UltimateZoneBuilder/Source/Core/Config/GameConfiguration.cs
MaxED 0369c969d1 According to dotnetperls.com, "new Dictionary<string, [anything]>(StringComparer.Ordinal)" works 17% faster than "new Dictionary<string, [anything]>()", so let's stick that everywhere and see what happens :)
Draw Curve Mode: added settings panel.
Sectors mode: added "Make Door" button to the toolbar.
Swapped Side panel and Info panel z-order. 
Interface: split toolbar into 3 separate toolbars. All toolbar buttons are now viewable at 1024x768.
Interface: grouped stuff in "Modes" menu a bit better.
Interface: added "Draw [stuff]" buttons to modes toolbar.
Interface: reorganized main menu. Hope it makes more sense now.
API: added General.Interface.AddModesButton() and General.Interface.AddModesMenu(), which can be used to add buttons to specific group in "Modes" toolbar and menu items to specific group in "Modes" menu, so actions, which behave like an editing mode, but are not part of one can be added there.
2014-02-26 14:11:06 +00:00

959 lines
33 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.GZBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public class GameConfiguration
{
#region ================== Constants
#endregion
#region ================== Variables
// Original configuration
private Configuration cfg;
// General settings
private string configname;
private string enginename;
private float defaulttexturescale;
private float defaultflatscale;
private bool scaledtextureoffsets;
private string defaultsavecompiler;
private string defaulttestcompiler;
private string formatinterface;
private string defaultLinedefActivation; //mxd
private string singlesidedflag;
private string doublesidedflag;
private string impassableflag;
private string upperunpeggedflag;
private string lowerunpeggedflag;
private bool mixtexturesflats;
private bool generalizedactions;
private bool generalizedeffects;
private int start3dmodethingtype;
private int linedefactivationsfilter;
private string testparameters;
private bool testshortpaths;
private string makedoortrack;
private int makedooraction;
private int makedooractivate;
private int[] makedoorargs;
private Dictionary<string, bool> makedoorflags;
private bool linetagindicatesectors;
private string decorategames;
private string skyflatname;
private int maxtexturenamelength;
private int leftboundary;
private int rightboundary;
private int topboundary;
private int bottomboundary;
private bool doomlightlevels;
// Skills
private List<SkillInfo> skills;
// Map lumps
private IDictionary maplumpnames; // This is old, we should use maplumps instead
private Dictionary<string, MapLumpInfo> maplumps;
// Texture/flat/voxel sources
private IDictionary textureranges;
private IDictionary flatranges;
private IDictionary patchranges;
private IDictionary spriteranges;
private IDictionary colormapranges;
private IDictionary voxelranges; //mxd
// Things
private List<string> defaultthingflags;
private Dictionary<string, string> thingflags;
private List<ThingCategory> thingcategories;
private Dictionary<int, ThingTypeInfo> things;
private List<FlagTranslation> thingflagstranslation;
private List<ThingFlagsCompare> thingflagscompare;
// Linedefs
private Dictionary<string, string> linedefflags;
private List<string> sortedlinedefflags;
private Dictionary<int, LinedefActionInfo> linedefactions;
private List<LinedefActionInfo> sortedlinedefactions;
private List<LinedefActionCategory> actioncategories;
private List<LinedefActivateInfo> linedefactivates;
private List<GeneralizedCategory> genactioncategories;
private List<FlagTranslation> linedefflagstranslation;
//mxd. Sidedefs
private Dictionary<string, string> sidedefflags; //mxd
// Sectors
private Dictionary<string, string> sectorflags; //mxd
private Dictionary<int, SectorEffectInfo> sectoreffects;
private List<SectorEffectInfo> sortedsectoreffects;
private List<GeneralizedOption> geneffectoptions;
private StepsList brightnesslevels;
// Universal fields
private List<UniversalFieldInfo> linedeffields;
private List<UniversalFieldInfo> sectorfields;
private List<UniversalFieldInfo> sidedeffields;
private List<UniversalFieldInfo> thingfields;
private List<UniversalFieldInfo> vertexfields;
// Enums
private Dictionary<string, EnumList> enums;
// Defaults
