changed linedef types in configurations to proper structures

This commit is contained in:
codeimp 2008-05-27 22:02:51 +00:00
parent 03ced79684
commit 544cd7cbd6
25 changed files with 41891 additions and 12123 deletions

File diff suppressed because it is too large Load diff

View file

@ -268,115 +268,687 @@ linedefactivations
} }
// LINEDEF TYPES // LINEDEF TYPES
// [type] [category] [description]
// i know this should be done the same way as the things types,
// but hey, are you willing to reformat the linedef types for each config?
linedeftypes linedeftypes
{ {
0 = " None";
1 = "DR Door Open Wait Close (also monsters)"; misc
2 = "W1 Door Open Stay"; {
3 = "W1 Door Close Stay";
4 = "W1 Door Open Wait Close"; 0
5 = "W1 Floor Raise to Lowest Ceiling"; {
6 = "W1 Crusher Start with Fast Damage"; title = "None";
7 = "S1 Stairs Raise by 8"; prefix = "";
8 = "W1 Stairs Raise by 8"; }
9 = "S1 Floor Raise Donut (changes texture)"; }
10 = "W1 Lift Lower Wait Raise";
11 = "S1 Exit Level";
12 = "W1 Light Change to Brightest Adjacent"; door
13 = "W1 Light Change to 255"; {
14 = "S1 Floor Raise by 32 (changes texture)"; title = "Door";
15 = "S1 Floor Raise by 24 (changes texture)";
16 = "W1 Door Close Wait Open"; 1
17 = "W1 Light Start Blinking"; {
18 = "S1 Floor Raise to Next Higher Floor"; title = "Door Open Wait Close (also monsters)";
19 = "W1 Floor Lower to Highest Floor"; prefix = "DR";
20 = "S1 Floor Raise to Next Higher Floor (changes texture)"; }
21 = "S1 Lift Lower Wait Raise";
22 = "W1 Floor Raise to Next Higher Floor (changes texture)"; 2
23 = "S1 Floor Lower to Lowest Floor"; {
24 = "G1 Floor Raise to Lowest Ceiling"; title = "Door Open Stay";
25 = "W1 Crusher Start with Slow Damage"; prefix = "W1";
26 = "DR Door (Blue) Open Wait Close"; }
27 = "DR Door (Yellow) Open Wait Close";
28 = "DR Door (Red) Open Wait Close"; 3
29 = "S1 Door Open Wait Close"; {
30 = "W1 Floor Raise by Shortest Lower Texture"; title = "Door Close Stay";
31 = "D1 Door Open Stay"; prefix = "W1";
32 = "D1 Door (Blue) Open Stay"; }
33 = "D1 Door (Red) Open Stay";
34 = "D1 Door (Yellow) Open Stay"; 4
35 = "W1 Light Change to 35"; {
36 = "W1 Floor Lower to 8 above Highest Floor"; title = "Door Open Wait Close";
37 = "W1 Floor Lower to Lowest Floor (changes texture)"; prefix = "W1";
38 = "W1 Floor Lower to Lowest Floor"; }
39 = "W1 Teleport";
40 = "W1 Ceiling Raise to Highest Ceiling"; 16
41 = "S1 Ceiling Lower to Floor"; {
42 = "SR Door Close Stay"; title = "Door Close Wait Open";
43 = "SR Ceiling Lower to Floor"; prefix = "W1";
44 = "W1 Ceiling Lower to 8 above Floor"; }
45 = "SR Floor Lower to Highest Floor";
46 = "GR Door Open Stay"; 26
47 = "G1 Floor Raise to Next Higher Floor (changes texture)"; {
48 = " Scroll Texture Left"; title = "Door (Blue) Open Wait Close";
49 = "S1 Ceiling Lower to 8 above Floor (perpetual slow crusher damage)"; prefix = "DR";
50 = "S1 Door Close Stay"; }
51 = "S1 Exit Level (goes to secret level)";
52 = "W1 Exit Level"; 27
53 = "W1 Floor Start Moving Up and Down"; {
54 = "W1 Floor Stop Moving"; title = "Door (Yellow) Open Wait Close";
55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)"; prefix = "DR";
56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)"; }
57 = "W1 Crusher Stop";
58 = "W1 Floor Raise by 24"; 28
59 = "W1 Floor Raise by 24 (changes texture)"; {
60 = "SR Floor Lower to Lowest Floor"; title = "Door (Red) Open Wait Close";
61 = "SR Door Open Stay"; prefix = "DR";
62 = "SR Lift Lower Wait Raise"; }
63 = "SR Door Open Wait Close";
64 = "SR Floor Raise to Lowest Ceiling"; 29
65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)"; {
66 = "SR Floor Raise by 24 (changes texture)"; title = "Door Open Wait Close";
