ThingsFilter tf in thingfilters) tf.Dispose(); //mxd
foreach(GeneralizedCategory gc in genactioncategories) gc.Dispose(); //mxd
}
#endregion
#region ================== Loading
// This loads the map lumps
private void LoadMapLumps()
{
// Get map lumps list
IDictionary dic = cfg.ReadSetting("maplumpnames", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Make map lumps
MapLumpInfo lumpinfo = new MapLumpInfo(de.Key.ToString(), cfg);
maplumps.Add(de.Key.ToString(), lumpinfo);
}
}
// This loads the enumerations
private void LoadEnums()
{
// Get enums list
IDictionary dic = cfg.ReadSetting("enums", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Make new enum
EnumList list = new EnumList(de.Key.ToString(), cfg);
enums.Add(de.Key.ToString(), list);
}
}
// This loads a universal fields list
private List<UniversalFieldInfo> LoadUniversalFields(string elementname)
{
List<UniversalFieldInfo> list = new List<UniversalFieldInfo>();
// Get fields
IDictionary dic = cfg.ReadSetting("universalfields." + elementname, new Hashtable());
foreach(DictionaryEntry de in dic)
{
#if !DEBUG
try
{
#endif
// Read the field info and add to list
UniversalFieldInfo uf = new UniversalFieldInfo(elementname, de.Key.ToString(), this.Name, cfg, enums);
list.Add(uf);
#if !DEBUG
}
catch(Exception)
{
General.ErrorLogger.Add(ErrorType.Warning, "Unable to read universal field definition \"universalfields." + elementname + "." + de.Key + "\" from game configuration \"" + this.Name + "\"");
}
#endif
}
// Return result
return list;
}
// Things and thing categories
private void LoadThingCategories()
{
// Get thing categories
IDictionary dic = cfg.ReadSetting("thingtypes", new Hashtable());
foreach(DictionaryEntry de in dic)
{
if(de.Value is IDictionary)
{
// Make a category
ThingCategory thingcat = new ThingCategory(cfg, null, de.Key.ToString(), enums);
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
//mxd. Otherwise nesting problems might occure
if(thingcat.IsValid)
{
// Add all things in category to the big list
AddThingsFromCategory(thingcat); //mxd
// Add category to list
thingcategories.Add(thingcat);
}
}
}
}
//mxd. This recursively adds all things from a ThingCategory and it's children
private void AddThingsFromCategory(ThingCategory thingcat)
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(!thingcat.IsValid) return;
// Add all things in category to the big list
foreach(ThingTypeInfo t in thingcat.Things)
{
if(!things.ContainsKey(t.Index))
things.Add(t.Index, t);
else
General.ErrorLogger.Add(ErrorType.Warning, "Thing number " + t.Index + " is defined more than once (as \"" + things[t.Index].Title + "\" and \"" + t.Title + "\") in the \"" + this.Name + "\" game configuration");
}
// Recursively add things from child categories
foreach(ThingCategory c in thingcat.Children) AddThingsFromCategory(c);
}
// Linedef flags
private void LoadLinedefFlags()
{
// Get linedef flags
LoadStringDictionary(linedefflags, "linedefflags"); //mxd
// Get translations
IDictionary dic = cfg.ReadSetting("linedefflagstranslation", new Hashtable());
foreach(DictionaryEntry de in dic)
linedefflagstranslation.Add(new FlagTranslation(de));
// Sort flags?
MapSetIO io = MapSetIO.Create(formatinterface);
if(io.HasNumericLinedefFlags)
{
// Make list for integers that we can sort
List<int> sortlist = new List<int>(linedefflags.Count);
foreach(KeyValuePair<string, string> f in linedefflags)
{
int num;
if(int.TryParse(f.Key, NumberStyles.Integer, CultureInfo.InvariantCulture, out num)) sortlist.Add(num);
}
// Sort
sortlist.Sort();
// Make list of strings
foreach(int i in sortlist)
sortedlinedefflags.Add(i.ToString(CultureInfo.InvariantCulture));
}
// Sort the flags, because they must be compared highest first!