private List<DefinedTextureSet> texturesets;
private List<ThingsFilter> thingfilters;
//mxd. Holds base game type (doom, heretic, hexen or strife)
private GameType gameType;
#endregion
#region ================== Properties
// General settings
public string Name { get { return configname; } }
public string EngineName { get { return enginename; } }
public string DefaultSaveCompiler { get { return defaultsavecompiler; } }
public string DefaultTestCompiler { get { return defaulttestcompiler; } }
public float DefaultTextureScale { get { return defaulttexturescale; } }
public float DefaultFlatScale { get { return defaultflatscale; } }
public bool ScaledTextureOffsets { get { return scaledtextureoffsets; } }
public string FormatInterface { get { return formatinterface; } }
public string DefaultLinedefActivationFlag { get { return defaultLinedefActivation; } } //mxd
public string SingleSidedFlag { get { return singlesidedflag; } }
public string DoubleSidedFlag { get { return doublesidedflag; } }
public string ImpassableFlag { get { return impassableflag; } }
public string UpperUnpeggedFlag { get { return upperunpeggedflag; } }
public string LowerUnpeggedFlag { get { return lowerunpeggedflag; } }
public bool MixTexturesFlats { get { return mixtexturesflats; } }
public bool GeneralizedActions { get { return generalizedactions; } }
public bool GeneralizedEffects { get { return generalizedeffects; } }
public int Start3DModeThingType { get { return start3dmodethingtype; } }
public int LinedefActivationsFilter { get { return linedefactivationsfilter; } }
public string TestParameters { get { return testparameters; } }
public bool TestShortPaths { get { return testshortpaths; } }
public string MakeDoorTrack { get { return makedoortrack; } }
public int MakeDoorAction { get { return makedooraction; } }
public int MakeDoorActivate { get { return makedooractivate; } }
public Dictionary<string, bool> MakeDoorFlags { get { return makedoorflags; } }
public int[] MakeDoorArgs { get { return makedoorargs; } }
public bool LineTagIndicatesSectors { get { return linetagindicatesectors ; } }
public string DecorateGames { get { return decorategames; } }
public string SkyFlatName { get { return skyflatname; } }
public int MaxTextureNamelength { get { return maxtexturenamelength; } }
public int LeftBoundary { get { return leftboundary; } }
public int RightBoundary { get { return rightboundary; } }
public int TopBoundary { get { return topboundary; } }
public int BottomBoundary { get { return bottomboundary; } }
public bool DoomLightLevels { get { return doomlightlevels; } }
// Skills
public List<SkillInfo> Skills { get { return skills; } }
// Map lumps
public IDictionary MapLumpNames { get { return maplumpnames; } }
public Dictionary<string, MapLumpInfo> MapLumps { get { return maplumps; } }
// Texture/flat/voxel sources
public IDictionary TextureRanges { get { return textureranges; } }
public IDictionary FlatRanges { get { return flatranges; } }
public IDictionary PatchRanges { get { return patchranges; } }
public IDictionary SpriteRanges { get { return spriteranges; } }
public IDictionary ColormapRanges { get { return colormapranges; } }
public IDictionary VoxelRanges { get { return voxelranges; } } //mxd
// Things
public ICollection<string> DefaultThingFlags { get { return defaultthingflags; } }
public IDictionary<string, string> ThingFlags { get { return thingflags; } }
public List<FlagTranslation> ThingFlagsTranslation { get { return thingflagstranslation; } }
public List<ThingFlagsCompare> ThingFlagsCompare { get { return thingflagscompare; } }
// Linedefs
public IDictionary<string, string> LinedefFlags { get { return linedefflags; } }
public List<string> SortedLinedefFlags { get { return sortedlinedefflags; } }
public IDictionary<int, LinedefActionInfo> LinedefActions { get { return linedefactions; } }
public List<LinedefActionInfo> SortedLinedefActions { get { return sortedlinedefactions; } }
public List<LinedefActionCategory> ActionCategories { get { return actioncategories; } }
public List<LinedefActivateInfo> LinedefActivates { get { return linedefactivates; } }
public List<GeneralizedCategory> GenActionCategories { get { return genactioncategories; } }
public List<FlagTranslation> LinedefFlagsTranslation { get { return linedefflagstranslation; } }