67 = "SR Floor Raise by 32 (changes texture)"; prefix = "S1";
68 = "SR Floor Raise to Next Higher Floor (changes texture)"; }
69 = "SR Floor Raise to Next Higher Floor";
70 = "SR Floor Lower to 8 above Highest Floor"; 31
71 = "S1 Floor Lower to 8 above Highest Floor"; {
72 = "WR Ceiling Lower to 8 above Floor"; title = "Door Open Stay";
73 = "WR Crusher Start with Slow Damage"; prefix = "D1";
74 = "WR Crusher Stop"; }
75 = "WR Door Close Stay";
76 = "WR Door Close Stay Open"; 32
77 = "WR Crusher Start with Fast Damage"; {
79 = "WR Light Change to 35"; title = "Door (Blue) Open Stay";
80 = "WR Light Change to Brightest Adjacent"; prefix = "D1";
81 = "WR Light Change to 255"; }
82 = "WR Floor Lower to Lowest Floor";
83 = "WR Floor Lower to Highest Floor"; 33
84 = "WR Floor Lower to Lowest Floor (changes texture)"; {
86 = "WR Door Open Stay"; title = "Door (Red) Open Stay";
87 = "WR Floor Start Moving Up and Down"; prefix = "D1";
88 = "WR Lift Lower Wait Raise"; }
89 = "WR Floor Stop Moving";
90 = "WR Door Open Wait Close"; 34
91 = "WR Floor Raise to Lowest Ceiling"; {
92 = "WR Floor Raise by 24"; title = "Door (Yellow) Open Stay";
93 = "WR Floor Raise by 24 (changes texture)"; prefix = "D1";
94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)"; }
95 = "WR Floor Raise to Next Higher Floor (changes texture)";
96 = "WR Floor Raise by Shortest Lower Texture"; 42
97 = "WR Teleport"; {
98 = "WR Floor Lower to 8 above Highest Floor"; title = "Door Close Stay";
100 = "W1 Stairs Raise by 16 (fast)"; prefix = "SR";
101 = "S1 Floor Raise to Lowest Ceiling"; }
102 = "S1 Floor Lower to Highest Floor";
103 = "S1 Door Open Stay"; 46
104 = "W1 Light Change to Darkest Adjacent"; {
title = "Door Open Stay";
prefix = "GR";
}
50
{
title = "Door Close Stay";
prefix = "S1";
}
61
{
title = "Door Open Stay";
prefix = "SR";
}
63
{
title = "Door Open Wait Close";
prefix = "SR";
}
75
{
title = "Door Close Stay";
prefix = "WR";
}
76
{
title = "Door Close Stay Open";
prefix = "WR";
}
86
{
title = "Door Open Stay";
prefix = "WR";
}
90
{
title = "Door Open Wait Close";
prefix = "WR";
}
103
{
title = "Door Open Stay";
prefix = "S1";
}
}
floor
{
title = "Floor";
5
{
title = "Floor Raise to Lowest Ceiling";
prefix = "W1";
}
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
14
{
title = "Floor Raise by 32 (changes texture)";
prefix = "S1";
}
15
{
title = "Floor Raise by 24 (changes texture)";
prefix = "S1";
}
18
{
title = "Floor Raise to Next Higher Floor";
prefix = "S1";
}
19
{
title = "Floor Lower to Highest Floor";
prefix = "W1";
}
20
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "S1";
}
22
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "W1";
}
23
{
title = "Floor Lower to Lowest Floor";
prefix = "S1";
}
24
{
title = "Floor Raise to Lowest Ceiling";
prefix = "G1";
}
30
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "W1";
}
36
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "W1";
}
37
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "W1";
}
38
{
title = "Floor Lower to Lowest Floor";
prefix = "W1";
}
45
{
title = "Floor Lower to Highest Floor";
prefix = "SR";
}
47
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "G1";
}
53
{
title = "Floor Start Moving Up and Down";
prefix = "W1";
}
54
{
title = "Floor Stop Moving";
prefix = "W1";
}
55
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "S1";
}
56
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "W1";
}
58
{
title = "Floor Raise by 24";
prefix = "W1";
}
59
{
title = "Floor Raise by 24 (changes texture)";
prefix = "W1";
}
60
{
title = "Floor Lower to Lowest Floor";
prefix = "SR";
}
64
{
title = "Floor Raise to Lowest Ceiling";
prefix = "SR";
}
65
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "SR";
}
66
{
