UltimateZoneBuilder/Source/Core/Config/GameConfiguration.cs
MaxED fa4dd4e399 Added, Thing Edit form: thing class is now displayed.
Added, Game configurations: added "thingclasshelp" property. It's used to open a website when thing class name is clicked in the Thing Edit form.
Changed, "Raise/Lower sector to nearest" action: 3d floors are now taken into account when using the action on things.
Updated documentation.
2015-03-17 12:28:42 +00:00

1020 lines
37 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;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public class GameConfiguration
{
#region ================== Constants
#endregion
#region ================== Variables
// Original configuration
private readonly Configuration cfg;
// General settings
private readonly string configname;
private readonly string enginename;
private readonly float defaulttexturescale;
private readonly float defaultflatscale;
private readonly bool scaledtextureoffsets;
private readonly string defaultsavecompiler;
private readonly string defaulttestcompiler;
private readonly string formatinterface;
private readonly string defaultLinedefActivation; //mxd
private readonly string singlesidedflag;
private readonly string doublesidedflag;
private readonly string impassableflag;
private readonly string upperunpeggedflag;
private readonly string lowerunpeggedflag;
private readonly bool mixtexturesflats;
private readonly bool generalizedactions;
private readonly bool generalizedeffects;
private readonly int start3dmodethingtype;
private readonly int linedefactivationsfilter;
private readonly string testparameters;
private readonly bool testshortpaths;
private readonly string makedoortrack;
private readonly string makedoordoor; //mxd
private readonly int makedooraction;
private readonly int makedooractivate;
private readonly int[] makedoorargs;
private readonly Dictionary<string, bool> makedoorflags;
private readonly bool linetagindicatesectors;
private readonly string decorategames;
private readonly string skyflatname;
private readonly int maxtexturenamelength;
private readonly bool longtexturenames; //mxd
private readonly int leftboundary;
private readonly int rightboundary;
private readonly int topboundary;
private readonly int bottomboundary;
private readonly bool doomlightlevels;
private readonly string actionspecialhelp; //mxd
private readonly string thingclasshelp; //mxd
// Skills
private readonly List<SkillInfo> skills;
// Map lumps
private readonly Dictionary<string, MapLumpInfo> maplumps;
// Texture/flat/voxel sources
private readonly IDictionary textureranges;
private readonly IDictionary flatranges;
private readonly IDictionary patchranges;
private readonly IDictionary spriteranges;
private readonly IDictionary colormapranges;
private readonly IDictionary voxelranges; //mxd
// Things
private readonly List<string> defaultthingflags;
private readonly Dictionary<string, string> thingflags;
private readonly List<ThingCategory> thingcategories;
private readonly Dictionary<int, ThingTypeInfo> things;
private readonly List<FlagTranslation> thingflagstranslation;
private readonly Dictionary<string, Dictionary<string, ThingFlagsCompare>> thingflagscompare; //mxd
private readonly Dictionary<string, string> thingrenderstyles; //mxd
// Linedefs
private readonly Dictionary<string, string> linedefflags;
private readonly List<string> sortedlinedefflags;
private readonly Dictionary<int, LinedefActionInfo> linedefactions;
private readonly List<LinedefActionInfo> sortedlinedefactions;
private readonly List<LinedefActionCategory> actioncategories;
private readonly List<LinedefActivateInfo> linedefactivates;
private readonly List<GeneralizedCategory> genactioncategories;
private readonly List<FlagTranslation> linedefflagstranslation;
private readonly Dictionary<string, string> linedefrenderstyles; //mxd
//mxd. Sidedefs
private readonly Dictionary<string, string> sidedefflags; //mxd
// Sectors
private readonly Dictionary<string, string> sectorflags; //mxd
private readonly Dictionary<int, SectorEffectInfo> sectoreffects;
private readonly List<SectorEffectInfo> sortedsectoreffects;
private readonly List<GeneralizedOption> geneffectoptions;
private readonly StepsList brightnesslevels;
private readonly Dictionary<string, string> sectorrenderstyles; //mxd
// Universal fields
private readonly List<UniversalFieldInfo> linedeffields;
private readonly List<UniversalFieldInfo> sectorfields;
private readonly List<UniversalFieldInfo> sidedeffields;
private readonly List<UniversalFieldInfo> thingfields;
private readonly List<UniversalFieldInfo> vertexfields;
// Enums
private readonly Dictionary<string, EnumList> enums;
// Defaults
private readonly List<DefinedTextureSet> texturesets;
private readonly List<ThingsFilter> thingfilters;
//mxd. Holds base game type (doom, heretic, hexen or strife)
private readonly 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 string MakeDoorDoor { get { return makedoordoor; } } //mxd
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 bool UseLongTextureNames { get { return longtexturenames; } } //mxd
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; } }
