mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-11 21:01:22 +00:00
16b97e1c83
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported). Several values from (Z)MAPINFO are now used in Visual modes. Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section). MODELDEF parser now checks which model(s) is/are used in first frame. Dynamic lights are now created with more meaningful default parameters. Added errors and warnings indicator to main window.
919 lines
31 KiB
C#
919 lines
31 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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using CodeImp.DoomBuilder.GZBuilder.Data;
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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 bool scaledtextureoffsets;
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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 makedooractivate;
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private int[] makedoorargs;
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private Dictionary<string, bool> makedoorflags;
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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 int leftboundary;
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private int rightboundary;
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private int topboundary;
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private int bottomboundary;
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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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//mxd. Holds base game type (doom, heretic, hexen or strife)
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private GameType gameType;
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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 bool ScaledTextureOffsets { get { return scaledtextureoffsets; } }
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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 MakeDoorActivate { get { return makedooractivate; } }
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public Dictionary<string, bool> MakeDoorFlags { get { return makedoorflags; } }
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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 int LeftBoundary { get { return leftboundary; } }
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public int RightBoundary { get { return rightboundary; } }
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public int TopBoundary { get { return topboundary; } }
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public int BottomBoundary { get { return bottomboundary; } }
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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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//mxd
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public GameType GameType { get { return gameType; } }
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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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this.makedoorflags = new Dictionary<string, bool>();
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// Read general settings
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configname = cfg.ReadSetting("game", "<unnamed game>");
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//mxd
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gameType = (GameType)(cfg.ReadSetting("basegame", (int)GameType.UNKNOWN));
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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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scaledtextureoffsets = cfg.ReadSetting("scaledtextureoffsets", true);
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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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makedooractivate = cfg.ReadSetting("makedooractivate", 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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leftboundary = cfg.ReadSetting("leftboundary", -32768);
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rightboundary = cfg.ReadSetting("rightboundary", 32767);
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topboundary = cfg.ReadSetting("topboundary", 32767);
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bottomboundary = cfg.ReadSetting("bottomboundary", -32768);
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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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// Make door flags
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LoadMakeDoorFlags();
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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;
|
|
|
|
// 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>();
|
|
IDictionary dic;
|
|
LinedefActionInfo ai;
|
|
LinedefActionCategory ac;
|
|
int actionnumber;
|
|
|
|
// Get linedef categories
|
|
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;
|
|
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);
|
|
}
|
|
}
|
|
|
|
// 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
|
|
}
|
|
}
|