UltimateZoneBuilder/Source/Core/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.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.GZBuilder;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Thing : SelectableElement, ITaggedMapElement
{
#region ================== Constants
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public const int NUM_ARGS = 10;
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public const int NUM_STRING_ARGS = 2;
public static readonly HashSet<ThingRenderMode> AlignableRenderModes = new HashSet<ThingRenderMode>
{
ThingRenderMode.FLATSPRITE, ThingRenderMode.WALLSPRITE, ThingRenderMode.MODEL
};
#endregion
#region ================== Variables
// Map
private MapSet map;
// Sector
private Sector sector;
// List items
private LinkedListNode<Thing> selecteditem;
// Properties
private int type;
private GZGeneral.LightData dynamiclighttype;
private Vector3D pos;
private int angledoom; // Angle as entered / stored in file
private double anglerad; // Angle in radians
private Dictionary<string, bool> flags;
private int tag;
private int action;
private int[] args;
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private double scaleX; //mxd
private double scaleY; //mxd
private SizeF spritescale; //mxd
private int pitch; //mxd. Used in model rendering
private int roll; //mxd. Used in model rendering
private double pitchrad; //mxd
private double rollrad; //mxd
private bool highlighted; //mxd
//mxd. GZDoom rendering properties
private ThingRenderMode rendermode;
private bool rollsprite; //mxd
// Configuration
private float size;
private float rendersize;
private float height; //mxd
private PixelColor color;
private bool fixedsize;
private bool directional; //mxd. If true, we need to render an arrow
// biwa. This should only ever be used for temporary player starts for the "test from current position" action
private bool recordundo;
// Rendering
private int lastProcessed;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
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public int Type { get { return type; } set { BeforePropsChange(); type = value; } } //mxd
public GZGeneral.LightData DynamicLightType { get { return dynamiclighttype; } internal set { BeforePropsChange(); dynamiclighttype = value; } }
public Vector3D Position { get { return pos; } }
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public double ScaleX { get { return scaleX; } } //mxd. This is UDMF property, not actual scale!
public double ScaleY { get { return scaleY; } } //mxd. This is UDMF property, not actual scale!
public int Pitch { get { return pitch; } } //mxd
public double PitchRad { get { return pitchrad; } }
public int Roll { get { return roll; } } //mxd
public double RollRad { get { return rollrad; } }
public SizeF ActorScale { get { return spritescale; } } //mxd. Actor scale set in DECORATE
public double Angle { get { return anglerad; } }
public int AngleDoom { get { return angledoom; } }
internal Dictionary<string, bool> Flags { get { return flags; } }
public int Action { get { return action; } set { BeforePropsChange(); action = value; } }
public int[] Args { get { return args; } }
public float Size { get { return size; } }
public float RenderSize { get { return rendersize; } }
public float Height { get { return height; } } //mxd
public PixelColor Color { get { return color; } }
public bool FixedSize { get { return fixedsize; } }
public int Tag { get { return tag; } set { BeforePropsChange(); tag = value; if((tag < General.Map.FormatInterface.MinTag) || (tag > General.Map.FormatInterface.MaxTag)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
public Sector Sector { get { return sector; } }
public ThingRenderMode RenderMode { get { return rendermode; } } //mxd
public bool IsDirectional { get { return directional; } } //mxd
public bool Highlighted { get { return highlighted; } set { highlighted = value; } } //mxd
internal int LastProcessed { get { return lastProcessed; } set { lastProcessed = value; } }
public bool Flip { get { return General.Map.UDMF && IsFlagSet("flip"); } }
public bool AbsoluteZ { get { return General.Map.UDMF && IsFlagSet("absolutez"); } }
public bool IsFlipped
{
get
{
ThingTypeInfo ti = General.Map.Data.GetThingInfo(Type);
return ti.Hangs ^ Flip;
}
}
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Thing(MapSet map, int listindex, bool recordundo = true)
{
// Initialize
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
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this.elementtype = MapElementType.THING; //mxd
this.map = map;
this.listindex = listindex;
this.flags = new Dictionary<string, bool>(StringComparer.Ordinal);
this.args = new int[NUM_ARGS];
this.scaleX = 1.0f;
this.scaleY = 1.0f;
this.spritescale = new SizeF(1.0f, 1.0f);
this.recordundo = recordundo;
if(map == General.Map.Map && recordundo)
General.Map.UndoRedo.RecAddThing(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
if(map == General.Map.Map && recordundo)
General.Map.UndoRedo.RecRemThing(this);
// Remove from main list
map.RemoveThing(listindex);
// Clean up
map = null;
sector = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Management
