UltimateZoneBuilder/Source/Core/Config/GameConfiguration.cs

835 lines
28 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 System.Text;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using System.Diagnostics;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Editing;
#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 string defaultsavecompiler;
private string defaulttestcompiler;
private string formatinterface;
private string soundlinedefflag;
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[] makedoorargs;
private bool linetagindicatesectors;
private string decorategames;
private string skyflatname;
private int maxtexturenamelength;
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 sources
private IDictionary textureranges;
private IDictionary flatranges;
private IDictionary patchranges;
private IDictionary spriteranges;
private IDictionary colormapranges;
// Things
private List<string> defaultthingflags;
private Dictionary<string, string> thingflags;
private List<ThingCategory> thingcategories;
private Dictionary<int, ThingTypeInfo> things;
private List<FlagTranslation> thingflagstranslation;
// Linedefs
private Dictionary<string, string> linedefflags;
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;
// Sectors
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;
#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 string FormatInterface { get { return formatinterface; } }
public string SoundLinedefFlag { get { return soundlinedefflag; } }
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[] 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 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 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; } }
// Things
public ICollection<string> DefaultThingFlags { get { return defaultthingflags; } }
public IDictionary<string, string> ThingFlags { get { return thingflags; } }
public List<FlagTranslation> ThingFlagsTranslation { get { return thingflagstranslation; } }
// Linedefs
public IDictionary<string, string> LinedefFlags { get { return linedefflags; } }
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; } }
// Sectors
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; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal GameConfiguration(Configuration cfg)
{
object obj;
// Initialize
this.cfg = cfg;
this.thingflags = new Dictionary<string, string>();
this.defaultthingflags = new List<string>();
this.thingcategories = new List<ThingCategory>();
this.things = new Dictionary<int, ThingTypeInfo>();
this.linedefflags = new Dictionary<string, string>();
this.linedefactions = new Dictionary<int, LinedefActionInfo>();
this.actioncategories = new List<LinedefActionCategory>();
this.sortedlinedefactions = new List<LinedefActionInfo>();
this.linedefactivates = new List<LinedefActivateInfo>();
this.genactioncategories = new List<GeneralizedCategory>();
this.sectoreffects = new Dictionary<int, SectorEffectInfo>();
this.sortedsectoreffects = new List<SectorEffectInfo>();
this.geneffectoptions = new List<GeneralizedOption>();
this.enums = new Dictionary<string, EnumList>();
this.skills = new List<SkillInfo>();
this.texturesets = new List<DefinedTextureSet>();
this.makedoorargs = new int[Linedef.NUM_ARGS];
this.maplumps = new Dictionary<string, MapLumpInfo>();
this.thingflagstranslation = new List<FlagTranslation>();
this.linedefflagstranslation = new List<FlagTranslation>();
this.thingfilters = new List<ThingsFilter>();
this.brightnesslevels = new StepsList();
// Read general settings
configname = cfg.ReadSetting("game", "<unnamed game>");
enginename = cfg.ReadSetting("engine", "");
defaultsavecompiler = cfg.ReadSetting("defaultsavecompiler", "");
defaulttestcompiler = cfg.ReadSetting("defaulttestcompiler", "");
defaulttexturescale = cfg.ReadSetting("defaulttexturescale", 1f);
defaultflatscale = cfg.ReadSetting("defaultflatscale", 1f);
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);
linetagindicatesectors = cfg.ReadSetting("linetagindicatesectors", false);
decorategames = cfg.ReadSetting("decorategames", "");
skyflatname = cfg.ReadSetting("skyflatname", "F_SKY1");
maxtexturenamelength = cfg.ReadSetting("maxtexturenamelength", 8);
doomlightlevels = cfg.ReadSetting("doomlightlevels", true);
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("soundlinedefflag", 0);
if(obj is int) soundlinedefflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else soundlinedefflag = obj.ToString();
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());
// Map lumps
LoadMapLumps();
// Skills
LoadSkills();
// Enums
LoadEnums();
// Things
LoadThingFlags();
