mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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414 lines
11 KiB
C#
414 lines
11 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 System.Text;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using CodeImp.DoomBuilder.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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internal abstract class PK3StructuredReader : DataReader
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{
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#region ================== Constants
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private const string PATCHES_DIR = "patches";
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private const string TEXTURES_DIR = "textures";
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private const string FLATS_DIR = "flats";
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private const string HIRES_DIR = "hires";
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private const string SPRITES_DIR = "sprites";
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#endregion
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#region ================== Variables
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// Source
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private bool roottextures;
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private bool rootflats;
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// Paths
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protected string rootpath;
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protected string patchespath;
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protected string texturespath;
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protected string flatspath;
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protected string hirespath;
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protected string spritespath;
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// WAD files that must be loaded as well
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private List<WADReader> wads;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public PK3StructuredReader(DataLocation dl) : base(dl)
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{
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// Initialize
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this.roottextures = dl.textures;
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this.rootflats = dl.flats;
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}
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// Call this to initialize this class
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protected virtual void Initialize(string rootpath)
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{
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// Initialize
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this.rootpath = rootpath;
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this.patchespath = Path.Combine(rootpath, PATCHES_DIR);
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this.texturespath = Path.Combine(rootpath, TEXTURES_DIR);
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this.flatspath = Path.Combine(rootpath, FLATS_DIR);
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this.hirespath = Path.Combine(rootpath, HIRES_DIR);
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this.spritespath = Path.Combine(rootpath, SPRITES_DIR);
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// Load all WAD files in the root as WAD resources
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string[] wadfiles = GetFilesWithExt(rootpath, "wad");
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wads = new List<WADReader>(wadfiles.Length);
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foreach(string w in wadfiles)
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{
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string tempfile = CreateTempFile(w);
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DataLocation wdl = new DataLocation(DataLocation.RESOURCE_WAD, tempfile, false, false);
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wads.Add(new WADReader(wdl));
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}
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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foreach(WADReader wr in wads) wr.Dispose();
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// Remove temp files
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foreach(WADReader wr in wads)
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{
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try { File.Delete(wr.Location.location); }
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catch(Exception) { }
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}
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Management
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// This suspends use of this resource
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public override void Suspend()
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{
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foreach(WADReader wr in wads) wr.Suspend();
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base.Suspend();
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}
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// This resumes use of this resource
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public override void Resume()
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{
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foreach(WADReader wr in wads) wr.Resume();
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base.Resume();
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}
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#endregion
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#region ================== Palette
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// This loads the PLAYPAL palette
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public override Playpal LoadPalette()
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{
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// Error when suspended
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if(issuspended) throw new Exception("Data reader is suspended");
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// Palette from wad(s)
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Playpal palette = null;
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foreach(WADReader wr in wads)
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{
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Playpal wadpalette = wr.LoadPalette();
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if(wadpalette != null) palette = wadpalette;
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}
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// Done
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return palette;
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}
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#endregion
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#region ================== Textures
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// This loads the textures
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public override ICollection<ImageData> LoadTextures(PatchNames pnames)
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{
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List<ImageData> images = new List<ImageData>();
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ICollection<ImageData> collection;
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// Error when suspended
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if(issuspended) throw new Exception("Data reader is suspended");
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// Load from wad files (NOTE: backward order, because the last wad's images have priority)
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for(int i = wads.Count - 1; i >= 0; i--)
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{
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collection = wads[i].LoadTextures(pnames);
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AddImagesToList(images, collection);
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}
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// Should we load the images in this directory as textures?
