UltimateZoneBuilder/Source/Core/Data/PK3StructuredReader.cs

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#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.Generic;
using System.IO;
using System.Text.RegularExpressions;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.ZDoom;
#endregion
namespace CodeImp.DoomBuilder.Data
{
internal abstract class PK3StructuredReader : DataReader
{
#region ================== Constants
protected const string PATCHES_DIR = "patches";
protected const string TEXTURES_DIR = "textures";
protected const string FLATS_DIR = "flats";
protected const string HIRES_DIR = "hires";
protected const string SPRITES_DIR = "sprites";
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protected const string COLORMAPS_DIR = "colormaps";
protected const string GRAPHICS_DIR = "graphics"; //mxd
protected const string VOXELS_DIR = "voxels"; //mxd
#endregion
#region ================== Variables
// Source
protected readonly bool roottextures;
protected readonly bool rootflats;
// WAD files that must be loaded as well
protected List<WADReader> wads;
#endregion
#region ================== Properties
protected readonly string[] PatchLocations = { PATCHES_DIR, TEXTURES_DIR, FLATS_DIR, SPRITES_DIR, GRAPHICS_DIR }; //mxd. Because ZDoom looks for patches and sprites in this order
#endregion
#region ================== Constructor / Disposer
// Constructor
protected PK3StructuredReader(DataLocation dl) : base(dl)
{
// Initialize
this.roottextures = dl.option1;
this.rootflats = dl.option2;
}
// Call this to initialize this class
protected virtual void Initialize()
{
// Load all WAD files in the root as WAD resources
string[] wadfiles = GetFilesWithExt("", "wad", false);
wads = new List<WADReader>(wadfiles.Length);
foreach(string w in wadfiles)
{
string tempfile = CreateTempFile(w);
DataLocation wdl = new DataLocation(DataLocation.RESOURCE_WAD, tempfile, false, false, true);
wads.Add(new WADReader(wdl));
}
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
foreach(WADReader wr in wads) wr.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Management
// This suspends use of this resource
public override void Suspend()
{
foreach(WADReader wr in wads) wr.Suspend();
base.Suspend();
}
// This resumes use of this resource
public override void Resume()
{
foreach(WADReader wr in wads) wr.Resume();
base.Resume();
}
#endregion
#region ================== Palette
// This loads the PLAYPAL palette
public override Playpal LoadPalette()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Palette from wad(s)
Playpal palette = null;
foreach(WADReader wr in wads)
{
Playpal wadpalette = wr.LoadPalette();
if(wadpalette != null) return wadpalette;
}
// Find in root directory
string foundfile = FindFirstFile("PLAYPAL", false);
if((foundfile != null) && FileExists(foundfile))
{
MemoryStream stream = LoadFile(foundfile);
if(stream.Length > 767) //mxd
palette = new Playpal(stream);
else
General.ErrorLogger.Add(ErrorType.Warning, "Warning: invalid palette \"" + foundfile + "\"");
stream.Dispose();
}
// Done
return palette;
}
#endregion
#region ================== Textures
// This loads the textures
public override IEnumerable<ImageData> LoadTextures(PatchNames pnames, Dictionary<string, TexturesParser> cachedparsers)
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
IEnumerable<ImageData> collection;
// Load from wad files (NOTE: backward order, because the last wad's images have priority)
for(int i = wads.Count - 1; i >= 0; i--)
{
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PatchNames wadpnames = wads[i].LoadPatchNames(); //mxd
collection = wads[i].LoadTextures((wadpnames != null && wadpnames.Length > 0) ? wadpnames : pnames, cachedparsers); //mxd
AddImagesToList(images, collection);
}
// Should we load the images in this directory as textures?
