#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 CodeImp.DoomBuilder.Map; using System.Collections.Generic; using System.Threading; using System; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [ErrorChecker("Check missing textures", true, 80)] public class CheckMissingTextures : BaseCheckTextures { #region ================== Constants private const int PROGRESS_STEP = 1000; #endregion #region ================== Constructor / Destructor // Constructor public CheckMissingTextures() : base() { } #endregion #region ================== Methods // This runs the check public override void Run() { int progress = 0; int stepprogress = 0; Build3DFloorCache(); // Go for all the sidedefs foreach(Sidedef sd in General.Map.Map.Sidedefs) { // Check upper texture. Also make sure not to return a false // positive if the sector on the other side has the ceiling // set to be sky if (sd.LongHighTexture == MapSet.EmptyLongName) { if (sd.HighRequired()) { if (sd.Line.Action == 181 && sd.Line.Args[1] > 0) continue; //mxd. Ceiling slopes doesn't require upper texture SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper)); } else if (sd.Other != null) { // Check if the sidedef's sector is a 3D floor. Since it points toward the 3D floor it only needs a texture if inside rendering is enabled if (sd.Sector.Tags.Count > 0) { foreach (int tag in sd.Sector.Tags) { if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseUpper) && sector3dfloors[tag].HasFlag(Flags3DFloor.RenderInside)) { SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper)); break; } } } // Check if the other sidedef's sector is a 3D floor, since we still might need a texture on this one depending on the flags if (sd.Other.Sector.Tags.Count > 0) { foreach (int tag in sd.Other.Sector.Tags) { if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseUpper)) { SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper)); break; } } } } } // Check middle texture if(sd.MiddleRequired() && sd.MiddleTexture == "-") { SubmitResult(new ResultMissingTexture(sd, SidedefPart.Middle)); } // Check lower texture. Also make sure not to return a false // positive if the sector on the other side has the floor // set to be sky if(sd.LongLowTexture == MapSet.EmptyLongName) { if (sd.LowRequired()) { if (sd.Line.Action == 181 && sd.Line.Args[0] > 0) continue; //mxd. Floor slopes doesn't require lower texture SubmitResult(new ResultMissingTexture(sd, SidedefPart.Lower)); } else if (sd.Other != null) { // Check if the sidedef's sector is a 3D floor. Since it points toward the 3D floor it only needs a texture if inside rendering is enabled if (sd.Sector.Tags.Count > 0) { foreach (int tag in sd.Sector.Tags) { if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseLower) && sector3dfloors[tag].HasFlag(Flags3DFloor.RenderInside)) { SubmitResult(new ResultMissingTexture(sd, SidedefPart.Lower)); break; } } } // Check if the other sidedef's sector is a 3D floor, since we still might need a texture on this one depending on the flags if (sd.Other.Sector.Tags.Count > 0) { foreach (int tag in sd.Other.Sector.Tags) { if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseLower)) { SubmitResult(new ResultMissingTexture(sd, SidedefPart.Lower)); break; } } } } } // Handle thread interruption try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; } // We are making progress! if((++progress / PROGRESS_STEP) > stepprogress) { stepprogress = (progress / PROGRESS_STEP); AddProgress(1); } } } #endregion } }