mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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284 lines
7.9 KiB
C#
284 lines
7.9 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.IO;
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using System.IO;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Config;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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internal sealed class MapOptions
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Map configuration
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private Configuration mapconfig;
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// Game configuration
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private string configfile;
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// Map header name
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private string currentname;
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private string previousname; // When zero length string, map has not renamed
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// Strict pathes loading?
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private bool strictpatches;
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// Additional resources
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private DataLocationList resources;
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// Script files opened
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private List<string> scriptfiles;
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#endregion
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#region ================== Properties
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public string ConfigFile { get { return configfile; } set { configfile = value; } }
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public DataLocationList Resources { get { return resources; } }
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public bool StrictPatches { get { return strictpatches; } set { strictpatches = value; } }
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public List<string> ScriptFiles { get { return scriptfiles; } set { scriptfiles = value; } }
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public string PreviousName { get { return previousname; } set { previousname = value; } }
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public string CurrentName
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{
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get { return currentname; }
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set
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{
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// Change the name, but keep previous name
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if(currentname != value)
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{
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if(previousname == "") previousname = currentname;
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currentname = value;
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}
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal MapOptions()
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{
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// Initialize
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this.previousname = "";
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this.currentname = "";
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this.configfile = "";
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this.strictpatches = false;
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this.resources = new DataLocationList();
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this.mapconfig = new Configuration(true);
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this.scriptfiles = new List<string>();
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}
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// Constructor to load from Doom Builder Map Settings Configuration
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internal MapOptions(Configuration cfg, string mapname)
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{
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IDictionary mapinfo, resinfo;
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DataLocation res;
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// Initialize
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this.previousname = "";
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this.currentname = mapname;
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this.strictpatches = General.Int2Bool(cfg.ReadSetting("strictpatches", 0));
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this.configfile = cfg.ReadSetting("gameconfig", "");
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this.resources = new DataLocationList();
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this.mapconfig = new Configuration(true);
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this.scriptfiles = new List<string>();
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// Read map configuration
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this.mapconfig.Root = cfg.ReadSetting("maps." + mapname, new Hashtable());
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// Resources
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IDictionary reslist = this.mapconfig.ReadSetting("resources", new Hashtable());
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foreach(DictionaryEntry mp in reslist)
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{
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// Item is a structure?
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if(mp.Value is IDictionary)
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{
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// Create resource
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resinfo = (IDictionary)mp.Value;
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res = new DataLocation();
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// Copy information from Configuration to ResourceLocation
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if(resinfo.Contains("type") && (resinfo["type"] is int)) res.type = (int)resinfo["type"];
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if(resinfo.Contains("location") && (resinfo["location"] is string)) res.location = (string)resinfo["location"];
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if(resinfo.Contains("textures") && (resinfo["textures"] is bool)) res.option1 = (bool)resinfo["textures"];
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if(resinfo.Contains("flats") && (resinfo["flats"] is bool)) res.option2 = (bool)resinfo["flats"];
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// Add resource
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AddResource(res);
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}
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}
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// Scripts
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IDictionary scplist = this.mapconfig.ReadSetting("scripts", new Hashtable());
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foreach(DictionaryEntry mp in scplist)
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scriptfiles.Add(mp.Value.ToString());
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}
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~MapOptions()
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{
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// Clean up
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this.resources = null;
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this.scriptfiles = null;
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}
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#endregion
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#region ================== Methods
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// This stores the map options in a configuration
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public void WriteConfiguration(string settingsfile)
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{
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Configuration wadcfg;
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// Write resources to config
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resources.WriteToConfig(mapconfig, "resources");
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// Write grid settings
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General.Map.Grid.WriteToConfig(mapconfig, "grid");
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// Write scripts to config
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mapconfig.DeleteSetting("scripts");
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for(int i = 0; i < scriptfiles.Count; i++)
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mapconfig.WriteSetting("scripts." + "file" + i.ToString(CultureInfo.InvariantCulture), scriptfiles[i]);
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// Load the file or make a new file
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if(File.Exists(settingsfile))
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wadcfg = new Configuration(settingsfile, true);
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else
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wadcfg = new Configuration(true);
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// Write configuration type information
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wadcfg.WriteSetting("type", "Doom Builder Map Settings Configuration");
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wadcfg.WriteSetting("gameconfig", configfile);
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wadcfg.WriteSetting("strictpatches", General.Bool2Int(strictpatches));
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// Update the settings file with this map configuration
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wadcfg.WriteSetting("maps." + currentname, mapconfig.Root);
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// Save file
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wadcfg.SaveConfiguration(settingsfile);
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}
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// This adds a resource location and returns the index where the item was added
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public int AddResource(DataLocation res)
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{
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// Get a fully qualified path
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res.location = Path.GetFullPath(res.location);
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// Go for all items in the list
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for(int i = 0; i < resources.Count; i++)
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{
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// Check if location is already added
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if(Path.GetFullPath(resources[i].location) == res.location)
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{
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// Update the item in the list
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resources[i] = res;
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return i;
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}
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}
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// Add to list
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resources.Add(res);
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return resources.Count - 1;
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}
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// This clears all reasource
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public void ClearResources()
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{
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// Clear list
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resources.Clear();
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}
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// This removes a resource by index
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public void RemoveResource(int index)
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{
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// Remove the item
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resources.RemoveAt(index);
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}
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// This copies resources from a list
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public void CopyResources(DataLocationList fromlist)
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{
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// Clear this list
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resources.Clear();
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resources.AddRange(fromlist);
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}
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// This loads the grid settings
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internal void ApplyGridSettings()
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{
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General.Map.Grid.ReadFromConfig(mapconfig, "grid");
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}
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// This displays the current map name
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public override string ToString()
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{
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return currentname;
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}
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// This returns the UDMF field type
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public int GetUniversalFieldType(string elementname, string fieldname, int defaulttype)
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{
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int type;
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// Check if the field type is set in the game configuration
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type = General.Map.Config.ReadSetting("universalfields." + elementname + "." + fieldname + ".type", -1);
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if(type == -1)
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{
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// Read from map configuration
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type = mapconfig.ReadSetting("fieldtypes." + elementname + "." + fieldname, defaulttype);
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}
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return type;
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}
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// This stores the UDMF field type
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public void SetUniversalFieldType(string elementname, string fieldname, int type)
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{
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// Check if the type of this field is not set in the game configuration
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if(General.Map.Config.ReadSetting("universalfields." + elementname + "." + fieldname + ".type", -1) == -1)
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{
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// Write type to map configuration
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mapconfig.WriteSetting("fieldtypes." + elementname + "." + fieldname, type);
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}
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}
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// This removes all UDMF field types
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public void ForgetUniversalFieldTypes()
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{
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mapconfig.DeleteSetting("fieldtypes");
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}
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#endregion
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}
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}
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