title = "Floor Raise by 24 (changes texture)";
prefix = "SR";
}
67
{
title = "Floor Raise by 32 (changes texture)";
prefix = "SR";
}
68
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "SR";
}
69
{
title = "Floor Raise to Next Higher Floor";
prefix = "SR";
}
70
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "SR";
}
71
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "S1";
}
82
{
title = "Floor Lower to Lowest Floor";
prefix = "WR";
}
83
{
title = "Floor Lower to Highest Floor";
prefix = "WR";
}
84
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "WR";
}
87
{
title = "Floor Start Moving Up and Down";
prefix = "WR";
}
89
{
title = "Floor Stop Moving";
prefix = "WR";
}
91
{
title = "Floor Raise to Lowest Ceiling";
prefix = "WR";
}
92
{
title = "Floor Raise by 24";
prefix = "WR";
}
93
{
title = "Floor Raise by 24 (changes texture)";
prefix = "WR";
}
94
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "WR";
}
95
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "WR";
}
96
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "WR";
}
98
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "WR";
}
101
{
title = "Floor Raise to Lowest Ceiling";
prefix = "S1";
}
102
{
title = "Floor Lower to Highest Floor";
prefix = "S1";
}
}
crusher
{
title = "Crusher";
6
{
title = "Crusher Start with Fast Damage";
prefix = "W1";
}
25
{
title = "Crusher Start with Slow Damage";
prefix = "W1";
}
57
{
title = "Crusher Stop";
prefix = "W1";
}
73
{
title = "Crusher Start with Slow Damage";
prefix = "WR";
}
74
{
title = "Crusher Stop";
prefix = "WR";
}
77
{
title = "Crusher Start with Fast Damage";
prefix = "WR";
}
}
stairs
{
title = "Stairs";
7
{
title = "Stairs Raise by 8";
prefix = "S1";
}
8
{
title = "Stairs Raise by 8";
prefix = "W1";
}
100
{
title = "Stairs Raise by 16 (fast)";
prefix = "W1";
}
}
lift
{
title = "Lift";
10
{
title = "Lift Lower Wait Raise";
prefix = "W1";
}
21
{
title = "Lift Lower Wait Raise";
prefix = "S1";
}
62
{
title = "Lift Lower Wait Raise";
prefix = "SR";
}
88
{
title = "Lift Lower Wait Raise";
prefix = "WR";
}
}
exit
{
title = "Exit";
11
{
title = "Exit Level";
prefix = "S1";
}
51
{
title = "Exit Level (goes to secret level)";
prefix = "S1";
}
52
{
title = "Exit Level";
prefix = "W1";
}
}
light
{
title = "Light";
12
{
title = "Light Change to Brightest Adjacent";
prefix = "W1";
}
13
{
title = "Light Change to 255";
prefix = "W1";
}
17
{
title = "Light Start Blinking";
prefix = "W1";
}
35
{
title = "Light Change to 35";
prefix = "W1";
}
79
{
title = "Light Change to 35";
prefix = "WR";
}
80
{
title = "Light Change to Brightest Adjacent";
prefix = "WR";
}
81
{
title = "Light Change to 255";
prefix = "WR";
}
104
{
title = "Light Change to Darkest Adjacent";
prefix = "W1";
}
}
ceiling
{
title = "Ceiling";
40
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "W1";
}
41
{
title = "Ceiling Lower to Floor";
prefix = "S1";
}
43
{
title = "Ceiling Lower to Floor";
prefix = "SR";
}
44
{
title = "Ceiling Lower to 8 above Floor";
prefix = "W1";
}
49
{
title = "Ceiling Lower to 8 above Floor (perpetual slow crusher damage)";
prefix = "S1";
}
72
{
title = "Ceiling Lower to 8 above Floor";
prefix = "WR";
}
}
scroll
{
title = "Scroll";
48
{
title = "Scroll Texture Left";
prefix = "";
}
}
teleport
{
title = "Teleport";
97
{
title = "Teleport";
prefix = "WR";
}
39
{
title = "Teleport";
prefix = "W1";
}
}
} }
// THING FLAGS // THING FLAGS
thingflags thingflags
{ {

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -293,118 +293,711 @@ linedefactivations
} }
// LINEDEF TYPES // LINEDEF TYPES
// [type] [category] [description]
// i know this should be done the same way as the things types,
// but hey, are you willing to reformat the linedef types for each config?
