Пример #1
0
static void SkinSet_Validate_BuildList(StringSet_t &strUniqueSkinShaders, SkinSets_t::iterator itSkins, StringSet_t &MaterialsPresentInModel, SkinFileMaterialsMissing_t &SkinFileMaterialsMissing)
{	
	string strSkinName((*itSkins).first);	// eg "thug1"

	// race variants...
	//
	for (SkinSet_t::iterator itEthnic = (*itSkins).second.begin(); itEthnic != (*itSkins).second.end(); ++itEthnic)
	{
		string strEthnicName((*itEthnic).first);	// eg "white"

		map <string, int> MaterialsDefinedInThisEthnicVariant;

		// materials...
		//			
		for (ShadersForMaterial_t::iterator itMaterial = (*itEthnic).second.begin(); itMaterial != (*itEthnic).second.end(); ++itMaterial)
		{
			string strMaterialName((*itMaterial).first);	// eg "face"

			// keep a note of all materials defined in this file...
			//
			MaterialsDefinedInThisEthnicVariant[strMaterialName]=1;	// 1 = whatever

			// available shader variants for this material...
			//
			for (int iShaderVariantIndex=0; iShaderVariantIndex<(*itMaterial).second.size(); iShaderVariantIndex++)
			{
				string strShaderVariantName((*itMaterial).second[iShaderVariantIndex]);	// eg "models/characters/average_sleeves/face"

				strUniqueSkinShaders.insert(strUniqueSkinShaders.end(),strShaderVariantName);
			}			
		}

		// now scan through the materials defined in this ethnic variant, and see if there were any materials 
		//	mentioned/referenced by the model which weren't defined here...
		//
		for (StringSet_t::iterator itMaterialsReferenced = MaterialsPresentInModel.begin(); itMaterialsReferenced != MaterialsPresentInModel.end(); ++itMaterialsReferenced)
		{
			string strModelMaterial = (*itMaterialsReferenced);

			if (!strModelMaterial.empty() && stricmp(strModelMaterial.c_str(),"[NoMaterial]"))
			{
				if (MaterialsDefinedInThisEthnicVariant.find(strModelMaterial) == MaterialsDefinedInThisEthnicVariant.end())
				{
					SkinFileMaterialsMissing[strSkinName][strEthnicName].push_back(strModelMaterial);
					//
//					OutputDebugString(va("strModelMaterial = %s\n",strModelMaterial.c_str()));
				}
			}
		}
	}
}
Пример #2
0
static void EnterGoodRef(LPCSTR ps4LetterType, LPCSTR psReference, LPCSTR psPackageReference, LPCSTR psText)
{
	EnterRef(psReference, psText, sCurrentMenu.c_str());

	ReferencesAndPackage[psReference].insert(psPackageReference);
	MenusUsed.insert(psPackageReference);
}
Пример #3
0
void UI_Dump_f(void)
{
	string sFinalOutput;
	vector <string> vStripEdFiles;

#define OUTPUT sFinalOutput+=
#define OUTPUTSTRIP vStripEdFiles[vStripEdFiles.size()-1] +=

	OUTPUT("### UI_Dump(): Top\n");

	for (ReferencesAndPackages_t::iterator it = ReferencesAndPackage.begin(); it!=ReferencesAndPackage.end(); ++it)
	{	
		if ( (*it).second.size()>1)
		{
			OUTPUT(va("!!!DUP:  Ref \"%s\" exists in:\n",(*it).first.c_str()));
			StringSet_t &Set = (*it).second;
			for (StringSet_t::iterator itS = Set.begin(); itS!=Set.end(); ++itS)
			{
				OUTPUT(va("%s\n",(*itS).c_str()));
			}
		}
	}

	OUTPUT("\nSP Package Reference list:\n");

	for (StringSet_t::iterator itS = MenusUsed.begin(); itS!=MenusUsed.end(); ++itS)
	{
		OUTPUT(va("%s\n",(*itS).c_str()));
	}

	OUTPUT("\nBad Text list:\n");

	for (References_t::iterator itBad=BadReferences.begin(); itBad!=BadReferences.end();++itBad)
	{
		Reference_t &BadReference = (*itBad);

		OUTPUT(va("File: %30s  \"%s\"\n",BadReference.sMenu.c_str(), BadReference.sString.c_str()));
	}

	OUTPUT("\nAdding bad references to final correction list...\n");

	for (itBad=BadReferences.begin(); itBad!=BadReferences.end();++itBad)
	{	
		Reference_t &BadReference = (*itBad);

		EnterRef("", BadReference.sString.c_str(), BadReference.sMenu.c_str() );
	}	


	OUTPUT("\nFinal correction list:\n");