if(roottextures)
{
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collection = LoadDirectoryImages("", ImageDataFormat.DOOMPICTURE, false);
AddImagesToList(images, collection);
}
// Load TEXTURE1 lump file
List<ImageData> imgset = new List<ImageData>();
string texture1file = FindFirstFile("TEXTURE1", false);
if((texture1file != null) && FileExists(texture1file))
{
MemoryStream filedata = LoadFile(texture1file);
WADReader.LoadTextureSet("TEXTURE1", filedata, ref imgset, pnames);
filedata.Dispose();
}
// Load TEXTURE2 lump file
string texture2file = FindFirstFile("TEXTURE2", false);
if((texture2file != null) && FileExists(texture2file))
{
MemoryStream filedata = LoadFile(texture2file);
WADReader.LoadTextureSet("TEXTURE2", filedata, ref imgset, pnames);
filedata.Dispose();
}
// Add images from TEXTURE1 and TEXTURE2 lump files
AddImagesToList(images, imgset);
// Load TEXTURES lump files
imgset.Clear();
string[] alltexturefiles = GetAllFilesWhichTitleStartsWith("", "TEXTURES", false); //mxd
foreach(string texturesfile in alltexturefiles)
{
//mxd. Added TexturesParser caching
string fullpath = Path.Combine(this.location.location, texturesfile);
if(cachedparsers.ContainsKey(fullpath))
{
// Make the textures
foreach(TextureStructure t in cachedparsers[fullpath].Textures)
imgset.Add(t.MakeImage());
}
else
{
MemoryStream filedata = LoadFile(texturesfile);
TextResourceData data = new TextResourceData(this, filedata, texturesfile, true); //mxd
cachedparsers.Add(fullpath, WADReader.LoadHighresTextures(data, ref imgset)); //mxd
filedata.Dispose();
}
}
// Add images from TEXTURES lump file
AddImagesToList(images, imgset);
//mxd. Add images from texture directory. Textures defined in TEXTURES override ones in "textures" folder
collection = LoadDirectoryImages(TEXTURES_DIR, ImageDataFormat.DOOMPICTURE, true);
AddImagesToList(images, collection);
// Add images to the container-specific texture set
foreach(ImageData img in images.Values) textureset.AddTexture(img);
return new List<ImageData>(images.Values);
}
// This returns the patch names from the PNAMES lump
// A directory resource does not support this lump, but the wads in the directory may contain this lump
public override PatchNames LoadPatchNames()
{
PatchNames pnames;
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i >= 0; i--)
{
pnames = wads[i].LoadPatchNames();
if(pnames != null) return pnames;
}
// If none of the wads provides patch names, let's see if we can
string pnamesfile = FindFirstFile("PNAMES", false);
if((pnamesfile != null) && FileExists(pnamesfile))
{
MemoryStream pnamesdata = LoadFile(pnamesfile);
pnames = new PatchNames(pnamesdata);
pnamesdata.Dispose();
return pnames;
}
return null;
}
#endregion
#region ================== Flats
// This loads the textures
public override IEnumerable<ImageData> LoadFlats(Dictionary<string, TexturesParser> cachedparsers)
{
Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
IEnumerable<ImageData> collection;
List<ImageData> imgset = new List<ImageData>();
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i >= 0; i--)
{
collection = wads[i].LoadFlats(cachedparsers);
AddImagesToList(images, collection);
}
// Should we load the images in this directory as flats?
if(rootflats)
{
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collection = LoadDirectoryImages("", ImageDataFormat.DOOMFLAT, false);
AddImagesToList(images, collection);
}
// Add images from flats directory
collection = LoadDirectoryImages(FLATS_DIR, ImageDataFormat.DOOMFLAT, true);
AddImagesToList(images, collection);
// Load TEXTURES lump file
string[] alltexturefiles = GetAllFilesWhichTitleStartsWith("", "TEXTURES", false); //mxd
foreach(string texturesfile in alltexturefiles)
{
//mxd. Added TexturesParser caching
string fullpath = Path.Combine(this.location.location, texturesfile);
if(cachedparsers.ContainsKey(fullpath))
{
// Make the textures
foreach(TextureStructure t in cachedparsers[fullpath].Flats)
imgset.Add(t.MakeImage());
}
else
{
MemoryStream filedata = LoadFile(texturesfile);
TextResourceData data = new TextResourceData(this, filedata, texturesfile, true); //mxd
cachedparsers.Add(fullpath, WADReader.LoadHighresFlats(data, ref imgset)); //mxd
filedata.Dispose();
}
}
// Add images from TEXTURES lump file
AddImagesToList(images, imgset);
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
// Add images to the container-specific texture set
foreach(ImageData img in images.Values)
textureset.AddFlat(img);
return new List<ImageData>(images.Values);
}
//mxd.