linedefflagstranslation.Sort();
}
// Linedef actions and action categories
private void LoadLinedefActions()
{
Dictionary<string, LinedefActionCategory> cats = new Dictionary<string, LinedefActionCategory>(StringComparer.Ordinal);
// Get linedef categories
IDictionary dic = cfg.ReadSetting("linedeftypes", new Hashtable());
foreach(DictionaryEntry cde in dic)
{
if(cde.Value is IDictionary)
{
// Read category title
string cattitle = cfg.ReadSetting("linedeftypes." + cde.Key + ".title", "");
// Make or get category
LinedefActionCategory ac;
if(cats.ContainsKey(cde.Key.ToString()))
ac = cats[cde.Key.ToString()];
else
{
ac = new LinedefActionCategory(cde.Key.ToString(), cattitle);
cats.Add(cde.Key.ToString(), ac);
}
// Go for all line types in category
IDictionary catdic = cfg.ReadSetting("linedeftypes." + cde.Key, new Hashtable());
foreach(DictionaryEntry de in catdic)
{
// Check if the item key is numeric
int actionnumber;
if(int.TryParse(de.Key.ToString(),
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
CultureInfo.InvariantCulture, out actionnumber))
{
// Check if the item value is a structure
if(de.Value is IDictionary)
{
//mxd. Sanity check...
if(linedefactions.ContainsKey(actionnumber))
{
General.ErrorLogger.Add(ErrorType.Error, "Structure \"linedeftypes\" contains duplicate action definition for action " + actionnumber
+ " in the \"" + this.Name + "\" game configuration. If you want to override the existing action definition, make sure to put it in the same category (\""
+ linedefactions[actionnumber].Category + "\").");
}
else
{
// Make the line type
LinedefActionInfo ai = new LinedefActionInfo(actionnumber, cfg, cde.Key.ToString(), enums);
// Add action to category and sorted list
sortedlinedefactions.Add(ai);
linedefactions.Add(actionnumber, ai);
ac.Add(ai);
}
}
else
{
// Failure
if(de.Value != null)
General.ErrorLogger.Add(ErrorType.Warning, "Structure \"linedeftypes\" contains invalid types in the \"" + this.Name + "\" game configuration. All types must be expanded structures.");
}
}
}
}
}
// Sort the actions list
sortedlinedefactions.Sort();
// Copy categories to final list
actioncategories.Clear();
actioncategories.AddRange(cats.Values);
// Sort the categories list
actioncategories.Sort();
}
// Linedef activates
private void LoadLinedefActivations()
{
// Get linedef activations
IDictionary dic = cfg.ReadSetting("linedefactivations", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// If the value is a dictionary read the values from that
if (de.Value is ICollection)
{
string name = cfg.ReadSetting("linedefactivations." + de.Key.ToString() + ".name", de.Key.ToString());
bool istrigger = cfg.ReadSetting("linedefactivations." + de.Key.ToString() + ".istrigger", true);
linedefactivates.Add(new LinedefActivateInfo(de.Key.ToString(), name, istrigger));
}
else
{
// Add to the list
linedefactivates.Add(new LinedefActivateInfo(de.Key.ToString(), de.Value.ToString(), true));
}
}
//mxd. Sort only when activations are numeric
MapSetIO io = MapSetIO.Create(formatinterface);
if(io.HasNumericLinedefActivations)
{
linedefactivates.Sort();
}
}
// Linedef generalized actions
private void LoadLinedefGeneralizedActions()
{
// Get linedef activations
IDictionary dic = cfg.ReadSetting("gen_linedeftypes", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Check for valid structure
if(de.Value is IDictionary)
{
// Add category
genactioncategories.Add(new GeneralizedCategory("gen_linedeftypes", de.Key.ToString(), cfg));
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure \"gen_linedeftypes\" contains invalid entries in the \"" + this.Name + "\" game configuration");
}
}
}
// Sector effects
private void LoadSectorEffects()
{
// Get sector effects
IDictionary dic = cfg.ReadSetting("sectortypes", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Try parsing the action number
int actionnumber;
if(int.TryParse(de.Key.ToString(),
