UltimateZoneBuilder/Source/Core/Data/PK3StructuredReader.cs
MaxED cf3d416967 Renderer now works much faster in 2D modes.
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration.
TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded.
Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector.
Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources.
Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
2013-07-29 08:50:50 +00:00

650 lines
20 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 System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using CodeImp.DoomBuilder.GZBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Data
{
internal abstract class PK3StructuredReader : DataReader
{
#region ================== Constants
protected const string PATCHES_DIR = "patches";
protected const string TEXTURES_DIR = "textures";
protected const string FLATS_DIR = "flats";
protected const string HIRES_DIR = "hires";
protected const string SPRITES_DIR = "sprites";
protected const string COLORMAPS_DIR = "colormaps";
#endregion
#region ================== Variables
// Source
protected bool roottextures;
protected bool rootflats;
// WAD files that must be loaded as well
protected List<WADReader> wads;
#endregion
#region ================== Properties
protected string[] PatchLocations = { PATCHES_DIR, TEXTURES_DIR, FLATS_DIR }; //mxd. Because ZDoom looks for patches in these folders
#endregion
#region ================== Constructor / Disposer
// Constructor
public PK3StructuredReader(DataLocation dl) : base(dl)
{
// Initialize
this.roottextures = dl.option1;
this.rootflats = dl.option2;
}
// Call this to initialize this class
protected virtual void Initialize()
{
// Load all WAD files in the root as WAD resources
string[] wadfiles = GetFilesWithExt("", "wad", false);
wads = new List<WADReader>(wadfiles.Length);
foreach(string w in wadfiles)
{
string tempfile = CreateTempFile(w);
DataLocation wdl = new DataLocation(DataLocation.RESOURCE_WAD, tempfile, false, false, true);
wads.Add(new WADReader(wdl));
}
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
foreach(WADReader wr in wads) wr.Dispose();
// Remove temp files
foreach(WADReader wr in wads)
{
try { File.Delete(wr.Location.location); }
catch(Exception) { }
}
// Done
base.Dispose();
}
}
#endregion
#region ================== Management
// This suspends use of this resource
public override void Suspend()
{
foreach(WADReader wr in wads) wr.Suspend();
base.Suspend();
}
// This resumes use of this resource
public override void Resume()
{
foreach(WADReader wr in wads) wr.Resume();
base.Resume();
}
#endregion
#region ================== Palette
// This loads the PLAYPAL palette
public override Playpal LoadPalette()
{
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Palette from wad(s)
Playpal palette = null;
foreach(WADReader wr in wads)
{
Playpal wadpalette = wr.LoadPalette();
if(wadpalette != null) return wadpalette;
}
// Find in root directory
string foundfile = FindFirstFile("PLAYPAL", false);
if((foundfile != null) && FileExists(foundfile))
{
MemoryStream stream = LoadFile(foundfile);
if(stream.Length > 767) {//mxd
palette = new Playpal(stream);
} else {
General.ErrorLogger.Add(ErrorType.Warning, "Warning: invalid palette '"+foundfile+"'");
}
stream.Dispose();
}
// Done
return palette;
}
#endregion
#region ================== Textures
// This loads the textures
public override ICollection<ImageData> LoadTextures(PatchNames pnames)
{
Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
ICollection<ImageData> collection;
List<ImageData> imgset = new List<ImageData>();
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files (NOTE: backward order, because the last wad's images have priority)
for(int i = wads.Count - 1; i >= 0; i--)
{
PatchNames wadpnames = wads[i].LoadPatchNames(); //mxd
collection = wads[i].LoadTextures((wadpnames != null && wadpnames.Length > 0) ? wadpnames : pnames); //mxd
AddImagesToList(images, collection);
}
// Should we load the images in this directory as textures?