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if(roottextures)
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{
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collection = LoadDirectoryImages(rootpath, false);
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AddImagesToList(images, collection);
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}
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// TODO: Add support for hires texture here
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// Add images from texture directory
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collection = LoadDirectoryImages(texturespath, false);
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AddImagesToList(images, collection);
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// Load TEXTURE1 lump file
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List<ImageData> imgset = new List<ImageData>();
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string texture1file = FindFirstFile(rootpath, "TEXTURE1");
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if((texture1file != null) && FileExists(texture1file))
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{
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MemoryStream filedata = LoadFile(texture1file);
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WADReader.LoadTextureSet(filedata, ref imgset, pnames);
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filedata.Dispose();
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}
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// Load TEXTURE2 lump file
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string texture2file = FindFirstFile(rootpath, "TEXTURE2");
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if((texture2file != null) && FileExists(texture2file))
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{
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MemoryStream filedata = LoadFile(texture2file);
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WADReader.LoadTextureSet(filedata, ref imgset, pnames);
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filedata.Dispose();
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}
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// Add images from TEXTURE1 and TEXTURE2 lump files
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AddImagesToList(images, imgset);
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return images;
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}
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// This returns the patch names from the PNAMES lump
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// A directory resource does not support this lump, but the wads in the directory may contain this lump
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public override PatchNames LoadPatchNames()
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{
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PatchNames pnames;
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// Error when suspended
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if(issuspended) throw new Exception("Data reader is suspended");
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// Load from wad files
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// Note the backward order, because the last wad's images have priority
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for(int i = wads.Count - 1; i >= 0; i--)
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{
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pnames = wads[i].LoadPatchNames();
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if(pnames != null) return pnames;
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}
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// If none of the wads provides patch names, let's see if we can
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string pnamesfile = FindFirstFile(rootpath, "PNAMES");
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if((pnamesfile != null) && FileExists(pnamesfile))
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{
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MemoryStream pnamesdata = LoadFile(pnamesfile);
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pnames = new PatchNames(pnamesdata);
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pnamesdata.Dispose();
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return pnames;
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}
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return null;
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}
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// This finds and returns a patch stream
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public override Stream GetPatchData(string pname)
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{
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// Error when suspended
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if(issuspended) throw new Exception("Data reader is suspended");
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// Find in any of the wad files
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// Note the backward order, because the last wad's images have priority
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for(int i = wads.Count - 1; i >= 0; i--)
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{
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Stream data = wads[i].GetPatchData(pname);
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if(data != null) return data;
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}
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// Find in patches directory
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string filename = FindFirstFile(patchespath, pname);
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if((filename != null) && FileExists(filename))
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{
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return LoadFile(filename);
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}
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// Nothing found
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return null;
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}
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#endregion
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#region ================== Flats
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// This loads the textures
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public override ICollection<ImageData> LoadFlats()
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{
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List<ImageData> images = new List<ImageData>();
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ICollection<ImageData> collection;
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// Error when suspended
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if(issuspended) throw new Exception("Data reader is suspended");
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// Load from wad files
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// Note the backward order, because the last wad's images have priority
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for(int i = wads.Count - 1; i >= 0; i--)
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{
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collection = wads[i].LoadFlats();
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AddImagesToList(images, collection);
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}
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// Should we load the images in this directory as flats?
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if(rootflats)
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{
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collection = LoadDirectoryImages(rootpath, true);
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AddImagesToList(images, collection);
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}
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// Add images from flats directory
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collection = LoadDirectoryImages(flatspath, true);
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AddImagesToList(images, collection);
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return images;
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}
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#endregion
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#region ================== Sprites
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// This finds and returns a sprite stream
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public override Stream GetSpriteData(string pname)
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{
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string pfilename = pname.Replace('\\', '^');
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// Error when suspended
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if(issuspended) throw new Exception("Data reader is suspended");
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// Find in any of the wad files
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for(int i = wads.Count - 1; i >= 0; i--)
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{
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Stream sprite = wads[i].GetSpriteData(pname);
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if(sprite != null) return sprite;
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}
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// Find in sprites directory
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string filename = FindFirstFile(spritespath, pfilename);
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if((filename != null) && FileExists(filename))
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{
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return LoadFile(filename);
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}
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// Nothing found
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return null;
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}
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#endregion
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#region ================== Methods
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// This loads the images in this directory
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private ICollection<ImageData> LoadDirectoryImages(string path, bool flats)
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{
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List<ImageData> images = new List<ImageData>();
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string[] files;
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string name;
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// Go for all files
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files = GetAllFiles(path);
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foreach(string f in files)
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{
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// Make the texture name from filename without extension
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name = Path.GetFileNameWithoutExtension(f).ToUpperInvariant();
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if(name.Length > 8) name = name.Substring(0, 8);
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// Add image to list
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images.Add(CreateImage(name, f, flats));
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}
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// Return result
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return images;
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}
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// This copies images from a collection unless they already exist in the list
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private void AddImagesToList(List<ImageData> targetlist, ICollection<ImageData> sourcelist)
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{
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// Go for all source images
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foreach(ImageData src in sourcelist)
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{
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// Check if exists in target list
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bool alreadyexists = false;
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foreach(ImageData tgt in targetlist)
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{
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if(tgt.LongName == src.LongName)
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{
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alreadyexists = true;
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break;
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}
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}
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// Add source image to target list
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if(!alreadyexists) targetlist.Add(src);
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}
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}
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// This must create an image
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protected abstract ImageData CreateImage(string name, string filename, bool flat);
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// This must return true if the specified file exists
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protected abstract bool FileExists(string filename);
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// This must return all files in a given directory
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protected abstract string[] GetAllFiles(string path);
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// This must return all files in a given directory that match the given extension
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protected abstract string[] GetFilesWithExt(string path, string extension);
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// This must find the first file that has the specific name, regardless of file extension
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protected abstract string FindFirstFile(string path, string beginswith);
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// This must load an entire file in memory and returns the stream
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// NOTE: Callers are responsible for disposing the stream!
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protected abstract MemoryStream LoadFile(string filename);
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// This must create a temp file for the speciied file and return the absolute path to the temp file
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// NOTE: Callers are responsible for removing the temp file when done!
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protected abstract string CreateTempFile(string filename);
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#endregion
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}
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}
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