UltimateZoneBuilder/Source/Map/Thing.cs

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#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.
*
*/
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#endregion
#region ================== Namespaces
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Config;
using System.Drawing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.Map
{
public sealed class Thing : SelectableElement
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{
#region ================== Constants
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public const int NUM_ARGS = 5;
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#endregion
#region ================== Variables
// Map
private MapSet map;
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// Sector
private Sector sector = null;
// List items
private LinkedListNode<Thing> mainlistitem;
private LinkedListNode<Thing> selecteditem;
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// Properties
private int type;
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private Vector3D pos;
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private float angle;
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private Dictionary<string, bool> flags;
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private int tag;
private int action;
private int[] args;
// Configuration
private float size;
private PixelColor color;
private bool fixedsize;
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private float iconoffset; // Arrow or dot coordinate offset on the texture
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#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public int Type { get { return type; } set { type = value; } }
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public Vector3D Position { get { return pos; } }
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public float Angle { get { return angle; } }
public int AngleDeg { get { return (int)Angle2D.RadToDeg(angle); } }
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public Dictionary<string, bool> Flags { get { return flags; } }
public int Action { get { return action; } set { action = value; } }
public int[] Args { get { return args; } }
public float Size { get { return size; } }
public float IconOffset { get { return iconoffset; } }
public PixelColor Color { get { return color; } }
public bool FixedSize { get { return fixedsize; } }
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public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
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public Sector Sector { get { return sector; } }
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#endregion
#region ================== Constructor / Disposer
// Constructor
internal Thing(MapSet map, LinkedListNode<Thing> listitem)
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{
// Initialize
this.map = map;
this.mainlistitem = listitem;
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this.flags = new Dictionary<string, bool>();
this.args = new int[NUM_ARGS];
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// We have no destructor
GC.SuppressFinalize(this);
}
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// Disposer
public override void Dispose()
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{
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
// Remove from main list
mainlistitem.List.Remove(mainlistitem);
// Remove from sector
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//if(sector != null) sector.DetachThing(sectorlistitem);
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// Clean up
mainlistitem = null;
map = null;
sector = null;
// Dispose base
base.Dispose();
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}
}
#endregion
#region ================== Management
// Serialize / deserialize
internal void ReadWrite(IReadWriteStream s)
{
base.ReadWrite(s);
if(s.IsWriting)
{
s.wInt(flags.Count);
foreach(KeyValuePair<string, bool> f in flags)
{
s.wString(f.Key);
s.wBool(f.Value);
}
}
else
{
int c; s.rInt(out c);
flags = new Dictionary<string, bool>(c);
for(int i = 0; i < c; i++)
{
string t; s.rString(out t);
bool b; s.rBool(out b);
flags.Add(t, b);
}
}
s.rwInt(ref type);
s.rwVector3D(ref pos);
s.rwFloat(ref angle);
s.rwInt(ref tag);
s.rwInt(ref action);
for(int i = 0; i < NUM_ARGS; i++) s.rwInt(ref args[i]);
}
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// This copies all properties to another thing
public void CopyPropertiesTo(Thing t)
{
// Copy properties
t.type = type;
t.angle = angle;
t.pos = pos;
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t.flags = new Dictionary<string,bool>(flags);
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t.tag = tag;
t.action = action;
t.args = (int[])args.Clone();
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t.size = size;
t.color = color;
t.iconoffset = iconoffset;
t.fixedsize = fixedsize;
base.CopyPropertiesTo(t);
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}
/// <summary>
/// Returns the index of the specified thing. This is a O(n) operation.
/// </summary>
public int GetIndex()
{
return map.GetIndexForThing(this);
}
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// This determines which sector the thing is in and links it
public void DetermineSector()
{
Linedef nl;
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// Find the nearest linedef on the map
nl = map.NearestLinedef(pos);
if(nl != null)
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{
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// Check what side of line we are at
if(nl.SideOfLine(pos) < 0f)
{
// Front side
if(nl.Front != null) sector = nl.Front.Sector; else sector = null;
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}
else
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{
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// Back side
if(nl.Back != null) sector = nl.Back.Sector; else sector = null;
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}
}
else
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{
sector = null;
}
}
// This determines which sector the thing is in and links it
public void DetermineSector(VisualBlockMap blockmap)
{
Linedef nl;
// Find nearest sectors using the blockmap
List<Sector> possiblesectors = blockmap.GetBlock(blockmap.GetBlockCoordinates(pos)).Sectors;
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// Check in which sector we are
sector = null;
foreach(Sector s in possiblesectors)
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{
if(s.Intersect(pos))
{
sector = s;
break;
}
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}
}
// This translates the flags into UDMF fields
internal void TranslateToUDMF()
{
// First make a single integer with all flags
int bits = 0;
int flagbit = 0;
foreach(KeyValuePair<string, bool> f in flags)
if(int.TryParse(f.Key, out flagbit) && f.Value) bits |= flagbit;
// Now make the new flags
flags.Clear();
foreach(FlagTranslation f in General.Map.Config.ThingFlagsTranslation)
{
// Flag found in bits?
