mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
25b3bf2287
Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
1028 lines
38 KiB
C#
1028 lines
38 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 CodeImp.DoomBuilder.IO;
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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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using CodeImp.DoomBuilder.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 readonly Configuration cfg;
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// General settings
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private readonly string configname;
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private readonly string enginename;
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private readonly float defaulttexturescale;
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private readonly float defaultflatscale;
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private readonly bool scaledtextureoffsets;
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private readonly string defaultsavecompiler;
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private readonly string defaulttestcompiler;
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private readonly string formatinterface;
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private readonly string defaultLinedefActivation; //mxd
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private readonly string singlesidedflag;
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private readonly string doublesidedflag;
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private readonly string impassableflag;
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private readonly string upperunpeggedflag;
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private readonly string lowerunpeggedflag;
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private readonly bool mixtexturesflats;
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private readonly bool generalizedactions;
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private readonly bool generalizedeffects;
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private readonly int start3dmodethingtype;
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private readonly int linedefactivationsfilter;
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private readonly string testparameters;
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private readonly bool testshortpaths;
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private readonly string makedoortrack;
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private readonly string makedoordoor; //mxd
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private readonly int makedooraction;
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private readonly int makedooractivate;
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private readonly int[] makedoorargs;
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private readonly Dictionary<string, bool> makedoorflags;
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private readonly bool linetagindicatesectors;
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private readonly string decorategames;
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private string skyflatname;
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private readonly int maxtexturenamelength;
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private readonly bool longtexturenames; //mxd
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private readonly int leftboundary;
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private readonly int rightboundary;
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private readonly int topboundary;
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private readonly int bottomboundary;
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private readonly bool doomlightlevels;
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private readonly string actionspecialhelp; //mxd
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private readonly string thingclasshelp; //mxd
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// Skills
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private readonly List<SkillInfo> skills;
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// Map lumps
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private readonly Dictionary<string, MapLumpInfo> maplumps;
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// Texture/flat/voxel sources
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private readonly IDictionary textureranges;
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private readonly IDictionary flatranges;
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private readonly IDictionary patchranges;
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private readonly IDictionary spriteranges;
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private readonly IDictionary colormapranges;
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private readonly IDictionary voxelranges; //mxd
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// Things
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private readonly List<string> defaultthingflags;
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private readonly Dictionary<string, string> thingflags;
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private readonly List<ThingCategory> thingcategories;
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private readonly Dictionary<int, ThingTypeInfo> things;
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private readonly List<FlagTranslation> thingflagstranslation;
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private readonly Dictionary<string, Dictionary<string, ThingFlagsCompare>> thingflagscompare; //mxd
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private readonly Dictionary<string, string> thingrenderstyles; //mxd
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// Linedefs
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private readonly Dictionary<string, string> linedefflags;
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private readonly List<string> sortedlinedefflags;
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private readonly Dictionary<int, LinedefActionInfo> linedefactions;
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private readonly List<LinedefActionInfo> sortedlinedefactions;
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private readonly List<LinedefActionCategory> actioncategories;
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private readonly List<LinedefActivateInfo> linedefactivates;
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private readonly List<GeneralizedCategory> genactioncategories;