//mxd. Sidedefs
public IDictionary<string, string> SidedefFlags { get { return sidedefflags; } }
// Sectors
public IDictionary<string, string> SectorFlags { get { return sectorflags; } } //mxd
public IDictionary<int, SectorEffectInfo> SectorEffects { get { return sectoreffects; } }
public List<SectorEffectInfo> SortedSectorEffects { get { return sortedsectoreffects; } }
public List<GeneralizedOption> GenEffectOptions { get { return geneffectoptions; } }
public StepsList BrightnessLevels { get { return brightnesslevels; } }
// Universal fields
public List<UniversalFieldInfo> LinedefFields { get { return linedeffields; } }
public List<UniversalFieldInfo> SectorFields { get { return sectorfields; } }
public List<UniversalFieldInfo> SidedefFields { get { return sidedeffields; } }
public List<UniversalFieldInfo> ThingFields { get { return thingfields; } }
public List<UniversalFieldInfo> VertexFields { get { return vertexfields; } }
// Enums
public IDictionary<string, EnumList> Enums { get { return enums; } }
// Defaults
internal List<DefinedTextureSet> TextureSets { get { return texturesets; } }
public List<ThingsFilter> ThingsFilters { get { return thingfilters; } }
//mxd
public GameType GameType { get { return gameType; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal GameConfiguration(Configuration cfg)
{
object obj;
// Initialize
this.cfg = cfg;
this.thingflags = new Dictionary<string, string>(StringComparer.Ordinal);
this.defaultthingflags = new List<string>();
this.thingcategories = new List<ThingCategory>();
this.things = new Dictionary<int, ThingTypeInfo>();
this.linedefflags = new Dictionary<string, string>(StringComparer.Ordinal);
this.sortedlinedefflags = new List<string>();
this.linedefactions = new Dictionary<int, LinedefActionInfo>();
this.actioncategories = new List<LinedefActionCategory>();
this.sortedlinedefactions = new List<LinedefActionInfo>();
this.linedefactivates = new List<LinedefActivateInfo>();
this.sidedefflags = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.genactioncategories = new List<GeneralizedCategory>();
this.sectorflags = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.sectoreffects = new Dictionary<int, SectorEffectInfo>();
this.sortedsectoreffects = new List<SectorEffectInfo>();
this.geneffectoptions = new List<GeneralizedOption>();
this.enums = new Dictionary<string, EnumList>(StringComparer.Ordinal);
this.skills = new List<SkillInfo>();
this.texturesets = new List<DefinedTextureSet>();
this.makedoorargs = new int[Linedef.NUM_ARGS];
this.maplumps = new Dictionary<string, MapLumpInfo>(StringComparer.Ordinal);
this.thingflagstranslation = new List<FlagTranslation>();
this.linedefflagstranslation = new List<FlagTranslation>();
this.thingfilters = new List<ThingsFilter>();
this.thingflagscompare = new List<ThingFlagsCompare>();
this.brightnesslevels = new StepsList();
this.makedoorflags = new Dictionary<string, bool>(StringComparer.Ordinal);
// Read general settings
configname = cfg.ReadSetting("game", "<unnamed game>");
//mxd
int gt = (cfg.ReadSetting("basegame", (int)GameType.UNKNOWN));
gameType = ( (gt > -1 && gt < Gldefs.GLDEFS_LUMPS_PER_GAME.Length) ? (GameType)gt : GameType.UNKNOWN);
enginename = cfg.ReadSetting("engine", "");
defaultsavecompiler = cfg.ReadSetting("defaultsavecompiler", "");
defaulttestcompiler = cfg.ReadSetting("defaulttestcompiler", "");
defaulttexturescale = cfg.ReadSetting("defaulttexturescale", 1f);
defaultflatscale = cfg.ReadSetting("defaultflatscale", 1f);
scaledtextureoffsets = cfg.ReadSetting("scaledtextureoffsets", true);
formatinterface = cfg.ReadSetting("formatinterface", "");
mixtexturesflats = cfg.ReadSetting("mixtexturesflats", false);
generalizedactions = cfg.ReadSetting("generalizedlinedefs", false);
generalizedeffects = cfg.ReadSetting("generalizedsectors", false);
start3dmodethingtype = cfg.ReadSetting("start3dmode", 0);
linedefactivationsfilter = cfg.ReadSetting("linedefactivationsfilter", 0);
testparameters = cfg.ReadSetting("testparameters", "");
testshortpaths = cfg.ReadSetting("testshortpaths", false);
makedoortrack = cfg.ReadSetting("makedoortrack", "-");
makedooraction = cfg.ReadSetting("makedooraction", 0);
makedooractivate = cfg.ReadSetting("makedooractivate", 0);