//	qboolean bIsMulti = !!strstr((*CorrectionData.begin()).sMenuFile.c_str(),"jk2mp");

	// actually do the find/replace...
	//
	for (CorrectionData_t::iterator itCorrectionData = CorrectionData.begin(); itCorrectionData != CorrectionData.end(); ++itCorrectionData)
	{
		CorrectionDataItem_t &CorrectionDataItem = (*itCorrectionData);

		if (CorrectionDataItem.sTextToFind.c_str()[0] && CorrectionDataItem.sTextToReplaceWith.c_str()[0])
		{
			OUTPUT( va("Load File: \"%s\", find \"%s\", replace with \"%s\"\n", 
												CorrectionDataItem.sMenuFile.c_str(),
															CorrectionDataItem.sTextToFind.c_str(),
																				CorrectionDataItem.sTextToReplaceWith.c_str()
						)
					);


//			if (strstr(CorrectionDataItem.sTextToReplaceWith.c_str(),"START_A_NEW_GAME"))
//			{
//				int z=1;
//			}
			assert( CorrectionDataItem.sTextToReplaceWith.c_str()[0] );
			string	sReplace(	CorrectionDataItem.sTextToReplaceWith.c_str() );
					sReplace.insert(1,"_");
					sReplace.insert(1,CorrectionDataItem.sStripEdFileRef.c_str());								
				
			DoFileFindReplace(	CorrectionDataItem.sMenuFile.c_str(),
								CorrectionDataItem.sTextToFind.c_str(),
								sReplace.c_str()//CorrectionDataItem.sTextToReplaceWith.c_str()
								);
		}
	}


	// scan in all SP files into one huge string, so I can pick out any foreign translations to add in when generating
	//	new StripEd files...
	//
	char **ppsFiles;
	char *buffers[1000];	// max # SP files, well-OTT.
	int iNumFiles;
	int i;
	string sStripFiles;

	// scan for shader files
	ppsFiles = FS_ListFiles( "strip", ".sp", &iNumFiles );
	if ( !ppsFiles || !iNumFiles )
	{
		assert(0);
	}
	else
	{
		// load files...
		//
		for (i=0; i<iNumFiles; i++)
		{
			char sFilename[MAX_QPATH];

			Com_sprintf( sFilename, sizeof( sFilename ), "strip/%s", ppsFiles[i] );
			OutputDebugString( va("...loading '%s'\n", sFilename ) );
			int iLen = FS_ReadFile( sFilename, (void **)&buffers[i] );
			if ( iLen<1 ) {
				assert(0);//Com_Error( ERR_DROP, "Couldn't load %s", filename );
			}
		}

		// free up memory...
		//
		FS_FreeFileList( ppsFiles );

		// build single large buffer and free up buffers as we go...
		//		
		// ( free in reverse order, so the temp files are all dumped )
		for ( i=iNumFiles-1; i>=0; i-- ) 
		{
			sStripFiles += buffers[i];
			sStripFiles += "\r\n";

			FS_FreeFile( buffers[i] );
		}
	}

	int iIndex=0;
	for (itCorrectionData = CorrectionData.begin(); itCorrectionData != CorrectionData.end(); ++itCorrectionData)
	{
		CorrectionDataItem_t &CorrectionDataItem = (*itCorrectionData);

		if (CorrectionDataItem.sStripEdReference.c_str()[0]	// skip over duplicate-resolving entries
//			&& CorrectionDataItem.sStripEdText.c_str()[0]	//
			)
		{	
			string strAnyForeignStringsFound;	// will be entire line plus CR
			string strNotes;					// will be just the bit within quotes

			LPCSTR psFoundExisting;
			int iInitialSearchPos = 0;
			while (iInitialSearchPos < sStripFiles.size() &&
					(strAnyForeignStringsFound.empty() || strNotes.empty())
					)
			{
				if ( (psFoundExisting = strstr( sStripFiles.c_str()+iInitialSearchPos, va("\"%s\"",CorrectionDataItem.sStripEdText.c_str()))) != NULL )
				{
					// see if we can find any NOTES entry above this...
					//
					LPCSTR p;

					if (strNotes.empty())
					{
						p = psFoundExisting;
						while (p > sStripFiles.c_str() && *p!='{')
						{
							if (!strnicmp(p,"NOTES",5) && isspace(p[-1]) && isspace(p[5]))
							{
								p = strchr(p,'"');
								if (!p++) 
									break;
								while (*p != '"')
									strNotes += *p++;
								break;
							}
							p--;
						}
					}