if(roottextures)
{
collection = LoadDirectoryImages("", ImageDataFormat.DOOMPICTURE, false);
AddImagesToList(images, collection);
}
// Load TEXTURE1 lump file
imgset.Clear();
string texture1file = FindFirstFile("TEXTURE1", false);
if((texture1file != null) && FileExists(texture1file))
{
MemoryStream filedata = LoadFile(texture1file);
WADReader.LoadTextureSet("TEXTURE1", filedata, ref imgset, pnames);
filedata.Dispose();
}
// Load TEXTURE2 lump file
string texture2file = FindFirstFile("TEXTURE2", false);
if((texture2file != null) && FileExists(texture2file))
{
MemoryStream filedata = LoadFile(texture2file);
WADReader.LoadTextureSet("TEXTURE2", filedata, ref imgset, pnames);
filedata.Dispose();
}
// Add images from TEXTURE1 and TEXTURE2 lump files
AddImagesToList(images, imgset);
// Load TEXTURES lump files
imgset.Clear();
//string[] alltexturefiles = GetAllFilesWithTitle("", "TEXTURES", false);
string[] alltexturefiles = GetAllFilesWhichTitleStartsWith("", "TEXTURES"); //mxd
foreach(string texturesfile in alltexturefiles)
{
MemoryStream filedata = LoadFile(texturesfile);
WADReader.LoadHighresTextures(filedata, texturesfile, ref imgset, images, null);
filedata.Dispose();
}
// Add images from TEXTURES lump file
AddImagesToList(images, imgset);
//mxd. Add images from texture directory. Textures defined in TEXTURES override ones in "textures" folder
collection = LoadDirectoryImages(TEXTURES_DIR, ImageDataFormat.DOOMPICTURE, true);
AddImagesToList(images, collection);
// Add images to the container-specific texture set
foreach(ImageData img in images.Values)
textureset.AddTexture(img);
return new List<ImageData>(images.Values);
}
// This returns the patch names from the PNAMES lump
// A directory resource does not support this lump, but the wads in the directory may contain this lump
public override PatchNames LoadPatchNames()
{
PatchNames pnames;
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i >= 0; i--)
{
pnames = wads[i].LoadPatchNames();
if(pnames != null) return pnames;
}
// If none of the wads provides patch names, let's see if we can
string pnamesfile = FindFirstFile("PNAMES", false);
if((pnamesfile != null) && FileExists(pnamesfile))
{
MemoryStream pnamesdata = LoadFile(pnamesfile);
pnames = new PatchNames(pnamesdata);
pnamesdata.Dispose();
return pnames;
}
return null;
}
//mxd
public override string GetPatchLocation(string pname) {
// Error when suspended
if (issuspended) throw new Exception("Data reader is suspended");
//no need to search in wads...
// Find in patches directory
//string filename = FindFirstFile(PATCHES_DIR, pname, true);
string filename = FindFirstFile("", pname, true); //mxd. ZDoom can load them from anywhere, so shall we
if ((filename != null) && FileExists(filename))
return filename;
return pname;
}
#endregion
#region ================== Flats
// This loads the textures
public override ICollection<ImageData> LoadFlats()
{
Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
ICollection<ImageData> collection;
List<ImageData> imgset = new List<ImageData>();
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i >= 0; i--)
{
collection = wads[i].LoadFlats();
AddImagesToList(images, collection);
}
// Should we load the images in this directory as flats?
if(rootflats)
{
collection = LoadDirectoryImages("", ImageDataFormat.DOOMFLAT, false);
AddImagesToList(images, collection);
}
// Add images from flats directory
collection = LoadDirectoryImages(FLATS_DIR, ImageDataFormat.DOOMFLAT, true);
AddImagesToList(images, collection);
// Add images to the container-specific texture set
foreach(ImageData img in images.Values)
textureset.AddFlat(img);
// Load TEXTURES lump file
imgset.Clear();
string[] alltexturefiles = GetAllFilesWithTitle("", "TEXTURES", false);
foreach(string texturesfile in alltexturefiles)
{
MemoryStream filedata = LoadFile(texturesfile);
WADReader.LoadHighresFlats(filedata, texturesfile, ref imgset, null, images);
filedata.Dispose();
}
// Add images from TEXTURES lump file
AddImagesToList(images, imgset);
return new List<ImageData>(images.Values);
}
//mxd.
