#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.Config { public class GameConfiguration { #region ================== Constants #endregion #region ================== Variables // Original configuration private readonly Configuration cfg; // General settings private readonly string configname; private readonly string enginename; private readonly float defaulttexturescale; private readonly float defaultflatscale; private readonly string defaultwalltexture; //mxd private readonly string defaultfloortexture; //mxd private readonly string defaultceilingtexture; //mxd private readonly bool scaledtextureoffsets; private readonly string defaultsavecompiler; private readonly string defaulttestcompiler; private readonly string formatinterface; private readonly string defaultLinedefActivation; //mxd private readonly string singlesidedflag; private readonly string doublesidedflag; private readonly string impassableflag; private readonly string upperunpeggedflag; private readonly string lowerunpeggedflag; private readonly string repeatmidtextureflag; private readonly string pegmidtextureflag; private readonly bool mixtexturesflats; private readonly bool generalizedactions; private readonly bool generalizedeffects; private readonly int start3dmodethingtype; private readonly int linedefactivationsfilter; private readonly string testparameters; private readonly bool testshortpaths; private readonly string makedoortrack; private readonly string makedoordoor; //mxd private readonly string makedoorceil; //mxd private readonly int makedooraction; private readonly int makedooractivate; private readonly int[] makedoorargs; private readonly Dictionary makedoorflags; private readonly bool linetagindicatesectors; private readonly string decorategames; private string skyflatname; private Dictionary defaultskytextures; //mxd private readonly int maxtexturenamelength; private readonly bool longtexturenames; //mxd private readonly int leftboundary; private readonly int rightboundary; private readonly int topboundary; private readonly int bottomboundary; private readonly int safeboundary; //mxd private readonly bool doomlightlevels; private readonly bool doomthingrotationangles; //mxd private readonly string actionspecialhelp; //mxd private readonly string thingclasshelp; //mxd private readonly bool sidedefcompressionignoresaction; //mxd // Skills private readonly List skills; //Skins private readonly List skins; //Gametypes private readonly List gametypes; // Map lumps private readonly Dictionary maplumps; //Global script lumps private readonly Dictionary scriptlumps; //mxd. Map format private readonly bool doommapformat; private readonly bool hexenmapformat; private readonly bool universalmapformat; private readonly bool srb2mapformat; // Texture/flat/voxel sources private readonly IDictionary textureranges; private readonly IDictionary flatranges; private readonly IDictionary patchranges; private readonly IDictionary spriteranges; private readonly IDictionary colormapranges; private readonly IDictionary voxelranges; //mxd // Things private readonly List defaultthingflags; private readonly Dictionary thingflags; private readonly List thingcategories; private readonly Dictionary things; private readonly List thingflagstranslation; private readonly Dictionary thingflagscompare; //mxd private readonly Dictionary thingrenderstyles; //mxd // Linedefs private readonly Dictionary linedefflags; private readonly List sortedlinedefflags; private readonly Dictionary linedefactions; private readonly List sortedlinedefactions; private readonly List actioncategories; private readonly List linedefactivates; private readonly List genactioncategories; private readonly List linedefflagstranslation; private readonly Dictionary linedefrenderstyles; //mxd //mxd. Sidedefs private readonly Dictionary sidedefflags; //mxd // Sectors private readonly Dictionary sectorflags; //mxd private readonly Dictionary sectoreffects; private readonly List sortedsectoreffects; private readonly List geneffectoptions; private readonly StepsList brightnesslevels; private readonly Dictionary sectorrenderstyles; //mxd // Universal fields private readonly List linedeffields; private readonly List