public override Stream GetFlatData(string pname, bool longname)
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Find in any of the wad files
// Note the backward order, because the last wad's images have priority
if(!longname) //mxd. Flats with long names can't be in wads
{
for(int i = wads.Count - 1; i > -1; i--)
{
Stream data = wads[i].GetFlatData(pname, false);
if(data != null) return data;
}
}
// Nothing found
return null;
}
#endregion
#region ================== Sprites
// This loads the textures
public override IEnumerable<ImageData> LoadSprites(Dictionary<string, TexturesParser> cachedparsers)
{
Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
List<ImageData> imgset = new List<ImageData>();
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i >= 0; i--)
{
IEnumerable<ImageData> collection = wads[i].LoadSprites(cachedparsers);
AddImagesToList(images, collection);
}
// Load TEXTURES lump file
imgset.Clear();
string[] alltexturefiles = GetAllFilesWhichTitleStartsWith("", "TEXTURES", false); //mxd
foreach(string texturesfile in alltexturefiles)
{
//mxd. Added TexturesParser caching
string fullpath = Path.Combine(this.location.location, texturesfile);
if(cachedparsers.ContainsKey(fullpath))
{
// Make the textures
foreach(TextureStructure t in cachedparsers[fullpath].Sprites)
imgset.Add(t.MakeImage());
}
else
{
MemoryStream filedata = LoadFile(texturesfile);
TextResourceData data = new TextResourceData(this, filedata, texturesfile, true); //mxd
cachedparsers.Add(fullpath, WADReader.LoadHighresSprites(data, ref imgset)); //mxd
filedata.Dispose();
}
}
// Add images from TEXTURES lump file
AddImagesToList(images, imgset);
return new List<ImageData>(images.Values);
}
#endregion
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#region ================== Colormaps
// This loads the textures
public override ICollection<ImageData> LoadColormaps()
{
Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
ICollection<ImageData> collection;
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i >= 0; i--)
{
collection = wads[i].LoadColormaps();
AddImagesToList(images, collection);
}
// Add images from flats directory
collection = LoadDirectoryImages(COLORMAPS_DIR, ImageDataFormat.DOOMCOLORMAP, true);
AddImagesToList(images, collection);
// Add images to the container-specific texture set
foreach(ImageData img in images.Values)
textureset.AddFlat(img);
return new List<ImageData>(images.Values);
}
#endregion
#region ================== DECORATE
// This finds and returns DECORATE streams
public override IEnumerable<TextResourceData> GetDecorateData(string pname)
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
List<TextResourceData> result = new List<TextResourceData>();
string[] allfilenames;
// Find in root directory
string filename = Path.GetFileName(pname);
string pathname = Path.GetDirectoryName(pname);
if(filename.IndexOf('.') > -1)
{
string fullname = Path.Combine(pathname, filename);
if(FileExists(fullname))
{
allfilenames = new string[1];
allfilenames[0] = Path.Combine(pathname, filename);
}
else
{
allfilenames = new string[0];
General.ErrorLogger.Add(ErrorType.Warning, "Unable to load DECORATE file \"" + fullname + "\"");
}
}
else
allfilenames = GetAllFilesWithTitle(pathname, filename, false);
foreach(string foundfile in allfilenames)
result.Add(new TextResourceData(this, LoadFile(foundfile), foundfile, true));
// Find in any of the wad files
for(int i = wads.Count - 1; i >= 0; i--)
result.AddRange(wads[i].GetDecorateData(pname));
return result;
}
#endregion
#region ================== MODELDEF (mxd)
//mxd
public override IEnumerable<TextResourceData> GetModeldefData()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Modedef should be in root folder
string[] files = GetAllFiles("", false);
List<TextResourceData> result = new List<TextResourceData>();
foreach(string s in files)
{
if(Path.GetFileNameWithoutExtension(s).ToUpperInvariant().StartsWith("MODELDEF"))