LoadDefaultThingFlags();
LoadThingCategories();
// Linedefs
LoadLinedefFlags();
LoadLinedefActions();
LoadLinedefActivations();
LoadLinedefGeneralizedActions();
// Sectors
LoadBrightnessLevels();
LoadSectorEffects();
LoadSectorGeneralizedEffects();
// Universal fields
linedeffields = LoadUniversalFields("linedef");
sectorfields = LoadUniversalFields("sector");
sidedeffields = LoadUniversalFields("sidedef");
thingfields = LoadUniversalFields("thing");
vertexfields = LoadUniversalFields("vertex");
// Defaults
LoadTextureSets();
LoadThingFilters();
}
// 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()
{
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)
{
// 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;
int bitflagscheck = 0;
int bitvalue;
// 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 the translation 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)
{
// 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
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'linedeftypes' contains invalid types in game configuration '" + this.Name + "'. All types must be expanded structures.");
}
}
}
}
// Sort the actions list
sortedlinedefactions.Sort();
// Copy categories to final list
actioncategories.Clear();
actioncategories.AddRange(cats.Values);
// Sort the categories list
actioncategories.Sort();
}
// Linedef activates
private void LoadLinedefActivations()
{
IDictionary dic;
int bitvalue;
// Get linedef activations
dic = cfg.ReadSetting("linedefactivations", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Add to the list
linedefactivates.Add(new LinedefActivateInfo(de.Key.ToString(), de.Value.ToString()));
}
// Sort the list
linedefactivates.Sort();
}
// Linedef generalized actions
private void LoadLinedefGeneralizedActions()
{
IDictionary dic;
// Get linedef activations
dic = cfg.ReadSetting("gen_linedeftypes", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Check for valid structure
if(de.Value is IDictionary)
{
// Add category
genactioncategories.Add(new GeneralizedCategory("gen_linedeftypes", de.Key.ToString(), cfg));
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'gen_linedeftypes' contains invalid entries in game configuration '" + this.Name + "'");
}
}
}
// Sector effects
private void LoadSectorEffects()
{
IDictionary dic;
SectorEffectInfo si;
int actionnumber;
// Get sector effects
dic = cfg.ReadSetting("sectortypes", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Try paring the action number
if(int.TryParse(de.Key.ToString(),
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
CultureInfo.InvariantCulture, out actionnumber))
{
// Make effects
si = new SectorEffectInfo(actionnumber, de.Value.ToString(), true, false);
// Add action to category and sorted list
sortedsectoreffects.Add(si);
sectoreffects.Add(actionnumber, si);
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'sectortypes' contains invalid keys in game configuration '" + this.Name + "'");
}
}
// Sort the actions list
sortedsectoreffects.Sort();
}
// Brightness levels
private void LoadBrightnessLevels()
{
IDictionary dic;
int level;
// Get brightness levels structure
dic = cfg.ReadSetting("sectorbrightness", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Try paring the level
if(int.TryParse(de.Key.ToString(),
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
CultureInfo.InvariantCulture, out level))
{
brightnesslevels.Add(level);
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'sectorbrightness' contains invalid keys in game configuration '" + this.Name + "'");
}
}
// Sort the list
brightnesslevels.Sort();
}
// Sector generalized effects
private void LoadSectorGeneralizedEffects()
{
IDictionary dic;
// Get sector effects
dic = cfg.ReadSetting("gen_sectortypes", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Check for valid structure
if(de.Value is IDictionary)
{
// Add option
geneffectoptions.Add(new GeneralizedOption("gen_sectortypes", "", de.Key.ToString(), de.Value as IDictionary));
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'gen_sectortypes' contains invalid entries in game configuration '" + this.Name + "'");
}
}
}
// Thing flags
private void LoadThingFlags()
{
IDictionary dic;
// Get linedef flags
dic = cfg.ReadSetting("thingflags", new Hashtable());
foreach(DictionaryEntry de in dic)
thingflags.Add(de.Key.ToString(), de.Value.ToString());
// Get translations
dic = cfg.ReadSetting("thingflagstranslation", new Hashtable());
foreach(DictionaryEntry de in dic)
thingflagstranslation.Add(new FlagTranslation(de));
// Sort the translation flags, because they must be compared highest first!