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
CultureInfo.InvariantCulture, out actionnumber))
{
// Make effects
SectorEffectInfo si = new SectorEffectInfo(actionnumber, de.Value.ToString(), true, false);
// Add action to category and sorted list
sortedsectoreffects.Add(si);
sectoreffects.Add(actionnumber, si);
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure \"sectortypes\" contains invalid keys in the \"" + this.Name + "\" game configuration");
}
}
// Sort the actions list
sortedsectoreffects.Sort();
}
// Brightness levels
private void LoadBrightnessLevels()
{
// Get brightness levels structure
IDictionary dic = cfg.ReadSetting("sectorbrightness", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Try paring the level
int level;
if(int.TryParse(de.Key.ToString(),
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
CultureInfo.InvariantCulture, out level))
{
brightnesslevels.Add(level);
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure \"sectorbrightness\" contains invalid keys in the \"" + this.Name + "\" game configuration");
}
}
// Sort the list
brightnesslevels.Sort();
}
// Sector generalized effects
private void LoadSectorGeneralizedEffects()
{
// Get sector effects
IDictionary dic = cfg.ReadSetting("gen_sectortypes", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Check for valid structure
IDictionary value = de.Value as IDictionary;
if(value != null)
{
// Add option
geneffectoptions.Add(new GeneralizedOption("gen_sectortypes", "", de.Key.ToString(), value));
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure \"gen_sectortypes\" contains invalid entries in the \"" + this.Name + "\" game configuration");
}
}
}
// Thing flags
private void LoadThingFlags()
{
// Get thing flags
LoadStringDictionary(thingflags, "thingflags"); //mxd
// Get translations
IDictionary dic = cfg.ReadSetting("thingflagstranslation", new Hashtable());
foreach(DictionaryEntry de in dic)
thingflagstranslation.Add(new FlagTranslation(de));
// Get thing compare flag info (for the stuck thing error checker
HashSet<string> flagscache = new HashSet<string>();
dic = cfg.ReadSetting("thingflagscompare", new Hashtable());
foreach(DictionaryEntry de in dic)
{
string group = de.Key.ToString(); //mxd
thingflagscompare[group] = new ThingFlagsCompareGroup(cfg, group); //mxd
foreach(string s in thingflagscompare[group].Flags.Keys)
{
if(flagscache.Contains(s))
General.ErrorLogger.Add(ErrorType.Warning, "ThingFlagsCompare flag \"" + s + "\" is double defined in the \"" + group + "\" group of the \"" + this.Name + "\" game configuration");
else
flagscache.Add(s);
}
}
//mxd. Integrity check
foreach(KeyValuePair<string, ThingFlagsCompareGroup> group in thingflagscompare)
{
foreach(ThingFlagsCompare flag in group.Value.Flags.Values)
{
// Required groups are missing?
foreach(string s in flag.RequiredGroups)
{
if(!thingflagscompare.ContainsKey(s))
{
General.ErrorLogger.Add(ErrorType.Warning, "ThingFlagsCompare group \"" + s + "\" required by flag \"" + flag.Flag + "\" does not exist in the \"" + this.Name + "\" game configuration");
flag.RequiredGroups.Remove(s);
}
}
// Ignored groups are missing?
foreach(string s in flag.IgnoredGroups)
{
if(!thingflagscompare.ContainsKey(s))
{
General.ErrorLogger.Add(ErrorType.Warning, "ThingFlagsCompare group \"" + s + "\", ignored by flag \"" + flag.Flag + "\" does not exist in the \"" + this.Name + "\" game configuration");
flag.IgnoredGroups.Remove(s);
}
}
// Required flag is missing?
if(!string.IsNullOrEmpty(flag.RequiredFlag) && !flagscache.Contains(flag.RequiredFlag))
{
General.ErrorLogger.Add(ErrorType.Warning, "ThingFlagsCompare flag \"" + flag.RequiredFlag + "\", required by flag \"" + flag.Flag + "\" does not exist in the \"" + this.Name + "\" game configuration");
flag.RequiredFlag = string.Empty;
}
}
}
// Sort the translation flags, because they must be compared highest first!