linedeftypes linedeftypes
{ {
0 = " None";
1 = "DR Door Open Wait Close (also monsters)"; misc
2 = "W1 Door Open Stay"; {
3 = "W1 Door Close Stay";
4 = "W1 Door Open Wait Close"; 0
5 = "W1 Floor Raise to Lowest Ceiling"; {
6 = "W1 Crusher Start with Fast Damage"; title = "None";
7 = "S1 Stairs Raise by 8"; prefix = "";
8 = "W1 Stairs Raise by 8"; }
9 = "S1 Floor Raise Donut (changes texture)"; }
10 = "W1 Lift Lower Wait Raise";
11 = "S1 Exit Level";
12 = "W1 Light Change to Brightest Adjacent"; door
13 = "W1 Light Change to Brightest"; {
14 = "S1 Floor Raise by 32 (changes texture)"; title = "Door";
15 = "S1 Floor Raise by 24 (changes texture)";
16 = "W1 Door Close Wait Open"; 1
17 = "W1 Light Start Blinking"; {
18 = "S1 Floor Raise to Next Higher Floor"; title = "Door Open Wait Close (also monsters)";
19 = "W1 Floor Lower to Highest Floor"; prefix = "DR";
20 = "S1 Floor Raise to Next Higher Floor (changes texture)"; }
21 = "S1 Lift Lower Wait Raise";
22 = "W1 Floor Raise to Next Higher Floor (changes texture)"; 2
23 = "S1 Floor Lower to Lowest Floor"; {
24 = "G1 Floor Raise to Lowest Ceiling"; title = "Door Open Stay";
25 = "W1 Crusher Start with Slow Damage"; prefix = "W1";
26 = "DR Door (Blue) Open Wait Close"; }
27 = "DR Door (Yellow) Open Wait Close";
28 = "DR Door (Red) Open Wait Close"; 3
29 = "S1 Door Open Wait Close"; {
30 = "W1 Floor Raise by Shortest Lower Texture"; title = "Door Close Stay";
31 = "D1 Door Open Stay"; prefix = "W1";
32 = "D1 Door (Blue) Open Stay"; }
33 = "D1 Door (Red) Open Stay";
34 = "D1 Door (Yellow) Open Stay"; 4
35 = "W1 Light Change to Darkest"; {
36 = "W1 Floor Lower to 8 above Highest Floor"; title = "Door Open Wait Close";
37 = "W1 Floor Lower to Lowest Floor (changes texture)"; prefix = "W1";
38 = "W1 Floor Lower to Lowest Floor"; }
39 = "W1 Teleport";
40 = "W1 Ceiling Raise to Highest Ceiling"; 16
41 = "S1 Ceiling Lower to Floor"; {
42 = "SR Door Close Stay"; title = "Door Close Wait Open";
43 = "SR Ceiling Lower to Floor"; prefix = "W1";
44 = "W1 Ceiling Lower to 8 above Floor"; }
45 = "SR Floor Lower to Highest Floor";
46 = "GR Door Open Stay"; 26
47 = "G1 Floor Raise to Next Higher Floor (changes texture)"; {
48 = " Scroll Texture Left"; title = "Door (Blue) Open Wait Close";
49 = "S1 Ceiling Lower to 8 above Floor"; prefix = "DR";
50 = "S1 Door Close Stay"; }
51 = "S1 Exit Level (goes to secret level)";
52 = "W1 Exit Level"; 27
53 = "W1 Floor Start Moving Up and Down"; {
54 = "W1 Floor Stop Moving"; title = "Door (Yellow) Open Wait Close";
55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)"; prefix = "DR";
56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)"; }
57 = "W1 Crusher Stop";
58 = "W1 Floor Raise by 24"; 28
59 = "W1 Floor Raise by 24 (changes texture)"; {
60 = "SR Floor Lower to Lowest Floor"; title = "Door (Red) Open Wait Close";
61 = "SR Door Open Stay"; prefix = "DR";
62 = "SR Lift Lower Wait Raise"; }
63 = "SR Door Open Wait Close";
64 = "SR Floor Raise to Lowest Ceiling"; 29
65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)"; {
66 = "SR Floor Raise by 24 (changes texture)"; title = "Door Open Wait Close";
67 = "SR Floor Raise by 32 (changes texture)"; prefix = "S1";
68 = "SR Floor Raise to Next Higher Floor (changes texture)"; }
69 = "SR Floor Raise to Next Higher Floor";
70 = "SR Floor Lower to 8 above Highest Floor"; 31
71 = "S1 Floor Lower to 8 above Highest Floor"; {
72 = "WR Ceiling Lower to 8 above Floor"; title = "Door Open Stay";
73 = "WR Crusher Start with Slow Damage"; prefix = "D1";
74 = "WR Crusher Stop"; }
75 = "WR Door Close Stay";
76 = "WR Door Close Stay Open"; 32
77 = "WR Crusher Start with Fast Damage"; {
79 = "WR Light Change to Darkest"; title = "Door (Blue) Open Stay";
80 = "WR Light Change to Brightest Adjacent"; prefix = "D1";