linetagindicatesectors = cfg.ReadSetting("linetagindicatesectors", false);
decorategames = cfg.ReadSetting("decorategames", "");
skyflatname = cfg.ReadSetting("skyflatname", "F_SKY1");
maxtexturenamelength = cfg.ReadSetting("maxtexturenamelength", 8);
leftboundary = cfg.ReadSetting("leftboundary", -32768);
rightboundary = cfg.ReadSetting("rightboundary", 32767);
topboundary = cfg.ReadSetting("topboundary", 32767);
bottomboundary = cfg.ReadSetting("bottomboundary", -32768);
doomlightlevels = cfg.ReadSetting("doomlightlevels", true);
defaultLinedefActivation = cfg.ReadSetting("defaultlinedefactivation", ""); //mxd
for(int i = 0; i < Linedef.NUM_ARGS; i++) makedoorargs[i] = cfg.ReadSetting("makedoorarg" + i.ToString(CultureInfo.InvariantCulture), 0);
// Flags have special (invariant culture) conversion
// because they are allowed to be written as integers in the configs
obj = cfg.ReadSettingObject("singlesidedflag", 0);
if(obj is int) singlesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else singlesidedflag = obj.ToString();
obj = cfg.ReadSettingObject("doublesidedflag", 0);
if(obj is int) doublesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else doublesidedflag = obj.ToString();
obj = cfg.ReadSettingObject("impassableflag", 0);
if(obj is int) impassableflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else impassableflag = obj.ToString();
obj = cfg.ReadSettingObject("upperunpeggedflag", 0);
if(obj is int) upperunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else upperunpeggedflag = obj.ToString();
obj = cfg.ReadSettingObject("lowerunpeggedflag", 0);
if(obj is int) lowerunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else lowerunpeggedflag = obj.ToString();
// Get map lumps
maplumpnames = cfg.ReadSetting("maplumpnames", new Hashtable());
// Get texture and flat sources
textureranges = cfg.ReadSetting("textures", new Hashtable());
flatranges = cfg.ReadSetting("flats", new Hashtable());
patchranges = cfg.ReadSetting("patches", new Hashtable());
spriteranges = cfg.ReadSetting("sprites", new Hashtable());
colormapranges = cfg.ReadSetting("colormaps", new Hashtable());
voxelranges = cfg.ReadSetting("voxels", new Hashtable()); //mxd
// Map lumps
LoadMapLumps();
// Skills
LoadSkills();
// Enums
LoadEnums();
// Things
LoadThingFlags();
LoadDefaultThingFlags();
LoadThingCategories();
// Linedefs
LoadLinedefFlags();
LoadLinedefActions();
LoadLinedefActivations();
LoadLinedefGeneralizedActions();
//mxd. Sidedefs
LoadSidedefFlags();
// Sectors
LoadSectorFlags(); //mxd
LoadBrightnessLevels();
LoadSectorEffects();
LoadSectorGeneralizedEffects();
// Universal fields
linedeffields = LoadUniversalFields("linedef");
sectorfields = LoadUniversalFields("sector");
sidedeffields = LoadUniversalFields("sidedef");
thingfields = LoadUniversalFields("thing");
vertexfields = LoadUniversalFields("vertex");
// Defaults
LoadTextureSets();
LoadThingFilters();
// Make door flags
LoadMakeDoorFlags();
}
// Destructor
~GameConfiguration()
{
foreach(ThingCategory tc in thingcategories) tc.Dispose();
foreach(LinedefActionCategory ac in actioncategories) ac.Dispose();
foreach (ThingFlagsCompare tfc in thingflagscompare) tfc.Dispose();
}
#endregion
#region ================== Loading
// This loads the map lumps
private void LoadMapLumps()
{
IDictionary dic;
// Get map lumps list
dic = cfg.ReadSetting("maplumpnames", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Make map lumps
MapLumpInfo lumpinfo = new MapLumpInfo(de.Key.ToString(), cfg);
maplumps.Add(de.Key.ToString(), lumpinfo);
}
}
// This loads the enumerations
private void LoadEnums()
{
IDictionary dic;
// Get enums list
dic = cfg.ReadSetting("enums", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Make new enum
EnumList list = new EnumList(de.Key.ToString(), cfg);
enums.Add(de.Key.ToString(), list);
}
}
// This loads a universal fields list
private List<UniversalFieldInfo> LoadUniversalFields(string elementname)
{
List<UniversalFieldInfo> list = new List<UniversalFieldInfo>();
UniversalFieldInfo uf;
IDictionary dic;
// Get fields
dic = cfg.ReadSetting("universalfields." + elementname, new Hashtable());
foreach(DictionaryEntry de in dic)
{
try
{
// Read the field info and add to list
uf = new UniversalFieldInfo(elementname, de.Key.ToString(), cfg, enums);