thingflagstranslation.Sort();
}
// Default thing flags
private void LoadDefaultThingFlags()
{
IDictionary dic;
// Get linedef flags
dic = cfg.ReadSetting("defaultthingflags", new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Check if flag exists
if(thingflags.ContainsKey(de.Key.ToString()))
{
defaultthingflags.Add(de.Key.ToString());
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'defaultthingflags' contains unknown thing flags in game configuration '" + this.Name + "'");
}
}
}
// Skills
private void LoadSkills()
{
IDictionary dic;
// Get skills
dic = cfg.ReadSetting("skills", new Hashtable());
foreach(DictionaryEntry de in dic)
{
int num = 0;
if(int.TryParse(de.Key.ToString(), out num))
{
skills.Add(new SkillInfo(num, de.Value.ToString()));
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'skills' contains invalid skill numbers in game configuration '" + this.Name + "'");
}
}
}
// Texture Sets
private void LoadTextureSets()
{
IDictionary dic;
// Get sets
dic = cfg.ReadSetting("texturesets", new Hashtable());
foreach(DictionaryEntry de in dic)
{
DefinedTextureSet s = new DefinedTextureSet(cfg, "texturesets." + de.Key.ToString());
texturesets.Add(s);
}
}
// Thing Filters
private void LoadThingFilters()
{
IDictionary dic;
// Get sets
dic = cfg.ReadSetting("thingsfilters", new Hashtable());
foreach(DictionaryEntry de in dic)
{
ThingsFilter f = new ThingsFilter(cfg, "thingsfilters." + de.Key.ToString());
thingfilters.Add(f);
}
}
#endregion
#region ================== Methods
// ReadSetting
public string ReadSetting(string setting, string defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public int ReadSetting(string setting, int defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public float ReadSetting(string setting, float defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public short ReadSetting(string setting, short defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public long ReadSetting(string setting, long defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public bool ReadSetting(string setting, bool defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public byte ReadSetting(string setting, byte defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
public IDictionary ReadSetting(string setting, IDictionary defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
// This gets a list of things categories
internal List<ThingCategory> GetThingCategories()
{
return new List<ThingCategory>(thingcategories);
}
// This gets a list of things
internal Dictionary<int, ThingTypeInfo> GetThingTypes()
{
return new Dictionary<int, ThingTypeInfo>(things);
}
// This checks if an action is generalized or predefined
public static bool IsGeneralized(int action, List<GeneralizedCategory> categories)
{
// Only actions above 0
if(action > 0)
{
// Go for all categories
foreach(GeneralizedCategory ac in categories)
{
// Check if the action is within range of this category
if((action >= ac.Offset) && (action < (ac.Offset + ac.Length))) return true;
}
}
// Not generalized
return false;
}
// This gets the generalized action category from action number
public GeneralizedCategory GetGeneralizedActionCategory(int action)
{
// Only actions above 0
if(action > 0)
{
// Go for all categories
foreach(GeneralizedCategory ac in genactioncategories)
{
// Check if the action is within range of this category
if((action >= ac.Offset) && (action < (ac.Offset + ac.Length))) return ac;
}
}
// Not generalized
return null;
}
// This checks if a specific edit mode class is listed
public bool IsEditModeSpecified(string classname)
{
return cfg.SettingExists("editingmodes." + classname.ToString(CultureInfo.InvariantCulture));
}
// This returns information on a linedef type
public LinedefActionInfo GetLinedefActionInfo(int action)
{
// Known type?
if(linedefactions.ContainsKey(action))
{
return linedefactions[action];
}
else if(action == 0)
{
return new LinedefActionInfo(0, "None", true, false);
}
else if(IsGeneralized(action, genactioncategories))
{
return new LinedefActionInfo(action, "Generalized (" + GetGeneralizedActionCategory(action) + ")", true, true);
}
else
{
return new LinedefActionInfo(action, "Unknown", false, false);
}
}
// This returns information on a sector effect
public SectorEffectInfo GetSectorEffectInfo(int effect)
{
// Known type?
if(sectoreffects.ContainsKey(effect))
{
return sectoreffects[effect];
}
else if(effect == 0)
{
return new SectorEffectInfo(0, "None", true, false);
}
else
{
return new SectorEffectInfo(effect, "Unknown", false, false);
}
}
#endregion
}
}