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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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162 lines
4.7 KiB
C#
Executable file
162 lines
4.7 KiB
C#
Executable file
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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 CodeImp.DoomBuilder.Map;
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using System.Collections.Generic;
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using System.Threading;
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using System;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check missing textures", true, 80)]
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public class CheckMissingTextures : BaseCheckTextures
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{
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#region ================== Constants
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private const int PROGRESS_STEP = 1000;
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public CheckMissingTextures() : base()
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{
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}
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#endregion
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#region ================== Methods
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// This runs the check
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public override void Run()
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{
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int progress = 0;
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int stepprogress = 0;
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Build3DFloorCache();
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// Go for all the sidedefs
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foreach(Sidedef sd in General.Map.Map.Sidedefs)
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{
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// Check upper texture. Also make sure not to return a false
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// positive if the sector on the other side has the ceiling
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// set to be sky
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if (sd.LongHighTexture == MapSet.EmptyLongName) {
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if (sd.HighRequired())
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{
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if (sd.Line.Action == 181 && sd.Line.Args[1] > 0) continue; //mxd. Ceiling slopes doesn't require upper texture
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper));
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}
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else if (sd.Other != null)
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{
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// 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
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if (sd.Sector.Tags.Count > 0)
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{
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foreach (int tag in sd.Sector.Tags)
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{
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if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseUpper) && sector3dfloors[tag].HasFlag(Flags3DFloor.RenderInside))
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{
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper));
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break;
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}
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}
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}
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// 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
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if (sd.Other.Sector.Tags.Count > 0)
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{
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foreach (int tag in sd.Other.Sector.Tags)
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{
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if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseUpper))
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{
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper));
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break;
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}
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}
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}
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}
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}
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// Check middle texture
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if(sd.MiddleRequired() && sd.MiddleTexture == "-")
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{
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Middle));
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}
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// Check lower texture. Also make sure not to return a false
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// positive if the sector on the other side has the floor
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// set to be sky
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if(sd.LongLowTexture == MapSet.EmptyLongName)
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{
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if (sd.LowRequired())
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{
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if (sd.Line.Action == 181 && sd.Line.Args[0] > 0) continue; //mxd. Floor slopes doesn't require lower texture
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Lower));
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}
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else if (sd.Other != null)
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{
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// 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
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if (sd.Sector.Tags.Count > 0)
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{
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foreach (int tag in sd.Sector.Tags)
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{
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if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseLower) && sector3dfloors[tag].HasFlag(Flags3DFloor.RenderInside))
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{
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Lower));
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break;
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}
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}
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}
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// 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
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if (sd.Other.Sector.Tags.Count > 0)
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{
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foreach (int tag in sd.Other.Sector.Tags)
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{
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if (sector3dfloors.ContainsKey(tag) && sector3dfloors[tag].HasFlag(Flags3DFloor.UseLower))
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{
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Lower));
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break;
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}
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}
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}
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}
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}
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// Handle thread interruption
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try { Thread.Sleep(0); }
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catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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}
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#endregion
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}
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}
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