mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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863 lines
29 KiB
C#
863 lines
29 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 CodeImp.DoomBuilder.Data;
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using System.IO;
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using System.Diagnostics;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.Config
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{
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public class GameConfiguration
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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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// Original configuration
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private Configuration cfg;
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// General settings
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private string configname;
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private string enginename;
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private float defaulttexturescale;
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private float defaultflatscale;
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private string defaultsavecompiler;
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private string defaulttestcompiler;
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private string formatinterface;
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private string soundlinedefflag;
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private string singlesidedflag;
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private string doublesidedflag;
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private string impassableflag;
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private string upperunpeggedflag;
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private string lowerunpeggedflag;
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private bool mixtexturesflats;
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private bool generalizedactions;
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private bool generalizedeffects;
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private int start3dmodethingtype;
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private int linedefactivationsfilter;
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private string testparameters;
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private bool testshortpaths;
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private string makedoortrack;
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private int makedooraction;
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private int[] makedoorargs;
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private bool linetagindicatesectors;
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private string decorategames;
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private string skyflatname;
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private int maxtexturenamelength;
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private bool doomlightlevels;
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// Skills
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private List<SkillInfo> skills;
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// Map lumps
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private IDictionary maplumpnames; // This is old, we should use maplumps instead
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private Dictionary<string, MapLumpInfo> maplumps;
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// Texture/flat sources
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private IDictionary textureranges;
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private IDictionary flatranges;
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private IDictionary patchranges;
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private IDictionary spriteranges;
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private IDictionary colormapranges;
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// Things
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private List<string> defaultthingflags;
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private Dictionary<string, string> thingflags;
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private List<ThingCategory> thingcategories;
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private Dictionary<int, ThingTypeInfo> things;
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private List<FlagTranslation> thingflagstranslation;
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// Linedefs
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private Dictionary<string, string> linedefflags;
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private List<string> sortedlinedefflags;
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private Dictionary<int, LinedefActionInfo> linedefactions;
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private List<LinedefActionInfo> sortedlinedefactions;
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private List<LinedefActionCategory> actioncategories;
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private List<LinedefActivateInfo> linedefactivates;
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private List<GeneralizedCategory> genactioncategories;
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private List<FlagTranslation> linedefflagstranslation;
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// Sectors
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private Dictionary<int, SectorEffectInfo> sectoreffects;
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private List<SectorEffectInfo> sortedsectoreffects;
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private List<GeneralizedOption> geneffectoptions;
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private StepsList brightnesslevels;
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// Universal fields
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private List<UniversalFieldInfo> linedeffields;
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private List<UniversalFieldInfo> sectorfields;
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private List<UniversalFieldInfo> sidedeffields;
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private List<UniversalFieldInfo> thingfields;
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private List<UniversalFieldInfo> vertexfields;
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// Enums
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private Dictionary<string, EnumList> enums;
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// Defaults
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private List<DefinedTextureSet> texturesets;
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private List<ThingsFilter> thingfilters;
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#endregion
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#region ================== Properties
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// General settings
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public string Name { get { return configname; } }
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public string EngineName { get { return enginename; } }
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public string DefaultSaveCompiler { get { return defaultsavecompiler; } }
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public string DefaultTestCompiler { get { return defaulttestcompiler; } }
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public float DefaultTextureScale { get { return defaulttexturescale; } }
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public float DefaultFlatScale { get { return defaultflatscale; } }
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public string FormatInterface { get { return formatinterface; } }
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public string SoundLinedefFlag { get { return soundlinedefflag; } }
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public string SingleSidedFlag { get { return singlesidedflag; } }