public override Stream GetFlatData(string pname) {
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Find in any of the wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i > -1; i--) {
Stream data = wads[i].GetFlatData(pname);
if(data != null) return data;
}
// Nothing found
return null;
}
#endregion
#region ================== Sprites
// This loads the textures
public override ICollection<ImageData> LoadSprites()
{
Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
ICollection<ImageData> collection;
List<ImageData> imgset = new List<ImageData>();
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i >= 0; i--)
{
collection = wads[i].LoadSprites();
AddImagesToList(images, collection);
}
// Load TEXTURES lump file
imgset.Clear();
string[] alltexturefiles = GetAllFilesWithTitle("", "TEXTURES", false);
foreach(string texturesfile in alltexturefiles)
{
MemoryStream filedata = LoadFile(texturesfile);
WADReader.LoadHighresSprites(filedata, texturesfile, ref imgset, null, null);
filedata.Dispose();
}
// Add images from TEXTURES lump file
AddImagesToList(images, imgset);
return new List<ImageData>(images.Values);
}
#endregion
#region ================== Colormaps
// This loads the textures
public override ICollection<ImageData> LoadColormaps()
{
Dictionary<long, ImageData> images = new Dictionary<long, ImageData>();
ICollection<ImageData> collection;
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Load from wad files
// Note the backward order, because the last wad's images have priority
for(int i = wads.Count - 1; i >= 0; i--)
{
collection = wads[i].LoadColormaps();
AddImagesToList(images, collection);
}
// Add images from flats directory
collection = LoadDirectoryImages(COLORMAPS_DIR, ImageDataFormat.DOOMCOLORMAP, true);
AddImagesToList(images, collection);
// Add images to the container-specific texture set
foreach(ImageData img in images.Values)
textureset.AddFlat(img);
return new List<ImageData>(images.Values);
}
#endregion
#region ================== Decorate
// This finds and returns a sprite stream
public override List<Stream> GetDecorateData(string pname)
{
List<Stream> streams = new List<Stream>();
string[] allfilenames;
// Error when suspended
if(issuspended) throw new Exception("Data reader is suspended");
// Find in root directory
string filename = Path.GetFileName(pname);
string pathname = Path.GetDirectoryName(pname);
if(filename.IndexOf('.') > -1)
{
string fullName = Path.Combine(pathname, filename);
if(FileExists(fullName)) {
allfilenames = new string[1];
allfilenames[0] = Path.Combine(pathname, filename);
} else {
allfilenames = new string[0];
General.ErrorLogger.Add(ErrorType.Warning, "Unable to load DECORATE file '" + fullName + "'");
}
}
else
allfilenames = GetAllFilesWithTitle(pathname, filename, false);
foreach(string foundfile in allfilenames)
{
streams.Add(LoadFile(foundfile));
}
// Find in any of the wad files
for(int i = wads.Count - 1; i >= 0; i--)
streams.AddRange(wads[i].GetDecorateData(pname));
return streams;
}
#endregion
#region ================== Modeldef
//mxd
public override Dictionary<string, Stream> GetModeldefData() {
Dictionary<string, Stream> streams = new Dictionary<string, Stream>();
// Error when suspended
if (issuspended) throw new Exception("Data reader is suspended");
//modedef should be in root folder
string[] allFiles = GetAllFiles("", false);
foreach (string s in allFiles) {
if (s.ToLowerInvariant().IndexOf("modeldef") != -1) {
streams.Add(s, LoadFile(s));
}
}
return streams;
}
#endregion
#region ================== (Z)MAPINFO
//mxd
public override Dictionary<string, Stream> GetMapinfoData() {
Dictionary<string, Stream> streams = new Dictionary<string, Stream>();
// Error when suspended
if (issuspended) throw new Exception("Data reader is suspended");
//mapinfo should be in root folder
string[] allFiles = GetAllFiles("", false);
string fileName;
//try to find (z)mapinfo
foreach (string s in allFiles) {
fileName = s.ToLowerInvariant();
if (fileName.IndexOf("zmapinfo") != -1 || fileName.IndexOf("mapinfo") != -1)
streams.Add(s, LoadFile(s));
}
return streams;
}
#endregion
#region ================== GLDEFS
//mxd
public override Dictionary<string, Stream> GetGldefsData(GameType gameType) {
