mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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519 lines
15 KiB
C#
519 lines
15 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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protected const string PATCHES_DIR = "patches";
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protected const string TEXTURES_DIR = "textures";
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protected const string FLATS_DIR = "flats";
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protected const string HIRES_DIR = "hires";
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protected const string SPRITES_DIR = "sprites";
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protected const string COLORMAPS_DIR = "colormaps";
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#endregion
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#region ================== Variables
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// Source
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protected bool roottextures;
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protected bool rootflats;
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// WAD files that must be loaded as well
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protected 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.option1;
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this.rootflats = dl.option2;
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}
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// Call this to initialize this class
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protected virtual void Initialize()
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{
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// Load all WAD files in the root as WAD resources
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string[] wadfiles = GetFilesWithExt("", "wad", false);
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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, true);
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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) return wadpalette;
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}
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// Find in root directory
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string foundfile = FindFirstFile("PLAYPAL", false);
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if((foundfile != null) && FileExists(foundfile))
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{
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MemoryStream stream = LoadFile(foundfile);
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palette = new Playpal(stream);
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stream.Dispose();
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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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Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
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ICollection<ImageData> collection;
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List<ImageData> imgset = new List<ImageData>();
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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("", ImageDataFormat.DOOMPICTURE, false);
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AddImagesToList(images, collection);
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}
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// Add images from texture directory
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collection = LoadDirectoryImages(TEXTURES_DIR, ImageDataFormat.DOOMPICTURE, true);
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AddImagesToList(images, collection);
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// Load TEXTURE1 lump file
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imgset.Clear();
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string texture1file = FindFirstFile("TEXTURE1", false);
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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("TEXTURE1", 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("TEXTURE2", false);
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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("TEXTURE2", 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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// Load TEXTURES lump file
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imgset.Clear();
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string[] alltexturefiles = GetAllFilesWithTitle("", "TEXTURES", false);
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foreach(string texturesfile in alltexturefiles)
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{
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MemoryStream filedata = LoadFile(texturesfile);
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WADReader.LoadHighresTextures(filedata, texturesfile, ref imgset, images, null);
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filedata.Dispose();
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}
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// Add images from TEXTURES lump file
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AddImagesToList(images, imgset);
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// Add images to the container-specific texture set
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foreach(ImageData img in images.Values)
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textureset.AddTexture(img);
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return new List<ImageData>(images.Values);
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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("PNAMES", false);
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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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#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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Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
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ICollection<ImageData> collection;
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List<ImageData> imgset = new List<ImageData>();
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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("", ImageDataFormat.DOOMFLAT, false);
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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(FLATS_DIR, ImageDataFormat.DOOMFLAT, true);
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AddImagesToList(images, collection);
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// Add images to the container-specific texture set
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foreach(ImageData img in images.Values)
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textureset.AddFlat(img);
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// Load TEXTURES lump file
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imgset.Clear();
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string[] alltexturefiles = GetAllFilesWithTitle("", "TEXTURES", false);
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foreach(string texturesfile in alltexturefiles)
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{
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MemoryStream filedata = LoadFile(texturesfile);
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WADReader.LoadHighresFlats(filedata, texturesfile, ref imgset, null, images);
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filedata.Dispose();
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}
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// Add images from TEXTURES lump file
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AddImagesToList(images, imgset);
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return new List<ImageData>(images.Values);
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}
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#endregion
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#region ================== Sprites
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// This loads the textures
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public override ICollection<ImageData> LoadSprites()
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{
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Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
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ICollection<ImageData> collection;
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List<ImageData> imgset = new List<ImageData>();
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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].LoadSprites();
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AddImagesToList(images, collection);
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}
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// Load TEXTURES lump file
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imgset.Clear();
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string[] alltexturefiles = GetAllFilesWithTitle("", "TEXTURES", false);
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foreach(string texturesfile in alltexturefiles)
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{
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MemoryStream filedata = LoadFile(texturesfile);
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WADReader.LoadHighresSprites(filedata, texturesfile, ref imgset, null, null);
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filedata.Dispose();
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}
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// Add images from TEXTURES lump file
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AddImagesToList(images, imgset);
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return new List<ImageData>(images.Values);
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}
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#endregion
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#region ================== Colormaps
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// This loads the textures
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public override ICollection<ImageData> LoadColormaps()
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{
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Dictionary<long, ImageData> images = new Dictionary<long, 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].LoadColormaps();
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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(COLORMAPS_DIR, ImageDataFormat.DOOMCOLORMAP, true);
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AddImagesToList(images, collection);
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// Add images to the container-specific texture set
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foreach(ImageData img in images.Values)
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textureset.AddFlat(img);
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return new List<ImageData>(images.Values);
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}
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#endregion
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#region ================== Decorate
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// This finds and returns a sprite stream
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public override List<Stream> GetDecorateData(string pname)
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{
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List<Stream> streams = new List<Stream>();
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string[] allfilenames;
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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 root directory
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string filename = Path.GetFileName(pname);
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string pathname = Path.GetDirectoryName(pname);
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if(filename.IndexOf('.') > -1)
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{
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allfilenames = new string[1];
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allfilenames[0] = Path.Combine(pathname, filename);
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}
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else
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allfilenames = GetAllFilesWithTitle(pathname, filename, false);
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foreach(string foundfile in allfilenames)
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{
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streams.Add(LoadFile(foundfile));
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}
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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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streams.AddRange(wads[i].GetDecorateData(pname));
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return streams;
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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, int imagetype, bool includesubdirs)
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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, includesubdirs);
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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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if(name.Length > 0)
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{
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// Add image to list
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images.Add(CreateImage(name, f, imagetype));
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}
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else
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{
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// Can't load image without name
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General.ErrorLogger.Add(ErrorType.Error, "Can't load an unnamed texture from \"" + path + "\". Please consider giving names to your resources.");
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}
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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(Dictionary<long, 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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if(!targetlist.ContainsKey(src.LongName))
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targetlist.Add(src.LongName, 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, int imagetype);
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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, bool subfolders);
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// This must return all files in a given directory that have the given file title
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protected abstract string[] GetAllFilesWithTitle(string path, string title, bool subfolders);
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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, bool subfolders);
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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 beginswith, bool subfolders);
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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, bool subfolders);
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// This must find the first file that has the specific name
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protected abstract string FindFirstFileWithExt(string path, string beginswith, bool subfolders);
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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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// This makes the path relative to the directory, if needed
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protected virtual string MakeRelativePath(string anypath)
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{
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if(Path.IsPathRooted(anypath))
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{
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// Make relative
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string lowpath = anypath.ToLowerInvariant();
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string lowlocation = location.location.ToLowerInvariant();
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if((lowpath.Length > (lowlocation.Length + 1)) && lowpath.StartsWith(lowlocation))
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return anypath.Substring(lowlocation.Length + 1);
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else
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return anypath;
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}
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else
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{
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// Path is already relative
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return anypath;
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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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