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public string DoubleSidedFlag { get { return doublesidedflag; } }
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public string ImpassableFlag { get { return impassableflag; } }
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public string UpperUnpeggedFlag { get { return upperunpeggedflag; } }
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public string LowerUnpeggedFlag { get { return lowerunpeggedflag; } }
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public bool MixTexturesFlats { get { return mixtexturesflats; } }
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public bool GeneralizedActions { get { return generalizedactions; } }
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public bool GeneralizedEffects { get { return generalizedeffects; } }
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public int Start3DModeThingType { get { return start3dmodethingtype; } }
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public int LinedefActivationsFilter { get { return linedefactivationsfilter; } }
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public string TestParameters { get { return testparameters; } }
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public bool TestShortPaths { get { return testshortpaths; } }
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public string MakeDoorTrack { get { return makedoortrack; } }
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public int MakeDoorAction { get { return makedooraction; } }
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public int[] MakeDoorArgs { get { return makedoorargs; } }
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public bool LineTagIndicatesSectors { get { return linetagindicatesectors ; } }
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public string DecorateGames { get { return decorategames; } }
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public string SkyFlatName { get { return skyflatname; } }
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public int MaxTextureNamelength { get { return maxtexturenamelength; } }
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public bool DoomLightLevels { get { return doomlightlevels; } }
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// Skills
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public List<SkillInfo> Skills { get { return skills; } }
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// Map lumps
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public IDictionary MapLumpNames { get { return maplumpnames; } }
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public Dictionary<string, MapLumpInfo> MapLumps { get { return maplumps; } }
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// Texture/flat sources
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public IDictionary TextureRanges { get { return textureranges; } }
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public IDictionary FlatRanges { get { return flatranges; } }
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public IDictionary PatchRanges { get { return patchranges; } }
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public IDictionary SpriteRanges { get { return spriteranges; } }
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public IDictionary ColormapRanges { get { return colormapranges; } }
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// Things
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public ICollection<string> DefaultThingFlags { get { return defaultthingflags; } }
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public IDictionary<string, string> ThingFlags { get { return thingflags; } }
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public List<FlagTranslation> ThingFlagsTranslation { get { return thingflagstranslation; } }
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// Linedefs
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public IDictionary<string, string> LinedefFlags { get { return linedefflags; } }
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public List<string> SortedLinedefFlags { get { return sortedlinedefflags; } }
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public IDictionary<int, LinedefActionInfo> LinedefActions { get { return linedefactions; } }
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public List<LinedefActionInfo> SortedLinedefActions { get { return sortedlinedefactions; } }
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public List<LinedefActionCategory> ActionCategories { get { return actioncategories; } }
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public List<LinedefActivateInfo> LinedefActivates { get { return linedefactivates; } }
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public List<GeneralizedCategory> GenActionCategories { get { return genactioncategories; } }
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public List<FlagTranslation> LinedefFlagsTranslation { get { return linedefflagstranslation; } }
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// Sectors
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public IDictionary<int, SectorEffectInfo> SectorEffects { get { return sectoreffects; } }
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public List<SectorEffectInfo> SortedSectorEffects { get { return sortedsectoreffects; } }
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public List<GeneralizedOption> GenEffectOptions { get { return geneffectoptions; } }
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public StepsList BrightnessLevels { get { return brightnesslevels; } }
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// Universal fields
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public List<UniversalFieldInfo> LinedefFields { get { return linedeffields; } }
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public List<UniversalFieldInfo> SectorFields { get { return sectorfields; } }
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public List<UniversalFieldInfo> SidedefFields { get { return sidedeffields; } }
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public List<UniversalFieldInfo> ThingFields { get { return thingfields; } }
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public List<UniversalFieldInfo> VertexFields { get { return vertexfields; } }
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// Enums
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public IDictionary<string, EnumList> Enums { get { return enums; } }
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// Defaults
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internal List<DefinedTextureSet> TextureSets { get { return texturesets; } }
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public List<ThingsFilter> ThingsFilters { get { return thingfilters; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal GameConfiguration(Configuration cfg)
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{
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object obj;
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// Initialize
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this.cfg = cfg;
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this.thingflags = new Dictionary<string, string>();
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this.defaultthingflags = new List<string>();
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this.thingcategories = new List<ThingCategory>();
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this.things = new Dictionary<int, ThingTypeInfo>();
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this.linedefflags = new Dictionary<string, string>();
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this.sortedlinedefflags = new List<string>();
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this.linedefactions = new Dictionary<int, LinedefActionInfo>();
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this.actioncategories = new List<LinedefActionCategory>();
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this.sortedlinedefactions = new List<LinedefActionInfo>();
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this.linedefactivates = new List<LinedefActivateInfo>();
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this.genactioncategories = new List<GeneralizedCategory>();