sectorfields; private readonly List sidedeffields; private readonly List thingfields; private readonly List vertexfields; // Enums private readonly Dictionary enums; // Defaults private readonly List texturesets; private readonly List thingfilters; //mxd. Holds base game type (doom, heretic, hexen or strife) private readonly GameType gameType; #endregion #region ================== Properties // General settings public string Name { get { return configname; } } public string EngineName { get { return enginename; } } public string DefaultSaveCompiler { get { return defaultsavecompiler; } } public string DefaultTestCompiler { get { return defaulttestcompiler; } } public float DefaultTextureScale { get { return defaulttexturescale; } } public float DefaultFlatScale { get { return defaultflatscale; } } public string DefaultWallTexture { get { return defaultwalltexture; } } //mxd public string DefaultFloorTexture { get { return defaultfloortexture; } } //mxd public string DefaultCeilingTexture { get { return defaultceilingtexture; } } //mxd public bool ScaledTextureOffsets { get { return scaledtextureoffsets; } } public string FormatInterface { get { return formatinterface; } } public string DefaultLinedefActivationFlag { get { return defaultLinedefActivation; } } //mxd public string SingleSidedFlag { get { return singlesidedflag; } } public string DoubleSidedFlag { get { return doublesidedflag; } } public string ImpassableFlag { get { return impassableflag; } } public string UpperUnpeggedFlag { get { return upperunpeggedflag; } } public string LowerUnpeggedFlag { get { return lowerunpeggedflag; } } public string RepeatMidtextureFlag { get { return repeatmidtextureflag; } } public string PegMidtextureFlag { get { return pegmidtextureflag; } } public bool MixTexturesFlats { get { return mixtexturesflats; } } public bool GeneralizedActions { get { return generalizedactions; } } public bool GeneralizedEffects { get { return generalizedeffects; } } public int Start3DModeThingType { get { return start3dmodethingtype; } } public int LinedefActivationsFilter { get { return linedefactivationsfilter; } } public string TestParameters { get { return testparameters; } } public bool TestShortPaths { get { return testshortpaths; } } public string MakeDoorTrack { get { return makedoortrack; } } public string MakeDoorDoor { get { return makedoordoor; } } //mxd public string MakeDoorCeiling { get { return makedoorceil; } } //mxd public int MakeDoorAction { get { return makedooraction; } } public int MakeDoorActivate { get { return makedooractivate; } } public Dictionary MakeDoorFlags { get { return makedoorflags; } } public int[] MakeDoorArgs { get { return makedoorargs; } } public bool LineTagIndicatesSectors { get { return linetagindicatesectors ; } } public string DecorateGames { get { return decorategames; } } public string SkyFlatName { get { return skyflatname; } internal set { skyflatname = value; } } //mxd. Added setter public Dictionary DefaultSkyTextures { get { return defaultskytextures; } } //mxd public int MaxTextureNameLength { get { return maxtexturenamelength; } } public bool UseLongTextureNames { get { return longtexturenames; } } //mxd public int LeftBoundary { get { return leftboundary; } } public int RightBoundary { get { return rightboundary; } } public int TopBoundary { get { return topboundary; } } public int BottomBoundary { get { return bottomboundary; } } public int SafeBoundary { get { return safeboundary; } } //mxd public bool DoomLightLevels { get { return doomlightlevels; } } public bool DoomThingRotationAngles { get { return doomthingrotationangles; } } //mxd. When set to true, thing rotation angles will be clamped to the nearest 45 deg increment public string ActionSpecialHelp { get { return actionspecialhelp; } } //mxd public string ThingClassHelp { get { return thingclasshelp; } } //mxd internal bool SidedefCompressionIgnoresAction { get { return sidedefcompressionignoresaction; } } //mxd // Skills public List Skills { get { return skills; } } // Gametypes (hijack SkillInfo class for this) public List Gametypes { get { return gametypes; } } //Skins public List Skins { get { return skins; } } // Map lumps public Dictionary MapLumps { get { return maplumps; } } //Global script lumps public Dictionary ScriptLumps { get { return scriptlumps; } } //mxd. Map format public bool UDMF { get { return universalmapformat; } } public bool HEXEN { get { return hexenmapformat; } } public bool DOOM { get { return doommapformat; } } public bool SRB2 { get { return srb2mapformat; } } // Texture/flat/voxel sources public IDictionary TextureRanges { get { return textureranges; } } public IDictionary FlatRanges { get { return flatranges; } } public IDictionary PatchRanges { get { return patchranges; } } public IDictionary SpriteRanges { get { return spriteranges; } } public IDictionary ColormapRanges { get { return colormapranges; } } public IDictionary VoxelRanges { get { return voxelranges; } } //mxd // Things public ICollection DefaultThingFlags { get { return defaultthingflags; } } public IDictionary ThingFlags { get { return thingflags; } } public List ThingFlagsTranslation { get { return thingflagstranslation; } } public Dictionary ThingFlagsCompare { get { return thingflagscompare; } } //mxd public Dictionary ThingRenderStyles { get { return thingrenderstyles; } } //mxd // Linedefs public IDictionary LinedefFlags { get { return linedefflags; } } public List SortedLinedefFlags { get { return sortedlinedefflags; } } public IDictionary LinedefActions { get { return linedefactions; } } public List SortedLinedefActions { get { return sortedlinedefactions; } } public List ActionCategories { get { return actioncategories; } } public List LinedefActivates { get { return linedefactivates; } } public List GenActionCategories { get { return genactioncategories; } } public List LinedefFlagsTranslation { get { return linedefflagstranslation; } } public Dictionary LinedefRenderStyles { get { return linedefrenderstyles; } } //mxd //mxd. Sidedefs public IDictionary SidedefFlags { get { return sidedefflags; } } // Sectors public IDictionary SectorFlags { get { return sectorflags; } } //mxd public IDictionary SectorEffects { get { return sectoreffects; } } public List SortedSectorEffects { get { return sortedsectoreffects; } } public List GenEffectOptions { get { return geneffectoptions; } } public StepsList BrightnessLevels { get { return brightnesslevels; } } public Dictionary SectorRenderStyles { get { return sectorrenderstyles; } } //mxd // Universal fields public List LinedefFields { get { return linedeffields; } } public List SectorFields { get { return sectorfields; } } public List SidedefFields { get { return sidedeffields; } } public List ThingFields { get { return thingfields; } } public List VertexFields { get { return vertexfields; } } // Enums public IDictionary Enums { get { return enums; } } // Defaults internal List TextureSets { get { return texturesets; } } public List ThingsFilters { get { return thingfilters; } } //mxd public GameType GameType { get { return gameType; } } #endregion #region ================== Constructor / Disposer // Constructor internal GameConfiguration(Configuration cfg) { // Initialize this.cfg = cfg; this.thingflags = new Dictionary(StringComparer.Ordinal); this.defaultthingflags = new List(); this.thingcategories = new List(); this.things = new Dictionary(); this.linedefflags = new Dictionary(StringComparer.Ordinal); this.sortedlinedefflags = new List(); this.linedefactions = new Dictionary(); this.actioncategories = new List(); this.sortedlinedefactions = new List(); this.linedefactivates = new List(); this.sidedefflags = new Dictionary(StringComparer.Ordinal); //mxd this.genactioncategories = new List(); this.sectorflags = new Dictionary(StringComparer.Ordinal); //mxd this.sectoreffects = new Dictionary(); this.sortedsectoreffects = new List(); this.geneffectoptions = new List(); this.enums = new Dictionary(StringComparer.Ordinal); this.skills = new List(); this.skins = new List(); this.gametypes = new List(); this.texturesets = new List(); this.makedoorargs = new int[Linedef.NUM_ARGS]; this.maplumps = new Dictionary(StringComparer.Ordinal); this.scriptlumps = new Dictionary(StringComparer.Ordinal); this.thingflagstranslation = new List(); this.linedefflagstranslation = new List(); this.thingfilters = new List(); this.thingflagscompare = new Dictionary(); //mxd