if((bits & f.Flag) == f.Flag)
{
// Add fields and remove bits
bits &= ~f.Flag;
for(int i = 0; i < f.Fields.Count; i++)
flags[f.Fields[i]] = f.FieldValues[i];
}
else
{
// Add fields with inverted value
for(int i = 0; i < f.Fields.Count; i++)
flags[f.Fields[i]] = !f.FieldValues[i];
}
}
}
// This translates UDMF fields back into the normal flags
internal void TranslateFromUDMF()
{
// Make copy of the flags
Dictionary<string, bool> oldfields = new Dictionary<string, bool>(flags);
// Make the flags
flags.Clear();
foreach(KeyValuePair<string, string> f in General.Map.Config.ThingFlags)
{
// Flag must be numeric
int flagbit = 0;
if(int.TryParse(f.Key, out flagbit))
{
foreach(FlagTranslation ft in General.Map.Config.ThingFlagsTranslation)
{
if(ft.Flag == flagbit)
{
// Only set this flag when the fields match
bool fieldsmatch = true;
for(int i = 0; i < ft.Fields.Count; i++)
{
if(!oldfields.ContainsKey(ft.Fields[i]) || (oldfields[ft.Fields[i]] != ft.FieldValues[i]))
{
fieldsmatch = false;
break;
}
}
// Field match? Then add the flag.
if(fieldsmatch)
{
flags.Add(f.Key, true);
break;
}
}
}
}
}
}
// Selected
protected override void DoSelect()
{
base.DoSelect();
selecteditem = map.SelectedThings.AddLast(this);
}
// Deselect
protected override void DoUnselect()
{
base.DoUnselect();
if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
selecteditem = null;
}
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#endregion
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#region ================== Changes
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// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move(Vector3D newpos)
{
// Change position
this.pos = newpos;
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General.Map.IsChanged = true;
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}
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move(Vector2D newpos)
{
// Change position
this.pos = new Vector3D(newpos.x, newpos.y, pos.z);
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General.Map.IsChanged = true;
}
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// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
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public void Move(float x, float y, float zoffset)
{
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// Change position
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this.pos = new Vector3D(x, y, zoffset);
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General.Map.IsChanged = true;
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}
// This rotates the thing
public void Rotate(float newangle)
{
// Change angle
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this.angle = newangle;
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General.Map.IsChanged = true;
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}
// This updates all properties
// NOTE: This does not update sector! (call DetermineSector)
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public void Update(int type, float x, float y, float zoffset, float angle,
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Dictionary<string, bool> flags, int tag, int action, int[] args)
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{
// Apply changes
this.type = type;
this.angle = angle;
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this.flags = new Dictionary<string, bool>(flags);
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this.tag = tag;
this.action = action;
this.args = new int[NUM_ARGS];
args.CopyTo(this.args, 0);
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this.Move(x, y, zoffset);
}
// This updates the settings from configuration
public void UpdateConfiguration()
{
ThingTypeInfo ti;
// Lookup settings
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ti = General.Map.Data.GetThingInfo(type);
// Apply size
size = ti.Radius;
fixedsize = ti.FixedSize;
// Color valid?
if((ti.Color >= 0) && (ti.Color < ColorCollection.NUM_THING_COLORS))
{
// Apply color
color = General.Colors.Colors[ti.Color + ColorCollection.THING_COLORS_OFFSET];
}
else
{
// Unknown thing color
color = General.Colors.Colors[ColorCollection.THING_COLORS_OFFSET];
}
// Apply icon offset (arrow or dot)
if(ti.Arrow) iconoffset = 0f; else iconoffset = 0.25f;
}
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#endregion
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#region ================== Methods
// This snaps the vertex to the grid
public void SnapToGrid()
{
// Calculate nearest grid coordinates
this.Move(General.Map.Grid.SnappedToGrid((Vector2D)pos));
}
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// This snaps the vertex to the map format accuracy
public void SnapToAccuracy()
{
// Round the coordinates
Vector3D newpos = new Vector3D((float)Math.Round(pos.x, General.Map.FormatInterface.VertexDecimals),
(float)Math.Round(pos.y, General.Map.FormatInterface.VertexDecimals),
(float)Math.Round(pos.z, General.Map.FormatInterface.VertexDecimals));
this.Move(newpos);
}
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// This returns the distance from given coordinates
public float DistanceToSq(Vector2D p)
{
return Vector2D.DistanceSq(p, pos);
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}
// This returns the distance from given coordinates
public float DistanceTo(Vector2D p)
{
return Vector2D.Distance(p, pos);
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}
#endregion
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}
}