					// now search for any foreign versions we already have translated...
					//
					if (strAnyForeignStringsFound.empty())
					{
						p = psFoundExisting;
						LPCSTR psNextBrace = strchr(p,'}');
						assert(psNextBrace);
						if (psNextBrace)
						{
							for (int i=2; i<10; i++)
							{							
								LPCSTR psForeign = strstr(p,va("TEXT_LANGUAGE%d",i));
								if (psForeign && psForeign < psNextBrace)
								{
									strAnyForeignStringsFound += "   ";
									while (*psForeign != '\n' && *psForeign != '\0')
									{
										strAnyForeignStringsFound += *psForeign++;
									}
									strAnyForeignStringsFound += "\n";
								}
							}
						}
					}

					iInitialSearchPos = psFoundExisting - sStripFiles.c_str();
					iInitialSearchPos++;	// one past, so we don't re-find ourselves
				}
				else
				{
					break;
				}
			}

			if (!strNotes.empty())
			{
				strNotes = va("   NOTES \"%s\"\n",strNotes.c_str());
			}

			// now do output...
			//
			if (!(iIndex%256))
			{
				string s;
				vStripEdFiles.push_back(s);

				OUTPUTSTRIP(	va(	"VERSION 1\n"
								"CONFIG W:\\bin\\striped.cfg\n"
								"ID %d\n"
								"REFERENCE MENUS%d\n"
								"DESCRIPTION \"menu text\"\n"
								"COUNT 256\n",		// count will need correcting for last one
								250 + (iIndex/256),	// 250 range seems to be unused
								iIndex/256
								)
							);

//				OUTPUTSTRIP( va("REFERENCE %s\n", va("%sMENUS%d",bIsMulti?"MP":"SP",iIndex/256)) );
//				OUTPUTSTRIP( va("REFERENCE %s\n", va(  "MENUS%d",iIndex/256)) );
			}

			OUTPUTSTRIP( va(	"INDEX %d\n"
								"{\n"
								"   REFERENCE %s\n"
								"%s"
								"   TEXT_LANGUAGE1 \"%s\"\n"
								"%s"
								"}\n",
								iIndex%256,
								CorrectionDataItem.sStripEdReference.c_str(),
								(strNotes.empty()?"":strNotes.c_str()),
								CorrectionDataItem.sStripEdText.c_str(),
								strAnyForeignStringsFound.c_str()
								)
							);

			iIndex++;
		}
	}

	OUTPUT("### UI_Dump(): Bottom\n");

	SendStringToNotepad(sFinalOutput.c_str(), "temp.txt");

	// output the SP files...
	//
	for (i=0; i<vStripEdFiles.size(); i++)
	{
		// need to make local string, because ingame va() is crippled to 2 depths...
		//
		char sName[MAX_PATH];
		sprintf(sName,"Source\\StarWars\\code\\base\\strip\\MENUS%d.sp",i);
		SendStringToNotepad(vStripEdFiles[i].c_str(), sName);
	}
}
Пример #4
0
bool Skins_Validate( ModelContainer_t *pContainer, int iSkinNumber )
{
	bool bReturn = true;	
	bool bPREV_bReportImageLoadErrors = g_bReportImageLoadErrors;
										g_bReportImageLoadErrors = false;

	bool bCheckMissingMaterials = true;//GetYesNo("Check for materials referenced by model but missing in skinfile(s)?\n\n( Note: This can give false alarms for skins which don't use (eg) \"scarf\" )");

	// first, build up a list of all model materials...
	//	
	StringSet_t MaterialsPresentInModel;
	for (int iSurface = 0; iSurface < pContainer->iNumSurfaces; iSurface++)
	{
		bool bOnOff = GLMModel_SurfaceIsON(pContainer->hModel, iSurface);

		if (bOnOff)
		{
			LPCSTR psMaterial = GLMModel_GetSurfaceShaderName( pContainer->hModel, iSurface);

			MaterialsPresentInModel.insert(MaterialsPresentInModel.end(),psMaterial);
		}
	}

	// build up a list of shaders used...
	//	
	StringSet_t UniqueSkinShaders;	
	SkinFileMaterialsMissing_t SkinFileMaterialsMissing;
	int iThisSkinIndex = 0;
	for (SkinSets_t::iterator itSkins = pContainer->SkinSets.begin(); itSkins != pContainer->SkinSets.end(); ++itSkins, iThisSkinIndex++)
	{
		if (iSkinNumber == iThisSkinIndex || iSkinNumber == -1)
		{
			SkinSet_Validate_BuildList(UniqueSkinShaders, itSkins, MaterialsPresentInModel, SkinFileMaterialsMissing);
		}
	}

	// now process the unique list we've just built...
	//
	CWaitCursor wait;
	string strFoundList;
	string strNotFoundList;
	int iUniqueIndex = 0;
	for (StringSet_t::iterator it = UniqueSkinShaders.begin(); it != UniqueSkinShaders.end(); ++it, iUniqueIndex++)
	{			
		string strShader(*it);