public string ActionSpecialHelp { get { return actionspecialhelp; } } //mxd
public string ThingClassHelp { get { return thingclasshelp; } } //mxd
// Skills
public List<SkillInfo> Skills { get { return skills; } }
// Map lumps
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 Dictionary<string, Dictionary<string, ThingFlagsCompare>> ThingFlagsCompare { get { return thingflagscompare; } } //mxd
public Dictionary<string, string> ThingRenderStyles { get { return thingrenderstyles; } } //mxd
// 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; } }
public Dictionary<string, string> LinedefRenderStyles { get { return linedefrenderstyles; } } //mxd
//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; } }
public Dictionary<string, string> SectorRenderStyles { get { return sectorrenderstyles; } } //mxd
// 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)
{
// 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 Dictionary<string, Dictionary<string, ThingFlagsCompare>>(); //mxd
this.brightnesslevels = new StepsList();
this.makedoorflags = new Dictionary<string, bool>(StringComparer.Ordinal);
this.linedefrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.sectorrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
this.thingrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
// 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", "-");
makedoordoor = cfg.ReadSetting("makedoordoor", "-"); //mxd
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");
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);
actionspecialhelp = cfg.ReadSetting("actionspecialhelp", string.Empty); //mxd
thingclasshelp = cfg.ReadSetting("thingclasshelp", string.Empty); //mxd
defaultLinedefActivation = cfg.ReadSetting("defaultlinedefactivation", ""); //mxd
for(int i = 0; i < Linedef.NUM_ARGS; i++) makedoorargs[i] = cfg.ReadSetting("makedoorarg" + i.ToString(CultureInfo.InvariantCulture), 0);
//mxd. Texture names length
longtexturenames = cfg.ReadSetting("longtexturenames", false);
maxtexturenamelength = (longtexturenames ? short.MaxValue : DataManager.CLASIC_IMAGE_NAME_LENGTH);
// Flags have special (invariant culture) conversion
// because they are allowed to be written as integers in the configs
object 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 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();
LoadStringDictionary(thingrenderstyles, "thingrenderstyles"); //mxd
// Linedefs
LoadLinedefFlags();
LoadLinedefActions();
LoadLinedefActivations();
LoadLinedefGeneralizedActions();
LoadStringDictionary(linedefrenderstyles, "linedefrenderstyles"); //mxd
//mxd. Sidedefs
LoadStringDictionary(sidedefflags, "sidedefflags");
// Sectors
LoadStringDictionary(sectorflags, "sectorflags"); //mxd
LoadBrightnessLevels();
LoadSectorEffects();
LoadSectorGeneralizedEffects();
LoadStringDictionary(sectorrenderstyles, "sectorrenderstyles"); //mxd
// 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();
}
#endregion
#region ================== Loading
// This loads the map lumps
private void LoadMapLumps()
{
// Get map lumps list
IDictionary 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()
{
// Get enums list
IDictionary 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;
// Get fields
IDictionary 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()
{
ThingCategory thingcat;
// Get thing categories
IDictionary 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()
{
// Get linedef flags
LoadStringDictionary(linedefflags, "linedefflags"); //mxd
// Get translations
IDictionary 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()
{
// Get linedef activations
IDictionary 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()));
}
//mxd. Sort only when activations are numeric
MapSetIO io = MapSetIO.Create(formatinterface);
if(io.HasNumericLinedefActivations)
{
linedefactivates.Sort();
}
}
// Linedef generalized actions
private void LoadLinedefGeneralizedActions()
{
// Get linedef activations
IDictionary 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()
{
SectorEffectInfo si;
int actionnumber;
// Get sector effects
IDictionary 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()
{
int level;
// Get brightness levels structure
IDictionary 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()
{
// Get sector effects
IDictionary 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()
{
// Get thing flags
LoadStringDictionary(thingflags, "thingflags"); //mxd
// Get translations
IDictionary 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)
{
string group = de.Key.ToString(); //mxd
string flag = gde.Key.ToString(); //mxd
if(!thingflagscompare.ContainsKey(group)) //mxd
thingflagscompare.Add(group, new Dictionary<string, ThingFlagsCompare>());
if(!thingflagscompare[group].ContainsKey(flag)) //mxd
thingflagscompare[group].Add(flag, new ThingFlagsCompare(cfg, group, flag));
}
}
//mxd. Integrity check
foreach (KeyValuePair<string, Dictionary<string, ThingFlagsCompare>> group in thingflagscompare)
{
foreach (KeyValuePair<string, ThingFlagsCompare> flaggrp in group.Value)
{
// Required group is missing?