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private readonly List<FlagTranslation> linedefflagstranslation;
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private readonly Dictionary<string, string> linedefrenderstyles; //mxd
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//mxd. Sidedefs
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private readonly Dictionary<string, string> sidedefflags; //mxd
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// Sectors
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private readonly Dictionary<string, string> sectorflags; //mxd
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private readonly Dictionary<int, SectorEffectInfo> sectoreffects;
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private readonly List<SectorEffectInfo> sortedsectoreffects;
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private readonly List<GeneralizedOption> geneffectoptions;
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private readonly StepsList brightnesslevels;
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private readonly Dictionary<string, string> sectorrenderstyles; //mxd
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// Universal fields
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private readonly List<UniversalFieldInfo> linedeffields;
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private readonly List<UniversalFieldInfo> sectorfields;
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private readonly List<UniversalFieldInfo> sidedeffields;
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private readonly List<UniversalFieldInfo> thingfields;
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private readonly List<UniversalFieldInfo> vertexfields;
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// Enums
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private readonly Dictionary<string, EnumList> enums;
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// Defaults
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private readonly List<DefinedTextureSet> texturesets;
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private readonly List<ThingsFilter> thingfilters;
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//mxd. Holds base game type (doom, heretic, hexen or strife)
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private readonly 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 DefaultLinedefActivationFlag { get { return defaultLinedefActivation; } } //mxd
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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 string MakeDoorDoor { get { return makedoordoor; } } //mxd
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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; } internal set { skyflatname = value; } } //mxd. Added setter
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public int MaxTextureNameLength { get { return maxtexturenamelength; } }
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public bool UseLongTextureNames { get { return longtexturenames; } } //mxd
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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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public string ActionSpecialHelp { get { return actionspecialhelp; } } //mxd
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public string ThingClassHelp { get { return thingclasshelp; } } //mxd
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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 Dictionary<string, MapLumpInfo> MapLumps { get { return maplumps; } }
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// Texture/flat/voxel 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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public IDictionary VoxelRanges { get { return voxelranges; } } //mxd
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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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public Dictionary<string, Dictionary<string, ThingFlagsCompare>> ThingFlagsCompare { get { return thingflagscompare; } } //mxd
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public Dictionary<string, string> ThingRenderStyles { get { return thingrenderstyles; } } //mxd
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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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public Dictionary<string, string> LinedefRenderStyles { get { return linedefrenderstyles; } } //mxd
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//mxd. Sidedefs
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public IDictionary<string, string> SidedefFlags { get { return sidedefflags; } }
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// Sectors
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public IDictionary<string, string> SectorFlags { get { return sectorflags; } } //mxd
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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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public Dictionary<string, string> SectorRenderStyles { get { return sectorrenderstyles; } } //mxd
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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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// Initialize
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this.cfg = cfg;
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this.thingflags = new Dictionary<string, string>(StringComparer.Ordinal);
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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>(StringComparer.Ordinal);
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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.sidedefflags = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
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this.genactioncategories = new List<GeneralizedCategory>();
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this.sectorflags = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
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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>(StringComparer.Ordinal);
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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>(StringComparer.Ordinal);
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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.thingflagscompare = new Dictionary<string, Dictionary<string, ThingFlagsCompare>>(); //mxd
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this.brightnesslevels = new StepsList();
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this.makedoorflags = new Dictionary<string, bool>(StringComparer.Ordinal);
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this.linedefrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
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this.sectorrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