		StatusMessage(va("Processing shader %d/%d: \"%s\"\n",iUniqueIndex,UniqueSkinShaders.size(),strShader.c_str()));

		OutputDebugString(va("Unique: \"%s\"... ",strShader.c_str()));

		int iTextureHandle = Texture_Load(strShader.c_str(), true);	// bInhibitStatus

		GLuint uiGLBind = Texture_GetGLBind( iTextureHandle );

		if (uiGLBind == 0)
		{
			OutputDebugString("NOT FOUND\n");
			
			strNotFoundList += strShader;
			strNotFoundList += "\n";
		}
		else
		{
			OutputDebugString("found\n");

			strFoundList += strShader;
			strFoundList += "\n";
		}
	}

	StatusMessage(NULL);

	
	// see if we were missing any model materials in these skins...
	//
	CString strModelMaterialsMissing;
	if (SkinFileMaterialsMissing.size())
	{
		for (SkinFileMaterialsMissing_t::iterator itSkinFileMaterialsMissing = SkinFileMaterialsMissing.begin(); itSkinFileMaterialsMissing != SkinFileMaterialsMissing.end(); ++itSkinFileMaterialsMissing)
		{
			string strSkinFileName((*itSkinFileMaterialsMissing).first);

			if (iSkinNumber == -1)
			{
				strModelMaterialsMissing += va("\nSkin \"%s\":\n",strSkinFileName.c_str());
			}
																					 
			for (EthnicMaterials_t::iterator itSkinFile = (*itSkinFileMaterialsMissing).second.begin(); itSkinFile != (*itSkinFileMaterialsMissing).second.end(); ++itSkinFile)
			{
				string strEthnicFileName((*itSkinFile).first);

				strModelMaterialsMissing += va("Ethnic \"%s\":   ",strEthnicFileName.c_str());

				StringVector_t& MaterialStrings = (*itSkinFile).second;

				for (int iMaterial = 0; iMaterial != MaterialStrings.size(); ++iMaterial)
				{
					string strMaterial(MaterialStrings[iMaterial]);

					strModelMaterialsMissing += va("%s\"%s\"",(iMaterial==0)?"":", ",strMaterial.c_str());
				}
				strModelMaterialsMissing += "\n";
			}
		}
	}
	if (!strModelMaterialsMissing.IsEmpty())
	{
		if (iSkinNumber == -1)
		{
			strModelMaterialsMissing.Insert(0, "One or more skin files are missing some material definitions referenced by this model's currently-active surfaces.\nList follows...\n\n");
		}
		else
		{
			strModelMaterialsMissing.Insert(0, "This skin file is missing one or more material definitions referenced by this model's currently-active surfaces.\nList follows...\n\n");
		}
	}

	
	if (!strModelMaterialsMissing.IsEmpty())
	{
		if (bCheckMissingMaterials)
		{
			WarningBox(va("Summary Part 1: Missing materials\n\n%s",(LPCSTR)strModelMaterialsMissing));
		}
	}


	// Now output results...

	// If too many lines to fit on screen (which is now happening), send 'em to notepad instead...
	//
	// ( tacky way of counting lines...)
	CString strTackyCount(strNotFoundList.c_str());
			strTackyCount += strFoundList.c_str();

	int iLines = strTackyCount.Replace('\n','?');	// :-)

	#define MAX_BOX_LINES_HERE 50

	if (strNotFoundList.empty())
	{
		if (iLines > MAX_BOX_LINES_HERE)
		{
			if (GetYesNo(va("All shaders found...    :-)\n\nList has > %d entries, send to Notepad?",MAX_BOX_LINES_HERE)))
			{
				SendStringToNotepad(va("All shaders found...    :-)\n\nList follows:\n\n%s",strFoundList.c_str()),"found_shaders.txt");
			}
		}
		else
		{
			InfoBox(va("All shaders found...    :-)\n\nList follows:\n\n%s",strFoundList.c_str()));
		}
	}
	else
	{
		if (iLines > MAX_BOX_LINES_HERE)
		{
			if (GetYesNo(va("Some missing shader, some found, but list is > %d entries, send to Notepad?",MAX_BOX_LINES_HERE)))
			{
				SendStringToNotepad(va("Missing shaders:\n\n%s\n\nFound shaders:\n\n%s",strNotFoundList.c_str(),strFoundList.c_str()),"found_shaders.txt");
			}
		}
		else
		{
			WarningBox(va("Missing shaders:\n\n%s\n\nFound shaders:\n\n%s",strNotFoundList.c_str(),strFoundList.c_str()));
		}
		bReturn = false;
	}


	g_bReportImageLoadErrors = bPREV_bReportImageLoadErrors;
	return bReturn;
}