if (!string.IsNullOrEmpty(flaggrp.Value.RequiredGroup) && !thingflagscompare.ContainsKey(flaggrp.Value.RequiredGroup))
{
General.ErrorLogger.Add(ErrorType.Warning, "thingflagscompare group '" + flaggrp.Value.RequiredGroup + "', required by flag '" + flaggrp.Key + "' does not exist!");
flaggrp.Value.RequiredGroup = string.Empty;
}
// Ignored group is missing?
if(!string.IsNullOrEmpty(flaggrp.Value.IgnoredGroup) && !thingflagscompare.ContainsKey(flaggrp.Value.IgnoredGroup))
{
General.ErrorLogger.Add(ErrorType.Warning, "thingflagscompare group '" + flaggrp.Value.IgnoredGroup + "', ignored by flag '" + flaggrp.Key + "' does not exist!");
flaggrp.Value.IgnoredGroup = string.Empty;
}
// Required flag is missing?
if(!string.IsNullOrEmpty(flaggrp.Value.RequiredFlag) && !group.Value.ContainsKey(flaggrp.Value.RequiredFlag))
{
General.ErrorLogger.Add(ErrorType.Warning, "thingflagscompare flag '" + flaggrp.Value.RequiredFlag + "', required by flag '" + flaggrp.Key + "' does not exist!");
flaggrp.Value.RequiredFlag = string.Empty;
}
}
}
// Sort the translation flags, because they must be compared highest first!
thingflagstranslation.Sort();
}
// Default thing flags
private void LoadDefaultThingFlags()
{
// Get linedef flags
IDictionary 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()
{
// Get skills
IDictionary 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()
{
// Get sets
IDictionary 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()
{
// Get sets
IDictionary 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 = 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;
}
}
}
//mxd
private void LoadStringDictionary(Dictionary<string, string> target, string settingname)
{
IDictionary dic = cfg.ReadSetting(settingname, new Hashtable());
foreach(DictionaryEntry de in dic)
target.Add(de.Key.ToString(), de.Value.ToString());
}
#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;
}
//mxd
public static bool IsGeneralizedSectorEffect(int effect, IEnumerable<GeneralizedOption> options)
{
if (effect == 0) return false;
foreach (GeneralizedOption option in options)
{
foreach(GeneralizedBit bit in option.Bits)
{
if(bit.Index > 0 && (effect & bit.Index) == bit.Index) return true;
}
}
return false;
}
//mxd
public string GetGeneralizedSectorEffectName(int effect)
{
if (effect == 0) return "None";
string title = "Unknown";
int matches = 0;
foreach(GeneralizedOption option in geneffectoptions)
{
foreach(GeneralizedBit bit in option.Bits)
{
if(bit.Index > 0 && (effect & bit.Index) == bit.Index)
{
title = option.Name + ": " + bit.Title;
matches++;
}
}
}
return (matches > 1 ? "Generalized (" + matches + " effects)" : title);
}
// 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 if(IsGeneralizedSectorEffect(effect, geneffectoptions)) //mxd
{
return new SectorEffectInfo(effect, GetGeneralizedSectorEffectName(effect), true, true);
}
else
{
return new SectorEffectInfo(effect, "Unknown", false, false);
}
}
#endregion
}
}