Fixes and improves terrain scanning of checkrefs.pl.
Removes some useless old actors. This was SVN commit r13695.
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@ -1,13 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<mesh>test/arch_1520.dae</mesh>
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<textures><texture file="temp/test.dds" name="baseTex"/></textures>
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</variant>
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</group>
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</actor>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<mesh>test/arch_160.dae</mesh>
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<textures><texture file="temp/test.dds" name="baseTex"/></textures>
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</variant>
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</group>
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</actor>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<mesh>test/arch_160.dae</mesh>
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<textures><texture file="temp/test.dds" name="baseTex"/></textures>
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</variant>
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</group>
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<material>basic_trans.xml</material>
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</actor>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<mesh>test/arch_3040.dae</mesh>
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<textures><texture file="temp/test.dds" name="baseTex"/></textures>
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</variant>
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</group>
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</actor>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<mesh>test/arch_320.dae</mesh>
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<textures><texture file="temp/test.dds" name="baseTex"/></textures>
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</variant>
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</group>
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</actor>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<mesh>test/arch_320.dae</mesh>
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<textures><texture file="temp/test.dds" name="baseTex"/></textures>
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</variant>
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</group>
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<material>basic_trans.xml</material>
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</actor>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<mesh>test/arch_5760.dae</mesh>
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<textures><texture file="temp/test.dds" name="baseTex"/></textures>
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</variant>
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</group>
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</actor>
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@ -212,11 +212,16 @@ sub add_scenarios_pmp
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# Need to generate terrain texture filename=>path lookup first
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my %terrains;
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for my $f (find_files('art/textures/terrain/types', 'dds|png|jpg|tga'))
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for my $f (find_files('art/terrains', 'xml'))
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{
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$f =~ /([^\/]+)\.(dds|png|jpg|tga)/ or die;
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warn "Duplicate terrain name '$1' (from '$terrains{$1}' and '$f')\n" if $terrains{$1};
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$terrains{$1} = $f;
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$f =~ /([^\/]+)\.xml/ or die;
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# ignore terrains.xml
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if ($f !~ /terrains.xml$/)
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{
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warn "Duplicate terrain name '$1' (from '$terrains{$1}' and '$f')\n" if $terrains{$1};
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$terrains{$1} = $f;
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}
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}
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my @mapfiles = find_files('maps/scenarios', 'pmp');
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@ -256,7 +261,7 @@ sub add_scenarios_pmp
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my $str;
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read $fh, $str, $len;
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push @deps, [ $f, $terrains{$str} || "art/textures/terrain/types/(unknown)/$str" ];
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push @deps, [ $f, $terrains{$str} || "art/terrains/(unknown)/$str" ];
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}
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# ignore patches data
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@ -405,6 +410,29 @@ sub add_rms
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}
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}
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sub add_terrains
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{
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print "Loading terrains...\n";
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my @terrains = find_files('art/terrains', 'xml');
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for my $f (sort @terrains)
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{
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# ignore terrains.xml
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if ($f !~ /terrains.xml$/)
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{
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push @files, $f;
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my $terrain = XMLin(vfs_to_physical($f), ForceArray => [qw(texture)], KeyAttr => []) or die "Failed to parse '$f': $!";
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for my $texture (@{$terrain->{textures}{texture}})
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{
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push @deps, [ $f, "art/textures/terrain/$texture->{file}" ] if $texture->{file};
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}
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push @deps, [ $f, "art/materials/$terrain->{material}" ] if $terrain->{material};
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}
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}
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}
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sub check_deps
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{
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@ -486,6 +514,8 @@ add_civs();
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add_rms();
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add_terrains();
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# TODO: add non-skin textures, and all the references to them
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print "\n";
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