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this.thingrenderstyles = new Dictionary<string, string>(StringComparer.Ordinal); //mxd
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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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int gt = (cfg.ReadSetting("basegame", (int)GameType.UNKNOWN));
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gameType = ( (gt > -1 && gt < Gldefs.GLDEFS_LUMPS_PER_GAME.Length) ? (GameType)gt : 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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makedoordoor = cfg.ReadSetting("makedoordoor", "-"); //mxd
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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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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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actionspecialhelp = cfg.ReadSetting("actionspecialhelp", string.Empty); //mxd
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thingclasshelp = cfg.ReadSetting("thingclasshelp", string.Empty); //mxd
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defaultLinedefActivation = cfg.ReadSetting("defaultlinedefactivation", ""); //mxd
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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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//mxd. Texture names length
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longtexturenames = cfg.ReadSetting("longtexturenames", false);
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maxtexturenamelength = (longtexturenames ? short.MaxValue : DataManager.CLASIC_IMAGE_NAME_LENGTH);
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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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object 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 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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voxelranges = cfg.ReadSetting("voxels", new Hashtable()); //mxd
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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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LoadStringDictionary(thingrenderstyles, "thingrenderstyles"); //mxd
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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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LoadStringDictionary(linedefrenderstyles, "linedefrenderstyles"); //mxd
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//mxd. Sidedefs
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LoadStringDictionary(sidedefflags, "sidedefflags");
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// Sectors
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LoadStringDictionary(sectorflags, "sectorflags"); //mxd
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LoadBrightnessLevels();
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LoadSectorEffects();
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LoadSectorGeneralizedEffects();
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LoadStringDictionary(sectorrenderstyles, "sectorrenderstyles"); //mxd
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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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foreach(ThingsFilter tf in thingfilters) tf.Dispose(); //mxd
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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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{
|
|
// Get map lumps list
|
|
IDictionary dic = cfg.ReadSetting("maplumpnames", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Make map lumps
|
|
MapLumpInfo lumpinfo = new MapLumpInfo(de.Key.ToString(), cfg);
|
|
maplumps.Add(de.Key.ToString(), lumpinfo);
|
|
}
|
|
}
|
|
|
|
// This loads the enumerations
|
|
private void LoadEnums()
|
|
{
|
|
// Get enums list
|
|
IDictionary dic = cfg.ReadSetting("enums", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Make new enum
|
|
EnumList list = new EnumList(de.Key.ToString(), cfg);
|
|
enums.Add(de.Key.ToString(), list);
|
|
}
|
|
}
|
|
|
|
// This loads a universal fields list
|
|
private List<UniversalFieldInfo> LoadUniversalFields(string elementname)
|
|
{
|
|
List<UniversalFieldInfo> list = new List<UniversalFieldInfo>();
|
|
UniversalFieldInfo uf;
|
|
|
|
// Get fields
|
|
IDictionary dic = cfg.ReadSetting("universalfields." + elementname, new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
try
|
|
{
|
|
// Read the field info and add to list
|
|
uf = new UniversalFieldInfo(elementname, de.Key.ToString(), cfg, enums);
|
|
list.Add(uf);
|
|
}
|
|
catch(Exception)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Unable to read universal field definition 'universalfields." + elementname + "." + de.Key + "' from game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return list;
|
|
}
|
|
|
|
// Things and thing categories
|
|
private void LoadThingCategories()
|
|
{
|
|
ThingCategory thingcat;
|
|
|
|
// Get thing categories
|
|
IDictionary dic = cfg.ReadSetting("thingtypes", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
if(de.Value is IDictionary)
|
|
{
|
|
// Make a category
|
|
thingcat = new ThingCategory(cfg, null, de.Key.ToString(), enums);
|
|
|
|
// Add all things in category to the big list
|
|
AddThingsFromCategory(thingcat); //mxd
|
|
|
|
// Add category to list
|
|
thingcategories.Add(thingcat);
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. This recursively adds all things from a ThingCategory and it's children
|
|
private void AddThingsFromCategory(ThingCategory thingcat)
|
|
{
|
|
// 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 + "'");
|
|
}
|
|
|
|
// Recursively add things from child categories
|
|
foreach(ThingCategory c in thingcat.Children) AddThingsFromCategory(c);
|
|
}
|
|
|
|
// Linedef flags
|
|
private void LoadLinedefFlags()
|
|
{
|
|
// Get linedef flags
|
|
LoadStringDictionary(linedefflags, "linedefflags"); //mxd
|
|
|
|
// Get translations
|
|
IDictionary dic = cfg.ReadSetting("linedefflagstranslation", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
linedefflagstranslation.Add(new FlagTranslation(de));
|
|
|
|
// Sort flags?
|
|
MapSetIO io = MapSetIO.Create(formatinterface);
|
|
if(io.HasNumericLinedefFlags)
|
|
{
|
|
// Make list for integers that we can sort
|
|
List<int> sortlist = new List<int>(linedefflags.Count);
|
|
foreach(KeyValuePair<string, string> f in linedefflags)
|
|
{
|
|
int num;
|
|
if(int.TryParse(f.Key, NumberStyles.Integer, CultureInfo.InvariantCulture, out num)) sortlist.Add(num);
|
|
}
|
|
|
|
// Sort
|
|
sortlist.Sort();
|
|
|
|
// Make list of strings
|
|
foreach(int i in sortlist)
|
|
sortedlinedefflags.Add(i.ToString(CultureInfo.InvariantCulture));
|
|
}
|
|
|
|
// Sort the flags, because they must be compared highest first!