result.Add(new TextResourceData(this, LoadFile(s), s, true));
}
// Find in any of the wad files
foreach(WADReader wr in wads) result.AddRange(wr.GetModeldefData());
return result;
}
#endregion
#region ================== VOXELDEF (mxd)
//mxd. This returns the list of voxels, which can be used without VOXELDEF definition
public override IEnumerable<string> GetVoxelNames()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
string[] files = GetAllFiles("voxels", false);
List<string> voxels = new List<string>();
Regex spritename = new Regex(SPRITE_NAME_PATTERN);
foreach(string t in files)
{
string s = Path.GetFileNameWithoutExtension(t).ToUpperInvariant();
if(spritename.IsMatch(s)) voxels.Add(s);
}
return voxels.ToArray();
}
//mxd
public override IEnumerable<TextResourceData> GetVoxeldefData()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// VOXELDEF should be in root folder
string[] files = GetAllFilesWithTitle("", "VOXELDEF", false);
List<TextResourceData> result = new List<TextResourceData>();
foreach(string s in files)
result.Add(new TextResourceData(this, LoadFile(s), s, true));
// Find in any of the wad files
foreach(WADReader wr in wads) result.AddRange(wr.GetVoxeldefData());
return result;
}
#endregion
#region ================== (Z)MAPINFO (mxd)
//mxd
public override IEnumerable<TextResourceData> GetMapinfoData()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Mapinfo should be in root folder
List<TextResourceData> result = new List<TextResourceData>();
// Try to find (z)mapinfo
string[] files = GetAllFilesWithTitle("", "ZMAPINFO", false);
if(files.Length == 0) files = GetAllFilesWithTitle("", "MAPINFO", false);
if(files.Length > 0)
{
foreach(string s in files)
result.Add(new TextResourceData(this, LoadFile(s), s, true));
}
// Find in any of the wad files
foreach(WADReader wr in wads) result.AddRange(wr.GetMapinfoData());
return result;
}
#endregion
#region ================== GLDEFS (mxd)
//mxd
public override IEnumerable<TextResourceData> GetGldefsData(GameType gametype)
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
List<TextResourceData> result = new List<TextResourceData>();
// At least one of gldefs should be in the root folder
List<string> files = new List<string>();
// Try to load game specific GLDEFS first
if(gametype != GameType.UNKNOWN)
{
string lumpname = Gldefs.GLDEFS_LUMPS_PER_GAME[(int)gametype];
files.AddRange(GetAllFilesWhichTitleStartsWith("", lumpname, false));
}
// Can be several entries
files.AddRange(GetAllFilesWhichTitleStartsWith("", "GLDEFS", false));
// Add to collection
foreach(string s in files)
result.Add(new TextResourceData(this, LoadFile(s), s, true));
// Find in any of the wad files
foreach(WADReader wr in wads) result.AddRange(wr.GetGldefsData(gametype));
return result;
}
#endregion
#region ================== REVERBS (mxd)
public override IEnumerable<TextResourceData> GetReverbsData()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
List<TextResourceData> result = new List<TextResourceData>();
string[] files = GetAllFilesWithTitle("", "REVERBS", false);
// Add to collection
foreach(string s in files)
result.Add(new TextResourceData(this, LoadFile(s), s, true));
// Find in any of the wad files
foreach(WADReader wr in wads) result.AddRange(wr.GetReverbsData());
return result;
}
#endregion
#region ================== SNDSEQ (mxd)
public override IEnumerable<TextResourceData> GetSndSeqData()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
List<TextResourceData> result = new List<TextResourceData>();
string[] files = GetAllFilesWithTitle("", "SNDSEQ", false);
// Add to collection
foreach(string s in files)
result.Add(new TextResourceData(this, LoadFile(s), s, true));
// Find in any of the wad files
foreach(WADReader wr in wads) result.AddRange(wr.GetSndSeqData());
return result;
}
#endregion
#region ================== ANIMDEFS (mxd)
public override IEnumerable<TextResourceData> GetAnimdefsData()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