Dictionary<string, Stream> streams = new Dictionary<string, Stream>();
// Error when suspended
if (issuspended) throw new Exception("Data reader is suspended");
//at least one of gldefs should be in root folder
string[] allFiles = GetAllFiles("", false);
//try to load game specific GLDEFS first
string lumpName;
if (gameType != GameType.UNKNOWN) {
lumpName = Gldefs.GLDEFS_LUMPS_PER_GAME[(int)gameType].ToLowerInvariant();
foreach (string s in allFiles) {
if (s.ToLowerInvariant().IndexOf(lumpName) != -1)
streams.Add(s, LoadFile(s));
}
}
//can be several entries
lumpName = "gldefs";
foreach (string s in allFiles) {
if (s.ToLowerInvariant().IndexOf(lumpName) != -1)
streams.Add(s, LoadFile(s));
}
return streams;
}
//mxd
public override Dictionary<string, Stream> GetGldefsData(string location) {
Dictionary<string, Stream> streams = new Dictionary<string, Stream>();
// Error when suspended
if (issuspended) throw new Exception("Data reader is suspended");
Stream s = LoadFile(location);
if (s != null)
streams.Add(location, s);
return streams;
}
#endregion
#region ================== Methods
// This loads the images in this directory
private ICollection<ImageData> LoadDirectoryImages(string path, int imagetype, bool includesubdirs)
{
List<ImageData> images = new List<ImageData>();
string[] files;
string name;
// Go for all files
files = GetAllFiles(path, includesubdirs);
foreach(string f in files)
{
// Make the texture name from filename without extension
name = Path.GetFileNameWithoutExtension(f).ToUpperInvariant();
if(name.Length > 8) name = name.Substring(0, 8);
if(name.Length > 0)
{
// Add image to list
images.Add(CreateImage(name, f, imagetype));
}
else
{
// Can't load image without name
General.ErrorLogger.Add(ErrorType.Error, "Can't load an unnamed texture from \"" + path + "\". Please consider giving names to your resources.");
}
}
// Return result
return images;
}
// This copies images from a collection unless they already exist in the list
private void AddImagesToList(Dictionary<long, ImageData> targetlist, ICollection<ImageData> sourcelist)
{
// Go for all source images
foreach(ImageData src in sourcelist)
{
// Check if exists in target list
if(!targetlist.ContainsKey(src.LongName))
targetlist.Add(src.LongName, src);
}
}
// This must create an image
protected abstract ImageData CreateImage(string name, string filename, int imagetype);
// This must return all files in a given directory
protected abstract string[] GetAllFiles(string path, bool subfolders);
// This must return all files in a given directory that have the given file title
protected abstract string[] GetAllFilesWithTitle(string path, string title, bool subfolders);
//mxd. This must return all files in a given directory which title starts with given title
protected abstract string[] GetAllFilesWhichTitleStartsWith(string path, string title);
// This must return all files in a given directory that match the given extension
protected abstract string[] GetFilesWithExt(string path, string extension, bool subfolders);
// This must find the first file that has the specific name, regardless of file extension
protected abstract string FindFirstFile(string beginswith, bool subfolders);
// This must find the first file that has the specific name, regardless of file extension
protected abstract string FindFirstFile(string path, string beginswith, bool subfolders);
// This must find the first file that has the specific name
protected abstract string FindFirstFileWithExt(string path, string beginswith, bool subfolders);
// This must create a temp file for the speciied file and return the absolute path to the temp file
// NOTE: Callers are responsible for removing the temp file when done!
protected abstract string CreateTempFile(string filename);
// This makes the path relative to the directory, if needed
protected virtual string MakeRelativePath(string anypath)
{
if(Path.IsPathRooted(anypath))
{
// Make relative
string lowpath = anypath.ToLowerInvariant();
string lowlocation = location.location.ToLowerInvariant();
if((lowpath.Length > (lowlocation.Length + 1)) && lowpath.StartsWith(lowlocation))
return anypath.Substring(lowlocation.Length + 1);
else
return anypath;
}
else
{
// Path is already relative
return anypath;
}
}
#endregion
}
}