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this.sectoreffects = new Dictionary<int, SectorEffectInfo>();
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this.sortedsectoreffects = new List<SectorEffectInfo>();
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this.geneffectoptions = new List<GeneralizedOption>();
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this.enums = new Dictionary<string, EnumList>();
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this.skills = new List<SkillInfo>();
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this.texturesets = new List<DefinedTextureSet>();
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this.makedoorargs = new int[Linedef.NUM_ARGS];
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this.maplumps = new Dictionary<string, MapLumpInfo>();
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this.thingflagstranslation = new List<FlagTranslation>();
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this.linedefflagstranslation = new List<FlagTranslation>();
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this.thingfilters = new List<ThingsFilter>();
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this.brightnesslevels = new StepsList();
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// Read general settings
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configname = cfg.ReadSetting("game", "<unnamed game>");
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enginename = cfg.ReadSetting("engine", "");
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defaultsavecompiler = cfg.ReadSetting("defaultsavecompiler", "");
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defaulttestcompiler = cfg.ReadSetting("defaulttestcompiler", "");
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defaulttexturescale = cfg.ReadSetting("defaulttexturescale", 1f);
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defaultflatscale = cfg.ReadSetting("defaultflatscale", 1f);
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formatinterface = cfg.ReadSetting("formatinterface", "");
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mixtexturesflats = cfg.ReadSetting("mixtexturesflats", false);
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generalizedactions = cfg.ReadSetting("generalizedlinedefs", false);
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generalizedeffects = cfg.ReadSetting("generalizedsectors", false);
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start3dmodethingtype = cfg.ReadSetting("start3dmode", 0);
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linedefactivationsfilter = cfg.ReadSetting("linedefactivationsfilter", 0);
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testparameters = cfg.ReadSetting("testparameters", "");
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testshortpaths = cfg.ReadSetting("testshortpaths", false);
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makedoortrack = cfg.ReadSetting("makedoortrack", "-");
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makedooraction = cfg.ReadSetting("makedooraction", 0);
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linetagindicatesectors = cfg.ReadSetting("linetagindicatesectors", false);
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decorategames = cfg.ReadSetting("decorategames", "");
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skyflatname = cfg.ReadSetting("skyflatname", "F_SKY1");
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maxtexturenamelength = cfg.ReadSetting("maxtexturenamelength", 8);
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doomlightlevels = cfg.ReadSetting("doomlightlevels", true);
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for(int i = 0; i < Linedef.NUM_ARGS; i++) makedoorargs[i] = cfg.ReadSetting("makedoorarg" + i.ToString(CultureInfo.InvariantCulture), 0);
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// Flags have special (invariant culture) conversion
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// because they are allowed to be written as integers in the configs
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obj = cfg.ReadSettingObject("soundlinedefflag", 0);
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if(obj is int) soundlinedefflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else soundlinedefflag = obj.ToString();
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obj = cfg.ReadSettingObject("singlesidedflag", 0);
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if(obj is int) singlesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else singlesidedflag = obj.ToString();
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obj = cfg.ReadSettingObject("doublesidedflag", 0);
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if(obj is int) doublesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else doublesidedflag = obj.ToString();
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obj = cfg.ReadSettingObject("impassableflag", 0);
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if(obj is int) impassableflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else impassableflag = obj.ToString();
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obj = cfg.ReadSettingObject("upperunpeggedflag", 0);
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if(obj is int) upperunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else upperunpeggedflag = obj.ToString();
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obj = cfg.ReadSettingObject("lowerunpeggedflag", 0);
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if(obj is int) lowerunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else lowerunpeggedflag = obj.ToString();
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// Get map lumps
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maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable());
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// Get texture and flat sources
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textureranges = cfg.ReadSetting("textures", new Hashtable());
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flatranges = cfg.ReadSetting("flats", new Hashtable());
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patchranges = cfg.ReadSetting("patches", new Hashtable());
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spriteranges = cfg.ReadSetting("sprites", new Hashtable());
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colormapranges = cfg.ReadSetting("colormaps", new Hashtable());
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// Map lumps
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LoadMapLumps();
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// Skills
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LoadSkills();
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// Enums
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LoadEnums();
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// Things
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LoadThingFlags();
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LoadDefaultThingFlags();
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LoadThingCategories();
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// Linedefs
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LoadLinedefFlags();
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LoadLinedefActions();
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LoadLinedefActivations();
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LoadLinedefGeneralizedActions();
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// Sectors
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LoadBrightnessLevels();
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LoadSectorEffects();
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LoadSectorGeneralizedEffects();
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// Universal fields
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linedeffields = LoadUniversalFields("linedef");
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sectorfields = LoadUniversalFields("sector");
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sidedeffields = LoadUniversalFields("sidedef");
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thingfields = LoadUniversalFields("thing");