thingflagstranslation.Sort();
}
// Default thing flags
private void LoadDefaultThingFlags()
{
// Get linedef flags
IDictionary dic = cfg.ReadSetting("defaultthingflags", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Check if flag exists
if(thingflags.ContainsKey(de.Key.ToString()))
{
defaultthingflags.Add(de.Key.ToString());
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure \"defaultthingflags\" contains unknown thing flags in the \"" + this.Name + "\" game configuration");
}
}
}
// Skills
private void LoadSkills()
{
// Get skills
IDictionary dic = cfg.ReadSetting("skills", new Hashtable());
foreach(DictionaryEntry de in dic)
{
int num;
if(int.TryParse(de.Key.ToString(), out num))
{
skills.Add(new SkillInfo(num, de.Value.ToString()));
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure \"skills\" contains invalid skill numbers in the \"" + this.Name + "\" game configuration");
}
}
}
// Texture Sets
private void LoadTextureSets()
{
// Get sets
IDictionary dic = cfg.ReadSetting("texturesets", new Hashtable());
foreach(DictionaryEntry de in dic)
{
DefinedTextureSet s = new DefinedTextureSet(cfg, "texturesets." + de.Key);
texturesets.Add(s);
}
}
// Thing Filters
private void LoadThingFilters()
{
// Get sets
IDictionary dic = cfg.ReadSetting("thingsfilters", new Hashtable());
foreach(DictionaryEntry de in dic)
{
ThingsFilter f = new ThingsFilter(cfg, "thingsfilters." + de.Key);
thingfilters.Add(f);
}
}
// Make door flags
private void LoadMakeDoorFlags()
{
IDictionary dic = cfg.ReadSetting("makedoorflags", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Using minus will unset the flag
if(de.Key.ToString()[0] == '-')
{
makedoorflags[de.Key.ToString().TrimStart('-')] = false;
}
else
{
makedoorflags[de.Key.ToString()] = true;
}
}
}
//mxd
private void LoadDefaultSkies()
{
IDictionary dic = cfg.ReadSetting("defaultskytextures", new Hashtable());
char[] separator = new []{ ',' };
foreach(DictionaryEntry de in dic)
{
string skytex = de.Key.ToString();
if(defaultskytextures.ContainsKey(skytex))
{
General.ErrorLogger.Add(ErrorType.Warning, "Sky texture \"" + skytex + "\" is double defined in the \"" + this.Name + "\" game configuration");
continue;
}
string[] maps = de.Value.ToString().Split(separator, StringSplitOptions.RemoveEmptyEntries);
if(maps.Length == 0)
{
General.ErrorLogger.Add(ErrorType.Warning, "Sky texture \"" + skytex + "\" has no map names defined in the \"" + this.Name + "\" game configuration");
continue;
}
foreach(string map in maps)
{
if(defaultskytextures.ContainsKey(map))
{
General.ErrorLogger.Add(ErrorType.Warning, "Map \"" + map + "\" is double defined in the \"DefaultSkyTextures\" block of \"" + this.Name + "\" game configuration");
continue;
}
defaultskytextures[map] = skytex;
}
}
}
//mxd
private void LoadStringDictionary(Dictionary<string, string> target, string settingname)
{
IDictionary dic = cfg.ReadSetting(settingname, new Hashtable());
foreach(DictionaryEntry de in dic)
target.Add(de.Key.ToString(), de.Value.ToString());
}
#endregion
#region ================== Methods
// ReadSetting
public string ReadSetting(string setting, string defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public int ReadSetting(string setting, int defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public float ReadSetting(string setting, float defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public double ReadSetting(string setting, double defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public short ReadSetting(string setting, short defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public long ReadSetting(string setting, long defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public bool ReadSetting(string setting, bool defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public byte ReadSetting(string setting, byte defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public IDictionary ReadSetting(string setting, IDictionary defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
// This gets a list of things categories
internal List<ThingCategory> GetThingCategories()
{
return new List<ThingCategory>(thingcategories);
}
// This gets a list of things
internal Dictionary<int, ThingTypeInfo> GetThingTypes()
{
return new Dictionary<int, ThingTypeInfo>(things);
}
// This checks if an action is generalized or predefined
public static bool IsGeneralized(int action) { return IsGeneralized(action, General.Map.Config.GenActionCategories); }
public static bool IsGeneralized(int action, IEnumerable<GeneralizedCategory> categories)
{
// Only actions above 0
if(action > 0)
{
// Go for all categories
foreach(GeneralizedCategory ac in categories)
{
// Check if the action is within range of this category
if((action >= ac.Offset) && (action < (ac.Offset + ac.Length))) return true;
}
}
// Not generalized
return false;
}
// This gets the generalized action category from action number
public GeneralizedCategory GetGeneralizedActionCategory(int action)
{
