UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckMissingTextures.cs

166 lines
4.9 KiB
C#
Executable file

#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
if (sd.Other != null && sd.Other.Sector.CeilTexture != General.Map.Config.SkyFlatName)
{
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
if (sd.Other != null && sd.Other.Sector.FloorTexture != General.Map.Config.SkyFlatName)
{
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
}
}