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vertexfields = LoadUniversalFields("vertex");
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// Defaults
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LoadTextureSets();
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LoadThingFilters();
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}
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// Destructor
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~GameConfiguration()
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{
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foreach(ThingCategory tc in thingcategories) tc.Dispose();
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foreach(LinedefActionCategory ac in actioncategories) ac.Dispose();
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}
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#endregion
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#region ================== Loading
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// This loads the map lumps
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private void LoadMapLumps()
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{
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IDictionary dic;
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// Get map lumps list
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dic = cfg.ReadSetting("maplumpnames", new Hashtable());
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foreach(DictionaryEntry de in dic)
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{
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// Make map lumps
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MapLumpInfo lumpinfo = new MapLumpInfo(de.Key.ToString(), cfg);
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maplumps.Add(de.Key.ToString(), lumpinfo);
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}
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}
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// This loads the enumerations
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private void LoadEnums()
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{
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IDictionary dic;
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// Get enums list
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dic = cfg.ReadSetting("enums", new Hashtable());
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foreach(DictionaryEntry de in dic)
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{
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// Make new enum
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EnumList list = new EnumList(de.Key.ToString(), cfg);
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enums.Add(de.Key.ToString(), list);
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}
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}
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// This loads a universal fields list
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private List<UniversalFieldInfo> LoadUniversalFields(string elementname)
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{
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List<UniversalFieldInfo> list = new List<UniversalFieldInfo>();
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UniversalFieldInfo uf;
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IDictionary dic;
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// Get fields
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dic = cfg.ReadSetting("universalfields." + elementname, new Hashtable());
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foreach(DictionaryEntry de in dic)
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{
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try
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{
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// Read the field info and add to list
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uf = new UniversalFieldInfo(elementname, de.Key.ToString(), cfg, enums);
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list.Add(uf);
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}
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catch(Exception)
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{
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General.ErrorLogger.Add(ErrorType.Warning, "Unable to read universal field definition 'universalfields." + elementname + "." + de.Key + "' from game configuration '" + this.Name + "'");
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}
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}
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// Return result
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return list;
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}
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// Things and thing categories
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private void LoadThingCategories()
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{
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IDictionary dic;
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ThingCategory thingcat;
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// Get thing categories
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dic = cfg.ReadSetting("thingtypes", new Hashtable());
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foreach(DictionaryEntry de in dic)
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{
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if(de.Value is IDictionary)
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{
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// Make a category
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thingcat = new ThingCategory(cfg, de.Key.ToString(), enums);
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// Add all things in category to the big list
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foreach(ThingTypeInfo t in thingcat.Things)
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{
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if(!things.ContainsKey(t.Index))
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{
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things.Add(t.Index, t);
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}
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else
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{
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General.ErrorLogger.Add(ErrorType.Warning, "Thing number " + t.Index + " is defined more than once (as '" + things[t.Index].Title + "' and '" + t.Title + "') in game configuration '" + this.Name + "'");
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}
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}
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// Add category to list
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thingcategories.Add(thingcat);
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}
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}
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}
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// Linedef flags
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private void LoadLinedefFlags()
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{
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IDictionary dic;
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// Get linedef flags
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dic = cfg.ReadSetting("linedefflags", new Hashtable());
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foreach(DictionaryEntry de in dic)
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linedefflags.Add(de.Key.ToString(), de.Value.ToString());
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// Get translations
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dic = cfg.ReadSetting("linedefflagstranslation", new Hashtable());
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foreach(DictionaryEntry de in dic)
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linedefflagstranslation.Add(new FlagTranslation(de));
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// Sort flags?