|
|
linedefflagstranslation.Sort();
|
|
}
|
|
|
|
// Linedef actions and action categories
|
|
private void LoadLinedefActions()
|
|
{
|
|
Dictionary<string, LinedefActionCategory> cats = new Dictionary<string, LinedefActionCategory>(StringComparer.Ordinal);
|
|
LinedefActionInfo ai;
|
|
LinedefActionCategory ac;
|
|
int actionnumber;
|
|
|
|
// Get linedef categories
|
|
IDictionary dic = cfg.ReadSetting("linedeftypes", new Hashtable());
|
|
foreach(DictionaryEntry cde in dic)
|
|
{
|
|
if(cde.Value is IDictionary)
|
|
{
|
|
// Read category title
|
|
string cattitle = cfg.ReadSetting("linedeftypes." + cde.Key + ".title", "");
|
|
|
|
// Make or get category
|
|
if(cats.ContainsKey(cde.Key.ToString()))
|
|
ac = cats[cde.Key.ToString()];
|
|
else
|
|
{
|
|
ac = new LinedefActionCategory(cde.Key.ToString(), cattitle);
|
|
cats.Add(cde.Key.ToString(), ac);
|
|
}
|
|
|
|
// Go for all line types in category
|
|
IDictionary catdic = cfg.ReadSetting("linedeftypes." + cde.Key, new Hashtable());
|
|
foreach(DictionaryEntry de in catdic)
|
|
{
|
|
// Check if the item key is numeric
|
|
if(int.TryParse(de.Key.ToString(),
|
|
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
|
|
CultureInfo.InvariantCulture, out actionnumber))
|
|
{
|
|
// Check if the item value is a structure
|
|
if(de.Value is IDictionary)
|
|
{
|
|
// Make the line type
|
|
ai = new LinedefActionInfo(actionnumber, cfg, cde.Key.ToString(), enums);
|
|
|
|
// Add action to category and sorted list
|
|
sortedlinedefactions.Add(ai);
|
|
linedefactions.Add(actionnumber, ai);
|
|
ac.Add(ai);
|
|
}
|
|
else
|
|
{
|
|
// Failure
|
|
if(de.Value != null)
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'linedeftypes' contains invalid types in game configuration '" + this.Name + "'. All types must be expanded structures.");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sort the actions list
|
|
sortedlinedefactions.Sort();
|
|
|
|
// Copy categories to final list
|
|
actioncategories.Clear();
|
|
actioncategories.AddRange(cats.Values);
|
|
|
|
// Sort the categories list
|
|
actioncategories.Sort();
|
|
}
|
|
|
|
// Linedef activates
|
|
private void LoadLinedefActivations()
|
|
{
|
|
// Get linedef activations
|
|
IDictionary dic = cfg.ReadSetting("linedefactivations", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Add to the list
|
|
linedefactivates.Add(new LinedefActivateInfo(de.Key.ToString(), de.Value.ToString()));
|
|
}
|
|
|
|
//mxd. Sort only when activations are numeric
|
|
MapSetIO io = MapSetIO.Create(formatinterface);
|
|
if(io.HasNumericLinedefActivations)
|
|
{
|
|
linedefactivates.Sort();
|
|
}
|
|
}
|
|
|
|
// Linedef generalized actions
|
|
private void LoadLinedefGeneralizedActions()
|
|
{
|
|
// Get linedef activations
|
|
IDictionary dic = cfg.ReadSetting("gen_linedeftypes", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Check for valid structure
|
|
if(de.Value is IDictionary)
|
|
{
|
|
// Add category
|
|
genactioncategories.Add(new GeneralizedCategory("gen_linedeftypes", de.Key.ToString(), cfg));
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'gen_linedeftypes' contains invalid entries in game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sector effects
|
|
private void LoadSectorEffects()
|
|
{
|
|
SectorEffectInfo si;
|
|
int actionnumber;
|
|
|
|
// Get sector effects
|
|
IDictionary dic = cfg.ReadSetting("sectortypes", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Try paring the action number
|
|
if(int.TryParse(de.Key.ToString(),
|
|
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
|
|
CultureInfo.InvariantCulture, out actionnumber))
|
|
{
|
|
// Make effects
|
|