List<TextResourceData> result = new List<TextResourceData>();
string[] files = GetAllFilesWithTitle("", "ANIMDEFS", false);
// Add to collection
foreach(string s in files)
result.Add(new TextResourceData(this, LoadFile(s), s, true));
// Find in any of the wad files
foreach(WADReader wr in wads) result.AddRange(wr.GetAnimdefsData());
return result;
}
#endregion
#region ================== TERRAIN (mxd)
//mxd
public override IEnumerable<TextResourceData> GetTerrainData()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
List<TextResourceData> result = new List<TextResourceData>();
string[] files = GetAllFilesWithTitle("", "TERRAIN", false);
// Add to collection
foreach(string s in files)
result.Add(new TextResourceData(this, LoadFile(s), s, true));
// Find in any of the wad files
foreach(WADReader wr in wads) result.AddRange(wr.GetTerrainData());
return result;
}
#endregion
#region ================== Methods
// This loads the images in this directory
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private ICollection<ImageData> LoadDirectoryImages(string path, int imagetype, bool includesubdirs)
{
List<ImageData> images = new List<ImageData>();
// Go for all files
string[] files = GetAllFiles(path, includesubdirs);
foreach(string f in files)
{
if(string.IsNullOrEmpty(Path.GetFileNameWithoutExtension(f)))
{
// Can't load image without name
General.ErrorLogger.Add(ErrorType.Error, "Can't load an unnamed texture from \"" + path + "\". Please consider giving names to your resources.");
}
else
{
// Add image to list
images.Add(CreateImage(f, imagetype));
}
}
// Return result
return images;
}
// This copies images from a collection unless they already exist in the list
private static void AddImagesToList(Dictionary<long, ImageData> targetlist, IEnumerable<ImageData> sourcelist)
{
// Go for all source images
foreach(ImageData src in sourcelist)
{
// Check if exists in target list
if(!targetlist.ContainsKey(src.LongName))
targetlist.Add(src.LongName, src);
}
}
// This must create an image
protected abstract ImageData CreateImage(string filename, int imagetype);
// This must return all files in a given directory
protected abstract string[] GetAllFiles(string path, bool subfolders);
// This must return all files in a given directory that have the given file title
protected abstract string[] GetAllFilesWithTitle(string path, string title, bool subfolders);
//mxd. This must return all files in a given directory which title starts with given title
protected abstract string[] GetAllFilesWhichTitleStartsWith(string path, string title, bool subfolders);
// This must return all files in a given directory that match the given extension
protected abstract string[] GetFilesWithExt(string path, string extension, bool subfolders);
// This must find the first file that has the specific name, regardless of file extension
internal abstract string FindFirstFile(string beginswith, bool subfolders);
// This must find the first file that has the specific name, regardless of file extension
protected abstract string FindFirstFile(string path, string beginswith, bool subfolders);
// This must find the first file that has the specific name
protected abstract string FindFirstFileWithExt(string path, string beginswith, bool subfolders);
// This must create a temp file for the speciied file and return the absolute path to the temp file
// NOTE: Callers are responsible for removing the temp file when done!
protected abstract string CreateTempFile(string filename);
// This makes the path relative to the directory, if needed
protected virtual string MakeRelativePath(string anypath)
{
if(Path.IsPathRooted(anypath))
{
// Make relative
string lowpath = anypath.ToLowerInvariant();
string lowlocation = location.location.ToLowerInvariant();
if((lowpath.Length > (lowlocation.Length + 1)) && lowpath.StartsWith(lowlocation))
return anypath.Substring(lowlocation.Length + 1);
else
return anypath;
}
else
{
// Path is already relative
return anypath;
}
}
#endregion
}
}