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MapSetIO io = MapSetIO.Create(formatinterface);
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if(io.HasNumericLinedefFlags)
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{
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// Make list for integers that we can sort
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List<int> sortlist = new List<int>(linedefflags.Count);
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foreach(KeyValuePair<string, string> f in linedefflags)
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{
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int num;
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if(int.TryParse(f.Key, NumberStyles.Integer, CultureInfo.InvariantCulture, out num)) sortlist.Add(num);
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}
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// Sort
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sortlist.Sort();
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// Make list of strings
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foreach(int i in sortlist)
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sortedlinedefflags.Add(i.ToString(CultureInfo.InvariantCulture));
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}
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// Sort the flags, because they must be compared highest first!
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linedefflagstranslation.Sort();
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}
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// Linedef actions and action categories
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private void LoadLinedefActions()
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{
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Dictionary<string, LinedefActionCategory> cats = new Dictionary<string, LinedefActionCategory>();
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IDictionary dic;
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LinedefActionInfo ai;
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LinedefActionCategory ac;
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int actionnumber;
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// Get linedef categories
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dic = cfg.ReadSetting("linedeftypes", new Hashtable());
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foreach(DictionaryEntry cde in dic)
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{
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if(cde.Value is IDictionary)
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{
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// Read category title
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|
string cattitle = cfg.ReadSetting("linedeftypes." + cde.Key + ".title", "");
|
|
|
|
// Make or get category
|
|
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
|
|
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(), 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 game configuration '" + this.Name + "'. 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()
|
|
{
|
|
IDictionary dic;
|
|
int bitvalue;
|
|
|
|
// Get linedef activations
|
|
dic = cfg.ReadSetting("linedefactivations", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Add to the list
|
|
linedefactivates.Add(new LinedefActivateInfo(de.Key.ToString(), de.Value.ToString()));
|
|
}
|
|
|
|
// Sort the list
|
|
linedefactivates.Sort();
|
|
}
|
|
|
|
// Linedef generalized actions
|
|
private void LoadLinedefGeneralizedActions()
|
|
{
|
|
IDictionary dic;
|
|
|
|
// Get linedef activations
|
|
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 game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sector effects
|
|
private void LoadSectorEffects()
|
|
{
|
|
IDictionary dic;
|
|
SectorEffectInfo si;
|
|
int actionnumber;
|
|
|
|
// Get sector effects
|
|
dic = cfg.ReadSetting("sectortypes", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Try paring the action number
|
|
if(int.TryParse(de.Key.ToString(),
|
|