si = new SectorEffectInfo(actionnumber, de.Value.ToString(), true, false);
|
|
|
|
// Add action to category and sorted list
|
|
sortedsectoreffects.Add(si);
|
|
sectoreffects.Add(actionnumber, si);
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'sectortypes' contains invalid keys in game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
|
|
// Sort the actions list
|
|
sortedsectoreffects.Sort();
|
|
}
|
|
|
|
// Brightness levels
|
|
private void LoadBrightnessLevels()
|
|
{
|
|
int level;
|
|
|
|
// Get brightness levels structure
|
|
IDictionary dic = cfg.ReadSetting("sectorbrightness", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Try paring the level
|
|
if(int.TryParse(de.Key.ToString(),
|
|
NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite,
|
|
CultureInfo.InvariantCulture, out level))
|
|
{
|
|
brightnesslevels.Add(level);
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'sectorbrightness' contains invalid keys in game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
|
|
// Sort the list
|
|
brightnesslevels.Sort();
|
|
}
|
|
|
|
// Sector generalized effects
|
|
private void LoadSectorGeneralizedEffects()
|
|
{
|
|
// Get sector effects
|
|
IDictionary dic = cfg.ReadSetting("gen_sectortypes", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Check for valid structure
|
|
if(de.Value is IDictionary)
|
|
{
|
|
// Add option
|
|
geneffectoptions.Add(new GeneralizedOption("gen_sectortypes", "", de.Key.ToString(), de.Value as IDictionary));
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'gen_sectortypes' contains invalid entries in game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Thing flags
|
|
private void LoadThingFlags()
|
|
{
|
|
// Get thing flags
|
|
LoadStringDictionary(thingflags, "thingflags"); //mxd
|
|
|
|
// Get translations
|
|
IDictionary dic = cfg.ReadSetting("thingflagstranslation", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
thingflagstranslation.Add(new FlagTranslation(de));
|
|
|
|
// Get thing compare flag info (for the stuck thing error checker
|
|
dic = cfg.ReadSetting("thingflagscompare", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
IDictionary gdic = cfg.ReadSetting("thingflagscompare." + de.Key, new Hashtable());
|
|
|
|
foreach(DictionaryEntry gde in gdic)
|
|
{
|
|
string group = de.Key.ToString(); //mxd
|
|
string flag = gde.Key.ToString(); //mxd
|
|
|
|
if(!thingflagscompare.ContainsKey(group)) //mxd
|
|
thingflagscompare.Add(group, new Dictionary<string, ThingFlagsCompare>());
|
|
|
|
if(!thingflagscompare[group].ContainsKey(flag)) //mxd
|
|
thingflagscompare[group].Add(flag, new ThingFlagsCompare(cfg, group, flag));
|
|
}
|
|
}
|
|
|
|
//mxd. Integrity check
|
|
foreach (KeyValuePair<string, Dictionary<string, ThingFlagsCompare>> group in thingflagscompare)
|
|
{
|
|
foreach (KeyValuePair<string, ThingFlagsCompare> flaggrp in group.Value)
|
|
{
|
|
// Required group is missing?
|
|
if (!string.IsNullOrEmpty(flaggrp.Value.RequiredGroup) && !thingflagscompare.ContainsKey(flaggrp.Value.RequiredGroup))
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "thingflagscompare group '" + flaggrp.Value.RequiredGroup + "', required by flag '" + flaggrp.Key + "' does not exist!");
|
|
flaggrp.Value.RequiredGroup = string.Empty;
|
|
}
|
|
|
|
// Ignored group is missing?
|
|
if(!string.IsNullOrEmpty(flaggrp.Value.IgnoredGroup) && !thingflagscompare.ContainsKey(flaggrp.Value.IgnoredGroup))
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "thingflagscompare group '" + flaggrp.Value.IgnoredGroup + "', ignored by flag '" + flaggrp.Key + "' does not exist!");
|
|
flaggrp.Value.IgnoredGroup = string.Empty;
|
|
}
|
|
|
|
// Required flag is missing?
