UltimateZoneBuilder/Source/Config/GameConfiguration.cs
codeimp c37b28e15f - improved game config guessing to better detect UDMF when map is opened
- added game config detection pattern to Doom Legacy game config
- insert thing feature added, including automatic thing defaults
- fixed typo in all game configs (defaulthingflags -> defaultthingflags)
2008-06-10 11:32:06 +00:00

625 lines
20 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;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public class GameConfiguration
{
#region ================== Constants
#endregion
#region ================== Variables
// Original configuration
private Configuration cfg;
// General settings
private string enginename;
private float defaulttexturescale;
private float defaultflatscale;
private string formatinterface;
private string soundlinedefflag;
private string singlesidedflag;
private string doublesidedflag;
private string impassableflag;
private bool mixtexturesflats;
private bool generalizedactions;
private bool generalizedeffects;
private int start3dmodethingtype;
private int linedefactivationsfilter;
// Map lumps
private IDictionary maplumpnames;
// Texture/flat sources
private IDictionary textureranges;
private IDictionary flatranges;
// Things
private List<string> defaultthingflags;
private Dictionary<string, string> thingflags;
private List<ThingCategory> thingcategories;
private Dictionary<int, ThingTypeInfo> things;
// 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;
// Sectors
private Dictionary<int, SectorEffectInfo> sectoreffects;
private List<SectorEffectInfo> sortedsectoreffects;
private List<GeneralizedOption> geneffectoptions;
// 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;
#endregion
#region ================== Properties
// General settings
public string EngineName { get { return enginename; } }
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 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; } }
// Map lumps
public IDictionary MapLumpNames { get { return maplumpnames; } }
// Texture/flat sources
public IDictionary TextureRanges { get { return textureranges; } }
public IDictionary FlatRanges { get { return flatranges; } }
// Things
public ICollection<string> DefaultThingFlags { get { return defaultthingflags; } }
public IDictionary<string, string> ThingFlags { get { return thingflags; } }
public List<ThingCategory> ThingCategories { get { return thingcategories; } }
public ICollection<ThingTypeInfo> Things { get { return things.Values; } }
// 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; } }
// Sectors
public IDictionary<int, SectorEffectInfo> SectorEffects { get { return sectoreffects; } }
public List<SectorEffectInfo> SortedSectorEffects { get { return sortedsectoreffects; } }
public List<GeneralizedOption> GenEffectOptions { get { return geneffectoptions; } }
// 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; } }
#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>();
// Read general settings
enginename = cfg.ReadSetting("engine", "");
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);
// 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();
// 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());
// Enums
LoadEnums();
// Things
LoadThingFlags();
LoadDefaultThingFlags();
LoadThingCategories();
// Linedefs
LoadLinedefFlags();
LoadLinedefActions();
LoadLinedefActivations();
LoadLinedefGeneralizedActions();
// Sectors
LoadSectorEffects();
LoadSectorGeneralizedEffects();
// Universal fields
linedeffields = LoadUniversalFields("linedef");
sectorfields = LoadUniversalFields("sector");
sidedeffields = LoadUniversalFields("sidedef");
thingfields = LoadUniversalFields("thing");
vertexfields = LoadUniversalFields("vertex");
}
// Destructor
~GameConfiguration()
{
foreach(ThingCategory tc in thingcategories) tc.Dispose();
foreach(LinedefActionCategory ac in actioncategories) ac.Dispose();
}
#endregion
#region ================== Loading
// 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.WriteLogLine("WARNING: Unable to read universal field definition 'universalfields." + elementname + "." + de.Key + "'!");
}
}
// 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());
// Add all things in category to the big list
foreach(ThingTypeInfo t in thingcat.Things) things.Add(t.Index, t);
// 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)
{
/*
// Try paring the bit value
if(int.TryParse(de.Key.ToString(),
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
CultureInfo.InvariantCulture, out bitvalue))
{
// Check for conflict and add to list
if((bitvalue & bitflagscheck) == 0)
linedefflags.Add(bitvalue, de.Value.ToString());
else
General.WriteLogLine("WARNING: Structure 'linedefflags' contains conflicting bit flag keys. Make sure all keys are unique integers and powers of 2!");
// Update bit flags checking value
bitflagscheck |= bitvalue;
}
else
{
General.WriteLogLine("WARNING: Structure 'linedefflags' contains invalid keys!");
}
*/
linedefflags.Add(de.Key.ToString(), de.Value.ToString());
}
}
// 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.WriteLogLine("WARNING: Structure 'linedeftypes' contains invalid types! (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.WriteLogLine("WARNING: Structure 'gen_linedeftypes' contains invalid entries!");
}
}
}
// 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());
// Add action to category and sorted list
sortedsectoreffects.Add(si);
sectoreffects.Add(actionnumber, si);
}
else
{
General.WriteLogLine("WARNING: Structure 'sectortypes' contains invalid keys!");
}
}
// Sort the actions list
sortedsectoreffects.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.WriteLogLine("WARNING: Structure 'gen_sectortypes' contains invalid entries!");
}
}
}
// 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());
}
// 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.WriteLogLine("WARNING: Structure 'defaultthingflags' contains unknown thing flags!");
}
}
}
#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 thing information by index
public ThingTypeInfo GetThingInfo(int thingtype)
{
// Index in config?
if(things.ContainsKey(thingtype))
{
// Return from config
return things[thingtype];
}
else
{
// Create unknown thing info
return new ThingTypeInfo(thingtype);
}
}
// This gets thing information by index
// Returns null when thing type info could not be found
public ThingTypeInfo GetThingInfoEx(int thingtype)
{
// Index in config?
if(things.ContainsKey(thingtype))
{
// Return from config
return things[thingtype];
}
else
{
// No such thing type known
return null;
}
}
// 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));
}
#endregion
}
}