81 = "WR Light Change to Brightest"; }
82 = "WR Floor Lower to Lowest Floor";
83 = "WR Floor Lower to Highest Floor"; 33
84 = "WR Floor Lower to Lowest Floor (changes texture)"; {
86 = "WR Door Open Stay"; title = "Door (Red) Open Stay";
87 = "WR Floor Start Moving Up and Down"; prefix = "D1";
88 = "WR Lift Lower Wait Raise"; }
89 = "WR Floor Stop Moving";
90 = "WR Door Open Wait Close"; 34
91 = "WR Floor Raise to Lowest Ceiling"; {
92 = "WR Floor Raise by 24"; title = "Door (Yellow) Open Stay";
93 = "WR Floor Raise by 24 (changes texture)"; prefix = "D1";
94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)"; }
95 = "WR Floor Raise to Next Higher Floor (changes texture)";
96 = "WR Floor Raise by Shortest Lower Texture"; 42
97 = "WR Teleport"; {
98 = "WR Floor Lower to 8 above Highest Floor"; title = "Door Close Stay";
99 = " Scroll Texture Right"; prefix = "SR";
101 = "S1 Floor Raise to Lowest Ceiling"; }
102 = "S1 Floor Lower to Highest Floor";
103 = "S1 Door Open Stay"; 46
104 = "W1 Light Change to Darkest Adjacent"; {
105 = "W1 Exit Level (goes to secret level)"; title = "Door Open Stay";
106 = "W1 Build Stairs (16 Tall)"; prefix = "GR";
107 = "S1 Build Stairs (16 Tall)"; }
50
{
title = "Door Close Stay";
prefix = "S1";
}
61
{
title = "Door Open Stay";
prefix = "SR";
}
63
{
title = "Door Open Wait Close";
prefix = "SR";
}
75
{
title = "Door Close Stay";
prefix = "WR";
}
76
{
title = "Door Close Stay Open";
prefix = "WR";
}
86
{
title = "Door Open Stay";
prefix = "WR";
}
90
{
title = "Door Open Wait Close";
prefix = "WR";
}
103
{
title = "Door Open Stay";
prefix = "S1";
}
}
floor
{
title = "Floor";
5
{
title = "Floor Raise to Lowest Ceiling";
prefix = "W1";
}
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
14
{
title = "Floor Raise by 32 (changes texture)";
prefix = "S1";
}
15
{
title = "Floor Raise by 24 (changes texture)";
prefix = "S1";
}
18
{
title = "Floor Raise to Next Higher Floor";
prefix = "S1";
}
19
{
title = "Floor Lower to Highest Floor";
prefix = "W1";
}
20
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "S1";
}
22
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "W1";
}
23
{
title = "Floor Lower to Lowest Floor";
prefix = "S1";
}
24
{
title = "Floor Raise to Lowest Ceiling";
prefix = "G1";
}
30
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "W1";
}
36
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "W1";
}
37
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "W1";
}
38
{
title = "Floor Lower to Lowest Floor";
prefix = "W1";
}
45
{
title = "Floor Lower to Highest Floor";
prefix = "SR";
}
47
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "G1";
}
53
{
title = "Floor Start Moving Up and Down";
prefix = "W1";
}
54
{
title = "Floor Stop Moving";
prefix = "W1";
}
55
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "S1";
}
56
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "W1";
}
58
{
title = "Floor Raise by 24";
prefix = "W1";
}
59
{
title = "Floor Raise by 24 (changes texture)";
prefix = "W1";
}
60
{
title = "Floor Lower to Lowest Floor";
prefix = "SR";
}
64
{
title = "Floor Raise to Lowest Ceiling";
prefix = "SR";
}
65
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "SR";
}
66
{
title = "Floor Raise by 24 (changes texture)";
prefix = "SR";
}
67
{
title = "Floor Raise by 32 (changes texture)";
prefix = "SR";
}
68
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "SR";
}
69
{
title = "Floor Raise to Next Higher Floor";
prefix = "SR";
}
70
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "SR";
}
71
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "S1";
}
82
{
title = "Floor Lower to Lowest Floor";
prefix = "WR";
}
83
{
title = "Floor Lower to Highest Floor";
prefix = "WR";
}
84
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "WR";