// Only actions above 0
if(action > 0)
{
// Go for all categories
foreach(GeneralizedCategory ac in genactioncategories)
{
// Check if the action is within range of this category
if((action >= ac.Offset) && (action < (ac.Offset + ac.Length))) return ac;
}
}
// Not generalized
return null;
}
//mxd
public static bool IsGeneralizedSectorEffect(int effect) { return IsGeneralizedSectorEffect(effect, General.Map.Config.GenEffectOptions); }
public static bool IsGeneralizedSectorEffect(int effect, List<GeneralizedOption> options)
{
if(effect == 0) return false;
int cureffect = effect;
for(int i = options.Count - 1; i > -1; i--)
{
for(int j = options[i].Bits.Count - 1; j > -1; j--)
{
GeneralizedBit bit = options[i].Bits[j];
if(bit.Index > cureffect) continue;
if(bit.Index > 0 && (cureffect & bit.Index) == bit.Index) return true;
cureffect -= bit.Index;
}
}
return false;
}
//mxd
public SectorEffectData GetSectorEffectData(int effect) { return GetSectorEffectData(effect, General.Map.Config.GenEffectOptions); }
public SectorEffectData GetSectorEffectData(int effect, List<GeneralizedOption> options)
{
SectorEffectData result = new SectorEffectData();
if(effect > 0)
{
int cureffect = effect;
if(General.Map.Config.GeneralizedEffects)
{
for(int i = options.Count - 1; i > -1; i--)
{
for(int j = options[i].Bits.Count - 1; j > -1; j--)
{
GeneralizedBit bit = options[i].Bits[j];
if(bit.Index > 0 && (cureffect & bit.Index) == bit.Index)
{
cureffect -= bit.Index;
result.GeneralizedBits.Add(bit.Index);
}
}
}
}
if(cureffect > 0) result.Effect = cureffect;
}
return result;
}
//mxd
public string GetGeneralizedSectorEffectName(int effect)
{
if(effect == 0) return "None";
string title = "Unknown generalized effect";
int matches = 0;
int nongeneralizedeffect = effect;
// Check all options, in bigger to smaller order
for(int i = geneffectoptions.Count - 1; i > -1; i--)
{
for(int j = geneffectoptions[i].Bits.Count - 1; j > -1; j--)
{
GeneralizedBit bit = geneffectoptions[i].Bits[j];
if(bit.Index > 0 && (effect & bit.Index) == bit.Index)
{
title = geneffectoptions[i].Name + ": " + bit.Title;
nongeneralizedeffect -= bit.Index;
matches++;
break;
}
}
}
// Make generalized effect title
string gentitle = (matches > 1 ? "Generalized (" + matches + " effects)" : title);
// Generalized effect only
if(nongeneralizedeffect <= 0) return gentitle;
// Classic and generalized effects
if(General.Map.Config.SectorEffects.ContainsKey(nongeneralizedeffect))
return General.Map.Config.SectorEffects[nongeneralizedeffect].Title + " + " + gentitle;
if(matches > 0) return "Unknown effect + " + gentitle;
return "Unknown effect";
}
// This checks if a specific edit mode class is listed
public bool IsEditModeSpecified(string classname)
{
return cfg.SettingExists("editingmodes." + classname.ToString(CultureInfo.InvariantCulture));
}
// This returns information on a linedef type
public LinedefActionInfo GetLinedefActionInfo(int action)
{
// No action?
if(action == 0) return new LinedefActionInfo(0, "None", true, false);
// Known type?
if(linedefactions.ContainsKey(action)) return linedefactions[action];
// Generalized action?
if(IsGeneralized(action, genactioncategories))
return new LinedefActionInfo(action, "Generalized (" + GetGeneralizedActionCategory(action) + ")", true, true);
// Unknown action...
return new LinedefActionInfo(action, "Unknown", false, false);
}
// This returns information on a sector effect
public SectorEffectInfo GetSectorEffectInfo(int effect)
{
// No effect?
if(effect == 0) return new SectorEffectInfo(0, "None", true, false);
// Known type?
if(sectoreffects.ContainsKey(effect)) return sectoreffects[effect];
//mxd. Generalized sector effect?
if(IsGeneralizedSectorEffect(effect, geneffectoptions))
return new SectorEffectInfo(effect, GetGeneralizedSectorEffectName(effect), true, true);
// Unknown sector effect...
return new SectorEffectInfo(effect, "Unknown", false, false);
}
/// <summary>
/// Checks if there a script lumps defined in the configuration
/// </summary>
/// <returns>true if there are script lumps defined, false if not</returns>
public bool HasScriptLumps()
{
return maplumps.Values.Count(o => o.ScriptBuild || o.Script != null) > 0;
}
/// <summary>
/// Checks if this game configuration supports the requested map feature(s)
/// </summary>
/// <param name="features">Array of strings of property names of the GameConfiguration class</param>
/// <returns></returns>
public bool SupportsMapFeatures(string[] features, [CallerMemberName] string callername = "")
{
bool supported = true;
foreach (string rmf in features)
{
PropertyInfo pi = GetType().GetProperty(rmf);
if (pi == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Check for supported map features (" + string.Join(", ", features) + ") was requested my " + callername + ", but property \"" + rmf + "\" does not exist.");
return false;
}
object value = pi.GetValue(this);
if (value is bool && (bool)value == false)
{
supported = false;
break;
}
}
return supported;
}
#endregion
}
}