list.Add(uf);
}
catch(Exception)
{
General.ErrorLogger.Add(ErrorType.Warning, "Unable to read universal field definition 'universalfields." + elementname + "." + de.Key + "' from game configuration '" + this.Name + "'");
}
}
// Return result
return list;
}
// Things and thing categories
private void LoadThingCategories()
{
IDictionary dic;
ThingCategory thingcat;
// Get thing categories
dic = cfg.ReadSetting("thingtypes", new Hashtable());
foreach(DictionaryEntry de in dic)
{
if(de.Value is IDictionary)
{
// Make a category
thingcat = new ThingCategory(cfg, de.Key.ToString(), enums);
// Add all things in category to the big list
foreach(ThingTypeInfo t in thingcat.Things)
{
if(!things.ContainsKey(t.Index))
{
things.Add(t.Index, t);
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Thing number " + t.Index + " is defined more than once (as '" + things[t.Index].Title + "' and '" + t.Title + "') in game configuration '" + this.Name + "'");
}
}
// Add category to list
thingcategories.Add(thingcat);
}
}
}
// Linedef flags
private void LoadLinedefFlags()
{
IDictionary dic;
// Get linedef flags
dic = cfg.ReadSetting("linedefflags", new Hashtable());
foreach(DictionaryEntry de in dic)
linedefflags.Add(de.Key.ToString(), de.Value.ToString());
// Get translations
dic = cfg.ReadSetting("linedefflagstranslation", new Hashtable());
foreach(DictionaryEntry de in dic)
linedefflagstranslation.Add(new FlagTranslation(de));
// Sort flags?
MapSetIO io = MapSetIO.Create(formatinterface);
if(io.HasNumericLinedefFlags)
{
// Make list for integers that we can sort
List<int> sortlist = new List<int>(linedefflags.Count);
foreach(KeyValuePair<string, string> f in linedefflags)
{
int num;
if(int.TryParse(f.Key, NumberStyles.Integer, CultureInfo.InvariantCulture, out num)) sortlist.Add(num);
}
// Sort
sortlist.Sort();
// Make list of strings
foreach(int i in sortlist)
sortedlinedefflags.Add(i.ToString(CultureInfo.InvariantCulture));
}
// Sort the flags, because they must be compared highest first!
linedefflagstranslation.Sort();
}
// Linedef actions and action categories
private void LoadLinedefActions()
{
Dictionary<string, LinedefActionCategory> cats = new Dictionary<string, LinedefActionCategory>(StringComparer.Ordinal);
LinedefActionInfo ai;
LinedefActionCategory ac;
int actionnumber;
// Get linedef categories
IDictionary dic = cfg.ReadSetting("linedeftypes", new Hashtable());
foreach(DictionaryEntry cde in dic)
{
if(cde.Value is IDictionary)
{
// Read category title
string cattitle = cfg.ReadSetting("linedeftypes." + cde.Key + ".title", "");
// Make or get category
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;
// 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 + "'");
}
}
}
//mxd. SIdedef flags
private void LoadSidedefFlags() {
// Get linedef flags
IDictionary dic = cfg.ReadSetting("sidedefflags", new Hashtable());
foreach(DictionaryEntry de in dic)
sidedefflags.Add(de.Key.ToString(), de.Value.ToString());
}
//mxd. Sector flags
private void LoadSectorFlags() {
// Get linedef flags
IDictionary dic = cfg.ReadSetting("sectorflags", new Hashtable());
foreach(DictionaryEntry de in dic)
sectorflags.Add(de.Key.ToString(), de.Value.ToString());
}
// 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));
// Get thing compare flag info (for the stuck thing error checker
dic = cfg.ReadSetting("thingflagscompare", new Hashtable());
foreach(DictionaryEntry de in dic) {
IDictionary gdic = cfg.ReadSetting("thingflagscompare." + de.Key, new Hashtable());
foreach(DictionaryEntry gde in gdic) {
thingflagscompare.Add(new ThingFlagsCompare(cfg, de.Key.ToString(), gde.Key.ToString()));
}
}
// 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;
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);
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);
thingfilters.Add(f);
}
}
// Make door flags
private void LoadMakeDoorFlags()
{
IDictionary dic;
dic = cfg.ReadSetting("makedoorflags", new Hashtable());
foreach (DictionaryEntry de in dic)
{
// Using minus will unset the flag
if (de.Key.ToString()[0] == '-')
{
makedoorflags[de.Key.ToString().TrimStart('-')] = false;
}
else
{
makedoorflags[de.Key.ToString()] = true;
}
}
}
#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
}
}