|
|
if(!string.IsNullOrEmpty(flaggrp.Value.RequiredFlag) && !group.Value.ContainsKey(flaggrp.Value.RequiredFlag))
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "thingflagscompare flag '" + flaggrp.Value.RequiredFlag + "', required by flag '" + flaggrp.Key + "' does not exist!");
|
|
flaggrp.Value.RequiredFlag = string.Empty;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sort the translation flags, because they must be compared highest first!
|
|
thingflagstranslation.Sort();
|
|
}
|
|
|
|
// Default thing flags
|
|
private void LoadDefaultThingFlags()
|
|
{
|
|
// Get linedef flags
|
|
IDictionary dic = cfg.ReadSetting("defaultthingflags", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
// Check if flag exists
|
|
if(thingflags.ContainsKey(de.Key.ToString()))
|
|
{
|
|
defaultthingflags.Add(de.Key.ToString());
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'defaultthingflags' contains unknown thing flags in game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Skills
|
|
private void LoadSkills()
|
|
{
|
|
// Get skills
|
|
IDictionary dic = cfg.ReadSetting("skills", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
int num;
|
|
if(int.TryParse(de.Key.ToString(), out num))
|
|
{
|
|
skills.Add(new SkillInfo(num, de.Value.ToString()));
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Structure 'skills' contains invalid skill numbers in game configuration '" + this.Name + "'");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Texture Sets
|
|
private void LoadTextureSets()
|
|
{
|
|
// Get sets
|
|
IDictionary dic = cfg.ReadSetting("texturesets", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
DefinedTextureSet s = new DefinedTextureSet(cfg, "texturesets." + de.Key);
|
|
texturesets.Add(s);
|
|
}
|
|
}
|
|
|
|
// Thing Filters
|
|
private void LoadThingFilters()
|
|
{
|
|
// Get sets
|
|
IDictionary dic = cfg.ReadSetting("thingsfilters", new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
{
|
|
ThingsFilter f = new ThingsFilter(cfg, "thingsfilters." + de.Key);
|
|
thingfilters.Add(f);
|
|
}
|
|
}
|
|
|
|
// Make door flags
|
|
private void LoadMakeDoorFlags()
|
|
{
|
|
IDictionary dic = cfg.ReadSetting("makedoorflags", new Hashtable());
|
|
foreach (DictionaryEntry de in dic)
|
|
{
|
|
// Using minus will unset the flag
|
|
if (de.Key.ToString()[0] == '-')
|
|
{
|
|
makedoorflags[de.Key.ToString().TrimStart('-')] = false;
|
|
}
|
|
else
|
|
{
|
|
makedoorflags[de.Key.ToString()] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private void LoadStringDictionary(Dictionary<string, string> target, string settingname)
|
|
{
|
|
IDictionary dic = cfg.ReadSetting(settingname, new Hashtable());
|
|
foreach(DictionaryEntry de in dic)
|
|
target.Add(de.Key.ToString(), de.Value.ToString());
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// ReadSetting
|
|
public string ReadSetting(string setting, string defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
|
|
public int ReadSetting(string setting, int defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
|
|
public float ReadSetting(string setting, float defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
|
|
public short ReadSetting(string setting, short defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
|
|
public long ReadSetting(string setting, long defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
|
|
public bool ReadSetting(string setting, bool defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
|
|
public byte ReadSetting(string setting, byte defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
|
|
public IDictionary ReadSetting(string setting, IDictionary defaultsetting) { return cfg.ReadSetting(setting, defaultsetting); }
