mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-12 21:21:48 +00:00
d9439850f7
Several fixes in flat/texture/patch loading and precedence. Texture loading will no longer fail when there's a texture and a flat with the same name.
102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
|
|
#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.Threading;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
[ErrorChecker("Check missing textures", true, 80)]
|
|
public class CheckMissingTextures : ErrorChecker
|
|
{
|
|
#region ================== Constants
|
|
|
|
private int PROGRESS_STEP = 1000;
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
// Constructor
|
|
public CheckMissingTextures()
|
|
{
|
|
// Total progress is done when all lines are checked
|
|
SetTotalProgress(General.Map.Map.Sidedefs.Count / PROGRESS_STEP);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This runs the check
|
|
public override void Run()
|
|
{
|
|
int progress = 0;
|
|
int stepprogress = 0;
|
|
|
|
// 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.HighRequired() && sd.HighTexture == "-")
|
|
{
|
|
if(sd.Line.Action == 181 && sd.Line.Args[1] > 0) continue; //mxd. Ceiling slopes doesn't require upper texture
|
|
if (sd.Other != null && sd.Other.Sector.CeilTexture != General.Map.Config.SkyFlatName)
|
|
{
|
|
SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper));
|
|
}
|
|
}
|
|
|
|
// 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.LowRequired() && sd.LowTexture == "-")
|
|
{
|
|
if(sd.Line.Action == 181 && sd.Line.Args[0] > 0) continue; //mxd. Floor slopes doesn't require lower texture
|
|
if (sd.Other != null && sd.Other.Sector.FloorTexture != General.Map.Config.SkyFlatName)
|
|
{
|
|
SubmitResult(new ResultMissingTexture(sd, SidedefPart.Lower));
|
|
}
|
|
}
|
|
|
|
// 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
|
|
}
|
|
}
|