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
|
|
CultureInfo.InvariantCulture, out actionnumber))
|
|
{
|
|
// Make effects
|
|
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 game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
|
|
// Sort the actions list
|
|
sortedsectoreffects.Sort();
|
|
}
|
|
|
|
// Brightness levels
|
|
private void LoadBrightnessLevels()
|
|
{
|
|
IDictionary dic;
|
|
int level;
|
|
|
|
// Get brightness levels structure
|
|
dic = cfg.ReadSetting("sectorbrightness", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Try paring the 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 game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
|
|
// Sort the list
|
|
brightnesslevels.Sort();
|
|
}
|
|
|
|
// Sector generalized effects
|
|
private void LoadSectorGeneralizedEffects()
|
|
{
|
|
IDictionary dic;
|
|
|
|
// Get sector effects
|
|
dic = cfg.ReadSetting("gen_sectortypes", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Check for valid structure
|
|
if(de.Value is IDictionary)
|
|
{
|
|
// Add option
|
|
geneffectoptions.Add(new GeneralizedOption("gen_sectortypes", "", de.Key.ToString(), de.Value as IDictionary));
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'gen_sectortypes' contains invalid entries in game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Thing flags
|
|
private void LoadThingFlags()
|
|
{
|
|
IDictionary dic;
|
|
|
|
// Get linedef flags
|
|
dic = cfg.ReadSetting("thingflags", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
thingflags.Add(de.Key.ToString(), de.Value.ToString());
|
|
|
|
// Get translations
|
|
dic = cfg.ReadSetting("thingflagstranslation", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
thingflagstranslation.Add(new FlagTranslation(de));
|
|
|
|
// Sort the translation flags, because they must be compared highest first!
|
|
thingflagstranslation.Sort();
|
|
}
|
|
|
|
// Default thing flags
|
|
private void LoadDefaultThingFlags()
|
|
{
|
|
IDictionary dic;
|
|
|
|
// Get linedef flags
|
|
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 game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Skills
|
|
private void LoadSkills()
|
|
{
|
|
IDictionary dic;
|
|
|
|
// Get skills
|
|
dic = cfg.ReadSetting("skills", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
int num = 0;
|
|
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 game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Texture Sets
|
|
private void LoadTextureSets()
|
|
{
|
|
IDictionary dic;
|
|
|
|
// Get sets
|
|
dic = cfg.ReadSetting("texturesets", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
DefinedTextureSet s = new DefinedTextureSet(cfg, "texturesets." + de.Key.ToString());
|
|
texturesets.Add(s);
|
|
}
|
|
}
|
|
|
|
// Thing Filters
|
|
private void LoadThingFilters()
|
|
{
|
|
IDictionary dic;
|
|
|
|
// Get sets
|
|
dic = cfg.ReadSetting("thingsfilters", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
ThingsFilter f = new ThingsFilter(cfg, "thingsfilters." + de.Key.ToString());
|
|
thingfilters.Add(f);
|
|
}
|
|
}
|
|
|
|
#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 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, List<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;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
// Known type?
|
|
if(linedefactions.ContainsKey(action))
|
|
{
|
|
return linedefactions[action];
|
|
}
|
|
else if(action == 0)
|
|
{
|
|
return new LinedefActionInfo(0, "None", true, false);
|
|
}
|
|
else if(IsGeneralized(action, genactioncategories))
|
|
{
|
|
return new LinedefActionInfo(action, "Generalized (" + GetGeneralizedActionCategory(action) + ")", true, true);
|
|
}
|
|
else
|
|
{
|
|
return new LinedefActionInfo(action, "Unknown", false, false);
|
|
}
|
|
}
|
|
|
|
// This returns information on a sector effect
|
|
public SectorEffectInfo GetSectorEffectInfo(int effect)
|
|
{
|
|
// Known type?
|
|
if(sectoreffects.ContainsKey(effect))
|
|
{
|
|
return sectoreffects[effect];
|
|
}
|
|
else if(effect == 0)
|
|
{
|
|
return new SectorEffectInfo(0, "None", true, false);
|
|
}
|
|
else
|
|
{
|
|
return new SectorEffectInfo(effect, "Unknown", false, false);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|