UltimateZoneBuilder/Source/Map/MapOptions.cs

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2007-06-14 23:31:57 +00:00
#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.Globalization;
using System.Text;
using CodeImp.DoomBuilder.IO;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.Map
{
internal class MapOptions
{
#region ================== Constants
#endregion
#region ================== Variables
// Game configuration
private string configfile;
// Map header name
private string currentname;
private string previousname;
// Additional resources
private List<ResourceLocation> resources;
#endregion
#region ================== Properties
public string ConfigFile { get { return configfile; } set { configfile = value; } }
public ICollection<ResourceLocation> Resources { get { return resources; } }
public string PreviousName { get { return previousname; } }
public string CurrentName
{
get { return currentname; }
set
{
// Change the name, but keep previous name
if(currentname != value)
{
if(previousname == "") previousname = currentname;
currentname = value;
}
}
}
#endregion
#region ================== Constructor / Disposer
// Constructor
public MapOptions()
{
// Initialize
this.previousname = "";
this.currentname = "";
this.configfile = "";
this.resources = new List<ResourceLocation>();
}
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// Constructor to load from Doom Builder Map Settings Configuration
public MapOptions(Configuration cfg, string mapname)
{
IDictionary mapinfo, resinfo;
ResourceLocation res;
// Initialize
this.previousname = "";
this.currentname = mapname;
this.configfile = cfg.ReadSetting("config", "");
this.resources = new List<ResourceLocation>();
// Go for all items in the map info
mapinfo = cfg.ReadSetting(mapname, new Hashtable());
foreach(DictionaryEntry mp in mapinfo)
{
// Item is a structure?
if(mp.Value is IDictionary)
{
// Create resource
resinfo = (IDictionary)mp.Value;
res = new ResourceLocation();
// Copy information from Configuration to ResourceLocation
if(resinfo.Contains("type") && (resinfo["type"] is int)) res.type = (int)resinfo["type"];
if(resinfo.Contains("location") && (resinfo["location"] is string)) res.location = (string)resinfo["location"];
if(resinfo.Contains("textures") && (resinfo["textures"] is bool)) res.textures = (bool)resinfo["textures"];
if(resinfo.Contains("flats") && (resinfo["flats"] is bool)) res.flats = (bool)resinfo["flats"];
// Add resource
AddResource(res);
}
}
}
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~MapOptions()
{
// Clean up
this.resources = null;
}
#endregion
#region ================== Methods
// This adds a resource location and returns the index where the item was added
public int AddResource(ResourceLocation res)
{
// Get a fully qualified path
res.location = Path.GetFullPath(res.location);
// Go for all items in the list
for(int i = 0; i < resources.Count; i++)
{
// Check if location is already added
if(Path.GetFullPath(resources[i].location) == res.location)
{
// Update the item in the list
resources[i] = res;
return i;
}
}
// Add to list
resources.Add(res);
return resources.Count - 1;
}
// This clears all reasource
public void ClearResources()
{
// Clear list
resources.Clear();
}
// This removes a resource by index
public void RemoveResource(int index)
{
// Remove the item
resources.RemoveAt(index);
}
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// This displays the current map name
public override string ToString()
{
return currentname;
}
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#endregion
}
}