}
87
{
title = "Floor Start Moving Up and Down";
prefix = "WR";
}
89
{
title = "Floor Stop Moving";
prefix = "WR";
}
91
{
title = "Floor Raise to Lowest Ceiling";
prefix = "WR";
}
92
{
title = "Floor Raise by 24";
prefix = "WR";
}
93
{
title = "Floor Raise by 24 (changes texture)";
prefix = "WR";
}
94
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "WR";
}
95
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "WR";
}
96
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "WR";
}
98
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "WR";
}
101
{
title = "Floor Raise to Lowest Ceiling";
prefix = "S1";
}
102
{
title = "Floor Lower to Highest Floor";
prefix = "S1";
}
}
crusher
{
title = "Crusher";
6
{
title = "Crusher Start with Fast Damage";
prefix = "W1";
}
25
{
title = "Crusher Start with Slow Damage";
prefix = "W1";
}
57
{
title = "Crusher Stop";
prefix = "W1";
}
73
{
title = "Crusher Start with Slow Damage";
prefix = "WR";
}
74
{
title = "Crusher Stop";
prefix = "WR";
}
77
{
title = "Crusher Start with Fast Damage";
prefix = "WR";
}
}
stairs
{
title = "Stairs";
7
{
title = "Stairs Raise by 8";
prefix = "S1";
}
8
{
title = "Stairs Raise by 8";
prefix = "W1";
}
}
lift
{
title = "Lift";
10
{
title = "Lift Lower Wait Raise";
prefix = "W1";
}
21
{
title = "Lift Lower Wait Raise";
prefix = "S1";
}
62
{
title = "Lift Lower Wait Raise";
prefix = "SR";
}
88
{
title = "Lift Lower Wait Raise";
prefix = "WR";
}
}
exit
{
title = "Exit";
11
{
title = "Exit Level";
prefix = "S1";
}
51
{
title = "Exit Level (goes to secret level)";
prefix = "S1";
}
52
{
title = "Exit Level";
prefix = "W1";
}
105
{
title = "Exit Level (goes to secret level)";
prefix = "W1";
}
}
light
{
title = "Light";
12
{
title = "Light Change to Brightest Adjacent";
prefix = "W1";
}
13
{
title = "Light Change to Brightest";
prefix = "W1";
}
17
{
title = "Light Start Blinking";
prefix = "W1";
}
35
{
title = "Light Change to Darkest";
prefix = "W1";
}
79
{
title = "Light Change to Darkest";
prefix = "WR";
}
80
{
title = "Light Change to Brightest Adjacent";
prefix = "WR";
}
81
{
title = "Light Change to Brightest";
prefix = "WR";
}
104
{
title = "Light Change to Darkest Adjacent";
prefix = "W1";
}
}
ceiling
{
title = "Ceiling";
40
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "W1";
}
41
{
title = "Ceiling Lower to Floor";
prefix = "S1";
}
43
{
title = "Ceiling Lower to Floor";
prefix = "SR";
}
44
{
title = "Ceiling Lower to 8 above Floor";
prefix = "W1";
}
49
{
title = "Ceiling Lower to 8 above Floor";
prefix = "S1";
}
72
{
title = "Ceiling Lower to 8 above Floor";
prefix = "WR";
}
}
scroll
{
title = "Scroll";
48
{
title = "Scroll Texture Left";
prefix = "";
}
99
{
title = "Scroll Texture Right";
prefix = "";
}
}
build
{
title = "Build";
106
{
title = "Build Stairs (16 Tall)";
prefix = "W1";
}
107
{
title = "Build Stairs (16 Tall)";
prefix = "S1";
}
}
teleport
{
title = "Teleport";
97
{
title = "Teleport";
prefix = "WR";
}
39
{
title = "Teleport";
prefix = "W1";
}
}
} }
// THING FLAGS // THING FLAGS
thingflags thingflags
{ {

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -291,44 +291,48 @@ namespace CodeImp.DoomBuilder.Config
LinedefActionCategory ac; LinedefActionCategory ac;
int actionnumber; int actionnumber;
// Get linedef actions // Get linedef categories
dic = cfg.ReadSetting("linedeftypes", new Hashtable()); dic = cfg.ReadSetting("linedeftypes", new Hashtable());
foreach(DictionaryEntry de in dic) foreach(DictionaryEntry cde in dic)
{ {
// Try paring the action number // Read category title
if(int.TryParse(de.Key.ToString(), string cattitle = cfg.ReadSetting("linedeftypes." + cde.Key + ".title", "");
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
CultureInfo.InvariantCulture, out actionnumber))
{
// Expanded type?