|
|
|
|
// This gets a list of things categories
|
|
internal List<ThingCategory> GetThingCategories()
|
|
{
|
|
return new List<ThingCategory>(thingcategories);
|
|
}
|
|
|
|
// This gets a list of things
|
|
internal Dictionary<int, ThingTypeInfo> GetThingTypes()
|
|
{
|
|
return new Dictionary<int, ThingTypeInfo>(things);
|
|
}
|
|
|
|
// This checks if an action is generalized or predefined
|
|
public static bool IsGeneralized(int action, List<GeneralizedCategory> categories)
|
|
{
|
|
// Only actions above 0
|
|
if(action > 0)
|
|
{
|
|
// Go for all categories
|
|
foreach(GeneralizedCategory ac in categories)
|
|
{
|
|
// Check if the action is within range of this category
|
|
if((action >= ac.Offset) && (action < (ac.Offset + ac.Length))) return true;
|
|
}
|
|
}
|
|
|
|
// Not generalized
|
|
return false;
|
|
}
|
|
|
|
// This gets the generalized action category from action number
|
|
public GeneralizedCategory GetGeneralizedActionCategory(int action)
|
|
{
|
|
// Only actions above 0
|
|
if(action > 0)
|
|
{
|
|
// Go for all categories
|
|
foreach(GeneralizedCategory ac in genactioncategories)
|
|
{
|
|
// Check if the action is within range of this category
|
|
if((action >= ac.Offset) && (action < (ac.Offset + ac.Length))) return ac;
|
|
}
|
|
}
|
|
|
|
// Not generalized
|
|
return null;
|
|
}
|
|
|
|
//mxd
|
|
public static bool IsGeneralizedSectorEffect(int effect, IEnumerable<GeneralizedOption> options)
|
|
{
|
|
if (effect == 0) return false;
|
|
foreach (GeneralizedOption option in options)
|
|
{
|
|
foreach(GeneralizedBit bit in option.Bits)
|
|
{
|
|
if(bit.Index > 0 && (effect & bit.Index) == bit.Index) return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//mxd
|
|
public string GetGeneralizedSectorEffectName(int effect)
|
|
{
|
|
if (effect == 0) return "None";
|
|
string title = "Unknown";
|
|
int matches = 0;
|
|
|
|
foreach(GeneralizedOption option in geneffectoptions)
|
|
{
|
|
foreach(GeneralizedBit bit in option.Bits)
|
|
{
|
|
if(bit.Index > 0 && (effect & bit.Index) == bit.Index)
|
|
{
|
|
title = option.Name + ": " + bit.Title;
|
|
matches++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return (matches > 1 ? "Generalized (" + matches + " effects)" : title);
|
|
}
|
|
|
|
// This checks if a specific edit mode class is listed
|
|
public bool IsEditModeSpecified(string classname)
|
|
{
|
|
return cfg.SettingExists("editingmodes." + classname.ToString(CultureInfo.InvariantCulture));
|
|
}
|
|
|
|
// This returns information on a linedef type
|
|
public LinedefActionInfo GetLinedefActionInfo(int action)
|
|
{
|
|
// Known type?
|
|
if(linedefactions.ContainsKey(action))
|
|
{
|
|
return linedefactions[action];
|
|
}
|
|
else if(action == 0)
|
|
{
|
|
return new LinedefActionInfo(0, "None", true, false);
|
|
}
|
|
else if(IsGeneralized(action, genactioncategories))
|
|
{
|
|
return new LinedefActionInfo(action, "Generalized (" + GetGeneralizedActionCategory(action) + ")", true, true);
|
|
}
|
|
else
|
|
{
|
|
return new LinedefActionInfo(action, "Unknown", false, false);
|
|
}
|
|
}
|
|
|
|
// This returns information on a sector effect
|
|
public SectorEffectInfo GetSectorEffectInfo(int effect)
|
|
{
|
|
// Known type?
|
|
if(sectoreffects.ContainsKey(effect))
|
|
{
|
|
return sectoreffects[effect];
|
|
}
|
|
else if(effect == 0)
|
|
{
|
|
return new SectorEffectInfo(0, "None", true, false);
|
|
}
|
|
else if(IsGeneralizedSectorEffect(effect, geneffectoptions)) //mxd
|
|
{
|
|
return new SectorEffectInfo(effect, GetGeneralizedSectorEffectName(effect), true, true);
|
|
}
|
|
else
|
|
{
|
|
return new SectorEffectInfo(effect, "Unknown", false, false);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|