this.brightnesslevels = new StepsList(); this.makedoorflags = new Dictionary(StringComparer.Ordinal); this.linedefrenderstyles = new Dictionary(StringComparer.Ordinal); //mxd this.sectorrenderstyles = new Dictionary(StringComparer.Ordinal); //mxd this.thingrenderstyles = new Dictionary(StringComparer.Ordinal); //mxd this.defaultskytextures = new Dictionary(StringComparer.OrdinalIgnoreCase); //mxd // Read general settings configname = cfg.ReadSetting("game", ""); //mxd int gt = (cfg.ReadSetting("basegame", (int)GameType.UNKNOWN)); gameType = ( (gt > -1 && gt < Gldefs.GLDEFS_LUMPS_PER_GAME.Length) ? (GameType)gt : GameType.UNKNOWN); enginename = cfg.ReadSetting("engine", ""); defaultsavecompiler = cfg.ReadSetting("defaultsavecompiler", ""); defaulttestcompiler = cfg.ReadSetting("defaulttestcompiler", ""); defaulttexturescale = cfg.ReadSetting("defaulttexturescale", 1f); defaultflatscale = cfg.ReadSetting("defaultflatscale", 1f); defaultwalltexture = cfg.ReadSetting("defaultwalltexture", "STARTAN"); //mxd defaultfloortexture = cfg.ReadSetting("defaultfloortexture", "FLOOR0_1"); //mxd defaultceilingtexture = cfg.ReadSetting("defaultceilingtexture", "CEIL1_1"); //mxd scaledtextureoffsets = cfg.ReadSetting("scaledtextureoffsets", true); formatinterface = cfg.ReadSetting("formatinterface", ""); mixtexturesflats = cfg.ReadSetting("mixtexturesflats", false); generalizedactions = cfg.ReadSetting("generalizedlinedefs", false); generalizedeffects = cfg.ReadSetting("generalizedsectors", false); start3dmodethingtype = cfg.ReadSetting("start3dmode", 0); linedefactivationsfilter = cfg.ReadSetting("linedefactivationsfilter", 0); testparameters = cfg.ReadSetting("testparameters", ""); testshortpaths = cfg.ReadSetting("testshortpaths", false); makedoortrack = cfg.ReadSetting("makedoortrack", "-"); makedoordoor = cfg.ReadSetting("makedoordoor", "-"); //mxd makedoorceil = cfg.ReadSetting("makedoorceil", "-"); //mxd makedooraction = cfg.ReadSetting("makedooraction", 0); makedooractivate = cfg.ReadSetting("makedooractivate", 0); linetagindicatesectors = cfg.ReadSetting("linetagindicatesectors", false); decorategames = cfg.ReadSetting("decorategames", ""); skyflatname = cfg.ReadSetting("skyflatname", "F_SKY1"); leftboundary = cfg.ReadSetting("leftboundary", -32768); rightboundary = cfg.ReadSetting("rightboundary", 32767); topboundary = cfg.ReadSetting("topboundary", 32767); bottomboundary = cfg.ReadSetting("bottomboundary", -32768); safeboundary = cfg.ReadSetting("safeboundary", 32767); //mxd doomlightlevels = cfg.ReadSetting("doomlightlevels", true); doomthingrotationangles = cfg.ReadSetting("doomthingrotationangles", false); //mxd actionspecialhelp = cfg.ReadSetting("actionspecialhelp", string.Empty); //mxd thingclasshelp = cfg.ReadSetting("thingclasshelp", string.Empty); //mxd sidedefcompressionignoresaction = cfg.ReadSetting("sidedefcompressionignoresaction", false); //mxd defaultLinedefActivation = cfg.ReadSetting("defaultlinedefactivation", ""); //mxd for(int i = 0; i < Linedef.NUM_ARGS; i++) makedoorargs[i] = cfg.ReadSetting("makedoorarg" + i.ToString(CultureInfo.InvariantCulture), 0); //mxd. Update map format flags universalmapformat = (formatinterface == "UniversalMapSetIO"); hexenmapformat = (formatinterface == "HexenMapSetIO"); doommapformat = (formatinterface == "DoomMapSetIO"); srb2mapformat = (formatinterface == "SRB2MapSetIO"); //mxd. Texture names length longtexturenames = cfg.ReadSetting("longtexturenames", false); maxtexturenamelength = (longtexturenames ? short.MaxValue : DataManager.CLASIC_IMAGE_NAME_LENGTH); // Flags have special (invariant culture) conversion // because they are allowed to be written as integers in the configs object obj = cfg.ReadSettingObject("singlesidedflag", 0); if(obj is int) singlesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else singlesidedflag = obj.ToString(); obj = cfg.ReadSettingObject("doublesidedflag", 0); if(obj is int) doublesidedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else doublesidedflag = obj.ToString(); obj = cfg.ReadSettingObject("impassableflag", 0); if(obj is int) impassableflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else impassableflag = obj.ToString(); obj = cfg.ReadSettingObject("upperunpeggedflag", 0); if(obj is int) upperunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else upperunpeggedflag = obj.ToString(); obj = cfg.ReadSettingObject("lowerunpeggedflag", 0); if(obj is int) lowerunpeggedflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else lowerunpeggedflag = obj.ToString(); obj = cfg.ReadSettingObject("repeatmidtextureflag", 0); if (obj is int) repeatmidtextureflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else repeatmidtextureflag = obj.ToString(); obj = cfg.ReadSettingObject("pegmidtextureflag", 0); if (obj is int) pegmidtextureflag = ((int)obj).ToString(CultureInfo.InvariantCulture); else pegmidtextureflag = obj.ToString(); // Get texture and flat sources textureranges = cfg.ReadSetting("textures", new Hashtable()); flatranges = cfg.ReadSetting("flats", new Hashtable()); patchranges = cfg.ReadSetting("patches", new Hashtable()); spriteranges = cfg.ReadSetting("sprites", new Hashtable()); colormapranges = cfg.ReadSetting("colormaps", new Hashtable()); voxelranges = cfg.ReadSetting("voxels", new Hashtable()); //mxd // Map lumps LoadMapLumps(); //Global script lumps LoadScriptLumps(); // Skills LoadSkills(); //Skins LoadSkins(); //Gametypes LoadGametypes(); // Enums LoadEnums(); // Things LoadThingFlags(); LoadDefaultThingFlags(); LoadThingCategories(); LoadStringDictionary(thingrenderstyles, "thingrenderstyles"); //mxd // Linedefs LoadLinedefFlags(); LoadLinedefActions(); LoadLinedefActivations(); LoadLinedefGeneralizedActions(); LoadStringDictionary(linedefrenderstyles, "linedefrenderstyles"); //mxd //mxd. Sidedefs LoadStringDictionary(sidedefflags, "sidedefflags"); // Sectors LoadStringDictionary(sectorflags, "sectorflags"); //mxd LoadBrightnessLevels(); LoadSectorEffects(); LoadSectorGeneralizedEffects(); LoadStringDictionary(sectorrenderstyles, "sectorrenderstyles"); //mxd // Universal fields linedeffields = LoadUniversalFields("linedef"); sectorfields = LoadUniversalFields("sector"); sidedeffields = LoadUniversalFields("sidedef"); thingfields = LoadUniversalFields("thing"); vertexfields = LoadUniversalFields("vertex"); // Defaults LoadTextureSets(); LoadThingFilters(); //mxd. Vanilla sky textures LoadDefaultSkies(); // Make door flags LoadMakeDoorFlags(); } // Destructor ~GameConfiguration() { foreach(ThingCategory tc in thingcategories) tc.Dispose(); foreach(LinedefActionCategory ac in actioncategories) ac.Dispose(); foreach(ThingsFilter tf in thingfilters) tf.Dispose(); //mxd foreach(GeneralizedCategory gc in genactioncategories) gc.Dispose(); //mxd } #endregion #region ================== Loading // This loads the map lumps private void LoadMapLumps() { // Get map lumps list IDictionary dic = cfg.ReadSetting("maplumpnames", new Hashtable()); foreach(DictionaryEntry de in dic) { // Make map lumps MapLumpInfo lumpinfo = new MapLumpInfo(de.Key.ToString(), cfg); maplumps.Add(de.Key.ToString(), lumpinfo); } } // This loads the script lumps private void LoadScriptLumps() { // Get script lumps list IDictionary dic = cfg.ReadSetting("scriptlumpnames", new Hashtable()); foreach (DictionaryEntry de in dic) { // Make script lumps ScriptLumpInfo lumpinfo = new ScriptLumpInfo(de.Key.ToString(), cfg); scriptlumps.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 LoadUniversalFields(string elementname) { List list = new List(); // Get fields IDictionary dic = cfg.ReadSetting("universalfields." + elementname, new Hashtable()); foreach(DictionaryEntry de in dic) { try { // Read the field info and add to list UniversalFieldInfo 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() { // Get thing categories IDictionary dic = cfg.ReadSetting("thingtypes", new Hashtable()); foreach(DictionaryEntry de in dic) { if(de.Value is IDictionary) { // Make a category ThingCategory thingcat = new ThingCategory(cfg, null, de.Key.ToString(), enums, thingflags); //mxd. Otherwise nesting problems might occure if(thingcat.IsValid) { // 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) { if(!thingcat.IsValid) return; // 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 the '" + this.Name + "' game configuration"); } // 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 sortlist = new List(linedefflags.Count); foreach(KeyValuePair 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 cats = new Dictionary(StringComparer.Ordinal); // 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 LinedefActionCategory ac; if(cats.ContainsKey(cde.Key.ToString())) ac = cats[cde.Key.ToString()]; else { ac = new LinedefActionCategory(cde.Key.ToString(), cattitle,cfg,linedefflags); 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 int actionnumber; 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 LinedefActionInfo ai = new LinedefActionInfo(actionnumber, cfg, ac, 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() { // Get sector effects IDictionary dic = cfg.ReadSetting("sectortypes", new Hashtable()); foreach(DictionaryEntry de in dic) { // Try parsing the action number int actionnumber; if(int.TryParse(de.Key.ToString(), NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite, CultureInfo.InvariantCulture, out actionnumber)) { // Make effects SectorEffectInfo 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() { // Get brightness levels structure IDictionary dic = cfg.ReadSetting("sectorbrightness", new Hashtable()); foreach(DictionaryEntry de in dic) { // Try paring the level int 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 IDictionary value = de.Value as IDictionary; if(value != null) { // Add option geneffectoptions.Add(new GeneralizedOption("gen_sectortypes", "", de.Key.ToString(), value)); } 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 HashSet flagscache = new HashSet(); dic = cfg.ReadSetting("thingflagscompare", new Hashtable()); foreach(DictionaryEntry de in dic) { string group = de.Key.ToString(); //mxd thingflagscompare[group] = new ThingFlagsCompareGroup(cfg, group); //mxd foreach(string s in thingflagscompare[group].Flags.Keys) { if(flagscache.Contains(s)) General.ErrorLogger.Add(ErrorType.Warning, "ThingFlagsCompare flag '" + s + "' is double-defined in '" + group + "' group!"); else flagscache.Add(s); } } //mxd. Integrity check foreach(KeyValuePair group in thingflagscompare) { foreach(ThingFlagsCompare flag in group.Value.Flags.Values) { // Required groups are missing? foreach(string s in flag.RequiredGroups) { if(!thingflagscompare.ContainsKey(s)) { General.ErrorLogger.Add(ErrorType.Warning, "ThingFlagsCompare group '" + s + "', required by flag '" + flag.Flag + "' does not exist!"); flag.RequiredGroups.Remove(s); } } // Ignored groups are missing? foreach(string s in flag.IgnoredGroups) { if(!thingflagscompare.ContainsKey(s)) { General.ErrorLogger.Add(ErrorType.Warning, "ThingFlagsCompare group '" + s + "', ignored by flag '" + flag.Flag + "' does not exist!"); flag.IgnoredGroups.Remove(s); } } // Required flag is missing? if(!string.IsNullOrEmpty(flag.RequiredFlag) && !flagscache.Contains(flag.RequiredFlag) /*!group.Value.Flags.ContainsKey(flag.RequiredFlag)*/) { General.ErrorLogger.Add(ErrorType.Warning, "ThingFlagsCompare flag '" + flag.RequiredFlag + "', required by flag '" + flag.Flag + "' does not exist!"); flag.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 + "'"); } } } // Skins private void LoadSkins() { // Get skins IDictionary dic = cfg.ReadSetting("skins", new Hashtable()); foreach (DictionaryEntry de in dic) { skins.Add(de.Key.ToString()); } } // Gametypes private void LoadGametypes() { // Get gametypes IDictionary dic = cfg.ReadSetting("gametypes", new Hashtable()); foreach (DictionaryEntry de in dic) { int num; if (int.TryParse(de.Key.ToString(), out num)) { gametypes.Add(new SkillInfo(num, de.Value.ToString())); } else { General.ErrorLogger.Add(ErrorType.Warning, "Structure 'gametypes' contains invalid gametype 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 LoadDefaultSkies() { IDictionary dic = cfg.ReadSetting("defaultskytextures", new Hashtable()); char[] separator = new[] { ',' }; foreach (DictionaryEntry de in dic) { string skytex = de.Key.ToString(); if (defaultskytextures.ContainsKey(skytex)) { General.ErrorLogger.Add(ErrorType.Warning, "Sky texture \"" + skytex + "\" is double-defined in the current game configuration!"); continue; } string[] maps = de.Value.ToString().Split(separator, StringSplitOptions.RemoveEmptyEntries); if (maps.Length == 0) { General.ErrorLogger.Add(ErrorType.Warning, "Sky texture \"" + skytex + "\" has no map names defined in the current game configuration!"); continue; } foreach (string map in maps) { if (defaultskytextures.ContainsKey(map)) { General.ErrorLogger.Add(ErrorType.Warning, "Map \"" + map + "\" is double-defined in the \"DefaultSkyTextures\" block of current game configuration!"); continue; } defaultskytextures[map] = skytex; } } } //mxd private void LoadStringDictionary(Dictionary 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 GetThingCategories() { return new List(thingcategories); } // This gets a list of things internal Dictionary GetThingTypes() { return new Dictionary(things); } // This checks if an action is generalized or predefined public static bool IsGeneralized(int action) { return IsGeneralized(action, General.Map.Config.GenActionCategories); } public static bool IsGeneralized(int action, IEnumerable 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) { return IsGeneralizedSectorEffect(effect, General.Map.Config.GenEffectOptions); } public static bool IsGeneralizedSectorEffect(int effect, List options) { if(effect == 0) return false; int cureffect = effect; for(int i = options.Count - 1; i > -1; i--) { for(int j = options[i].Bits.Count - 1; j > -1; j--) { GeneralizedBit bit = options[i].Bits[j]; if(bit.Index > cureffect) continue; if(bit.Index > 0 && (cureffect & bit.Index) == bit.Index) return true; cureffect -= bit.Index; } } return false; } //mxd public static HashSet GetGeneralizedSectorEffectBits(int effect) { return GetGeneralizedSectorEffectBits(effect, General.Map.Config.GenEffectOptions); } public static HashSet GetGeneralizedSectorEffectBits(int effect, List options) { HashSet result = new HashSet(); if(effect > 0) { int cureffect = effect; for(int i = options.Count - 1; i > -1; i--) { for(int j = options[i].Bits.Count - 1; j > -1; j--) { GeneralizedBit bit = options[i].Bits[j]; if(bit.Index > 0 && (cureffect & bit.Index) == bit.Index) { cureffect -= bit.Index; result.Add(bit.Index); } } } if(cureffect > 0) result.Add(cureffect); } return result; } //mxd public string GetGeneralizedSectorEffectName(int effect) { if(effect == 0) return "None"; string title = "Unknown generalized effect"; int matches = 0; int nongeneralizedeffect = effect; // Check all options, in bigger to smaller order for(int i = geneffectoptions.Count - 1; i > -1; i--) { for(int j = geneffectoptions[i].Bits.Count - 1; j > -1; j--) { GeneralizedBit bit = geneffectoptions[i].Bits[j]; if(bit.Index > 0 && (effect & bit.Index) == bit.Index) { title = geneffectoptions[i].Name + ": " + bit.Title; nongeneralizedeffect -= bit.Index; matches++; break; } } } // Make generalized effect title string gentitle = (matches > 1 ? "Generalized (" + matches + " effects)" : title); // Generalized effect only if(nongeneralizedeffect <= 0) return gentitle; // Classic and generalized effects if(General.Map.Config.SectorEffects.ContainsKey(nongeneralizedeffect)) return General.Map.Config.SectorEffects[nongeneralizedeffect].Title + " + " + gentitle; if(matches > 0) return "Unknown effect + " + gentitle; return "Unknown effect"; } // 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) { // No action? if(action == 0) return new LinedefActionInfo(0, "None", true, false); // Known type? if(linedefactions.ContainsKey(action)) return linedefactions[action]; // Generalized action? if(IsGeneralized(action, genactioncategories)) return new LinedefActionInfo(action, "Generalized (" + GetGeneralizedActionCategory(action) + ")", true, true); // Unknown action... return new LinedefActionInfo(action, "Unknown", false, false); } // This returns information on a sector effect public SectorEffectInfo GetSectorEffectInfo(int effect) { // No effect? if(effect == 0) return new SectorEffectInfo(0, "None", true, false); // Known type? if(sectoreffects.ContainsKey(effect)) return sectoreffects[effect]; //mxd. Generalized sector effect? if(IsGeneralizedSectorEffect(effect, geneffectoptions)) return new SectorEffectInfo(effect, GetGeneralizedSectorEffectName(effect), true, true); // Unknown sector effect... return new SectorEffectInfo(effect, "Unknown", false, false); } #endregion } }