if(de.Value is IDictionary)
{
// Let the class constructure read it
ai = new LinedefActionInfo(actionnumber, cfg);
}
else
{
// We have all the information in one string (title/prefix only)
ai = new LinedefActionInfo(actionnumber, de.Value.ToString());
}
// Make or get a category // Make or get category
if(cats.ContainsKey(ai.Category)) if(cats.ContainsKey(cde.Key.ToString()))
ac = cats[ai.Category]; ac = cats[cde.Key.ToString()];
else
{
ac = new LinedefActionCategory(ai.Category);
cats.Add(ai.Category, ac);
}
// Add action to category and sorted list
sortedlinedefactions.Add(ai);
linedefactions.Add(actionnumber, ai);
ac.Add(ai);
}
else else
{ {
General.WriteLogLine("WARNING: Structure 'linedeftypes' contains invalid keys!"); 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
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)
{
// Make the line type
ai = new LinedefActionInfo(actionnumber, cfg, cde.Key.ToString());
// Add action to category and sorted list
sortedlinedefactions.Add(ai);
linedefactions.Add(actionnumber, ai);
ac.Add(ai);
}
else
{
// Failure
General.WriteLogLine("WARNING: Structure 'linedeftypes' contains invalid types! (all types must be expanded structures)");
}
}
} }
} }

View file

@ -42,6 +42,7 @@ namespace CodeImp.DoomBuilder.Config
// Category properties // Category properties
private string name; private string name;
private string title;
// Actions // Actions
private List<LinedefActionInfo> actions; private List<LinedefActionInfo> actions;
@ -54,6 +55,7 @@ namespace CodeImp.DoomBuilder.Config
#region ================== Properties #region ================== Properties
public string Name { get { return name; } } public string Name { get { return name; } }
public string Title { get { return title; } }
public List<LinedefActionInfo> Actions { get { return actions; } } public List<LinedefActionInfo> Actions { get { return actions; } }
public bool IsDisposed { get { return isdisposed; } } public bool IsDisposed { get { return isdisposed; } }
@ -62,10 +64,11 @@ namespace CodeImp.DoomBuilder.Config
#region ================== Constructor / Disposer #region ================== Constructor / Disposer
// Constructor // Constructor
internal LinedefActionCategory(string name) internal LinedefActionCategory(string name, string title)
{ {
// Initialize // Initialize
this.name = name; this.name = name;
this.title = title;
this.actions = new List<LinedefActionInfo>(); this.actions = new List<LinedefActionInfo>();
// We have no destructor // We have no destructor
@ -103,6 +106,12 @@ namespace CodeImp.DoomBuilder.Config
return string.Compare(this.name, other.name); return string.Compare(this.name, other.name);
} }
// String representation
public override string ToString()
{
return title;
}
#endregion #endregion
} }
} }

View file

@ -68,74 +68,30 @@ namespace CodeImp.DoomBuilder.Config
#region ================== Constructor / Disposer #region ================== Constructor / Disposer
// Constructor // Constructor
internal LinedefActionInfo(int index, string desc) internal LinedefActionInfo(int index, Configuration cfg, string categoryname)
{ {
string[] parts; string actionsetting = "linedeftypes." + categoryname + "." + index.ToString(CultureInfo.InvariantCulture);
int p = 0;
int argindex;
// Initialize // Initialize
this.index = index; this.index = index;
this.category = categoryname;
this.argtitle = new string[Linedef.NUM_ARGS]; this.argtitle = new string[Linedef.NUM_ARGS];
this.argtagtype = new TagType[Linedef.NUM_ARGS]; this.argtagtype = new TagType[Linedef.NUM_ARGS];
this.argused = new bool[Linedef.NUM_ARGS]; this.argused = new bool[Linedef.NUM_ARGS];
// Find the parts by splitting on spaces // Read settings
parts = desc.Split(new char[] {' '}, 3); this.name = cfg.ReadSetting(actionsetting + ".title", "Unnamed");
if(parts.Length >= 3) this.prefix = parts[p++]; else this.prefix = ""; this.prefix = cfg.ReadSetting(actionsetting + ".prefix", "");
if(parts.Length >= 2) this.category = parts[p++]; else this.category = "Unknown";
if(parts.Length >= 1) this.name = this.category + " " + parts[p++]; else this.name = this.category;
this.name = this.name.Trim();
this.title = this.prefix + " " + this.name; this.title = this.prefix + " " + this.name;
this.title = this.title.Trim(); this.title = this.title.Trim();
// No args/marks
for(int i = 0; i < Linedef.NUM_ARGS; i++)
{
argindex = i + 1;
this.argused[i] = false;
this.argtitle[i] = "Argument " + argindex;
this.argtagtype[i] = TagType.None;
}
// We have no destructor
GC.SuppressFinalize(this);
}
// Constructor
internal LinedefActionInfo(int index, Configuration cfg)
{
string actionsetting = "linedeftypes." + index.ToString(CultureInfo.InvariantCulture);
string desc;
string[] parts;
int p = 0;
int argindex;
// Initialize
this.index = index;
this.argtitle = new string[Linedef.NUM_ARGS];
this.argtagtype = new TagType[Linedef.NUM_ARGS];
this.argused = new bool[Linedef.NUM_ARGS];
// Read description
desc = cfg.ReadSetting(actionsetting + ".title", " Unknown");
// Find the parts by splitting on spaces
parts = desc.Split(new char[] { ' ' }, 3);
if(parts.Length >= 3) this.prefix = parts[p++]; else this.prefix = "";
if(parts.Length >= 2) this.category = parts[p++]; else this.category = "Unknown";
if(parts.Length >= 1) this.name = this.category + " " + parts[p++]; else this.name = this.category;
this.name = this.name.Trim();
this.title = this.prefix + " " + this.name;
this.title = this.title.Trim();
// Read the args and marks // Read the args and marks
for(int i = 0; i < Linedef.NUM_ARGS; i++) for(int i = 0; i < Linedef.NUM_ARGS; i++)
{ {
argindex = i + 1; string istr = i.ToString(CultureInfo.InvariantCulture);
this.argused[i] = cfg.SettingExists(actionsetting + ".arg" + argindex.ToString(CultureInfo.InvariantCulture)); this.argused[i] = cfg.SettingExists(actionsetting + ".arg" + istr);
this.argtitle[i] = cfg.ReadSetting(actionsetting + ".arg" + argindex.ToString(CultureInfo.InvariantCulture), "Argument " + argindex); this.argtitle[i] = cfg.ReadSetting(actionsetting + ".arg" + istr + ".title", "Argument " + (i + 1));
this.argtagtype[i] = (TagType)cfg.ReadSetting(actionsetting + ".mark" + argindex.ToString(CultureInfo.InvariantCulture), (int)TagType.None); this.argtagtype[i] = (TagType)cfg.ReadSetting(actionsetting + ".arg" + istr + ".tag", (int)TagType.None);
} }
// We have no destructor // We have no destructor

View file

@ -201,6 +201,43 @@ namespace CodeImp.DoomBuilder
} }
else else
{ {
// The following code was used to convert the linedef types of DB1 type
// configurations into proper categorized structures for DB2.
// I keep this code here in the repository because if it failed, I might
// need this again to convert from scratch.
/*
GameConfiguration gcfg = new GameConfiguration(cfg);
Configuration newcfg = new Configuration();
newcfg.NewConfiguration(true);
bool doommap = (gcfg.FormatInterface == "DoomMapSetIO");
foreach(LinedefActionInfo a in gcfg.SortedLinedefActions)
{
string catkey = a.Category.ToLowerInvariant().Trim();
string cattitle = a.Category;
string linekey = a.Index.ToString(CultureInfo.InvariantCulture);
string linetitle = a.Name;
string lineprefix = a.Prefix;
if(catkey.Length == 0) { catkey = "misc"; cattitle = ""; }
if(cattitle.Length > 0) newcfg.WriteSetting("linedeftypes." + catkey + ".title", cattitle);
newcfg.WriteSetting("linedeftypes." + catkey + "." + linekey + ".title", linetitle);
if(doommap) newcfg.WriteSetting("linedeftypes." + catkey + "." + linekey + ".prefix", lineprefix);
if(!doommap)
{
for(int i = 0; i < 5; i++)
{
if(a.ArgUsed[i])
{
newcfg.WriteSetting("linedeftypes." + catkey + "." + linekey + ".arg" + i.ToString(CultureInfo.InvariantCulture) + ".title", a.ArgTitle[i]);
if(a.ArgTagType[i] != TagType.None) newcfg.WriteSetting("linedeftypes." + catkey + "." + linekey + ".arg" + i.ToString(CultureInfo.InvariantCulture) + ".tag", (int)a.ArgTagType[i]);
}
}
}
}
newcfg.SaveConfiguration(Path.Combine(configspath, "_" + filename));
*/
// Return config // Return config
return cfg; return cfg;
} }

View file

@ -75,10 +75,10 @@ namespace CodeImp.DoomBuilder.Interface
{ {
// Empty category names will not be created // Empty category names will not be created
// (those actions will go in the root of the tree) // (those actions will go in the root of the tree)
if(ac.Name.Length > 0) if(ac.Title.Length > 0)
{ {
// Create category // Create category
cn = actions.Nodes.Add(ac.Name); cn = actions.Nodes.Add(ac.Title);
foreach(LinedefActionInfo ai in ac.Actions) foreach(LinedefActionInfo ai in ac.Actions)
{ {
// Create action // Create action