// Call this before changing properties
protected override void BeforePropsChange()
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecPrpThing(this);
}
// Serialize / deserialize
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new internal void ReadWrite(IReadWriteStream s)
{
if(!s.IsWriting) BeforePropsChange();
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, StringComparer.Ordinal);
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.rwInt(ref angledoom);
s.rwInt(ref pitch); //mxd
s.rwInt(ref roll); //mxd
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s.rwDouble(ref scaleX); //mxd
s.rwDouble(ref scaleY); //mxd
s.rwInt(ref tag);
s.rwInt(ref action);
for(int i = 0; i < args.Length; i++) s.rwInt(ref args[i]);
if(!s.IsWriting)
{
anglerad = Angle2D.DoomToReal(angledoom);
UpdateCache(); //mxd
}
}
// This copies all properties to another thing
public void CopyPropertiesTo(Thing t)
{
t.BeforePropsChange();
// Copy properties
t.type = type;
t.dynamiclighttype = dynamiclighttype;
t.anglerad = anglerad;
t.angledoom = angledoom;
t.roll = roll; //mxd
t.pitch = pitch; //mxd
t.rollrad = rollrad; //mxd
t.pitchrad = pitchrad; //mxd
t.scaleX = scaleX; //mxd
t.scaleY = scaleY; //mxd
t.spritescale = spritescale; //mxd
t.pos = pos;
t.flags = new Dictionary<string,bool>(flags);
t.tag = tag;
t.action = action;
t.args = (int[])args.Clone();
t.size = size;
t.rendersize = rendersize;
t.height = height; //mxd
t.color = color;
t.directional = directional;
t.fixedsize = fixedsize;
t.rendermode = rendermode; //mxd
t.rollsprite = rollsprite; //mxd
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base.CopyPropertiesTo(t);
}
// This determines which sector the thing is in and links it
public void DetermineSector()
{
//mxd
sector = map.GetSectorByCoordinates(pos);
}
/// <summary>
/// Determines what sector a thing is in, given a blockmap
/// </summary>
/// <param name="blockmap">The blockmap to use</param>
public void DetermineSector(BlockMap<BlockEntry> blockmap)
{
BlockEntry be = blockmap.GetBlockAt(pos);
List<Sector> sectors = new List<Sector>(1);
foreach (Sector s in be.Sectors)
if (s.Intersect(pos))
sectors.Add(s);
if(sectors.Count == 0)
{
sector = null;
}
else if (sectors.Count == 1)
{
sector = sectors[0];
}
else
{
// Having multiple intersections indicates that there are self-referencing sectors in this spot.
// In this case we have to check which side of the nearest linedef pos is on, and then use that sector
HashSet<Linedef> linedefs = new HashSet<Linedef>(sectors[0].Sidedefs.Count * sectors.Count);
foreach (Sector s in sectors)
foreach (Sidedef sd in s.Sidedefs)
linedefs.Add(sd.Line);
Linedef nearest = MapSet.NearestLinedef(linedefs, pos);
double d = nearest.SideOfLine(pos);
if (d <= 0.0 && nearest.Front != null)
sector = nearest.Front.Sector;
else if (nearest.Back != null)
sector = nearest.Back.Sector;
else
sector = null;
}
}
// This determines which sector the thing is in and links it
public void DetermineSector(VisualBlockMap blockmap)
{
sector = blockmap.GetSectorAt(pos);
}
// This translates the flags into UDMF fields
internal void TranslateToUDMF()
{
// First make a single integer with all flags
int bits = 0;
int flagbit;
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()
{
//mxd. Clear UDMF-related properties
this.Fields.Clear();
scaleX = 1.0f;
scaleY = 1.0f;
pitch = 0;
pitchrad = 0;
roll = 0;
rollrad = 0;
// 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;
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;
}
#endregion
#region ================== Changes
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move(Vector3D newpos)
{
if (newpos != pos)
{
BeforePropsChange();
// Change position
this.pos = newpos;
if (type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
}
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move(Vector2D newpos)
{
Vector3D p = new Vector3D(newpos.x, newpos.y, pos.z);
if (p != pos)
{
BeforePropsChange();
// Change position
this.pos = p;
if (type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
}
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move(double x, double y, double zoffset)
{
Move(new Vector3D(x, y, zoffset));
}
// This rotates the thing
public void Rotate(double newangle)
{
BeforePropsChange();
// Change angle
this.anglerad = newangle;
this.angledoom = Angle2D.RealToDoom(newangle);
if(type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
// This rotates the thing
public void Rotate(int newangle)
{
BeforePropsChange();
// Change angle
anglerad = Angle2D.DoomToReal(newangle);
angledoom = newangle;
if(type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
//mxd
public void SetPitch(int newpitch)
{
BeforePropsChange();
pitch = General.ClampAngle(newpitch);
switch (rendermode)
{
case ThingRenderMode.MODEL:
double pmult = General.Map.Config.BuggyModelDefPitch ? 1 : -1;
ModelData md = General.Map.Data.ModeldefEntries[type];
if (md.InheritActorPitch || md.UseActorPitch)
pitchrad = Angle2D.DegToRad(pmult * (md.InheritActorPitch ? -pitch : pitch));
else
pitchrad = 0;
break;
case ThingRenderMode.FLATSPRITE:
pitchrad = Angle2D.DegToRad(pitch);
break;
default:
pitchrad = 0;
break;
}
if(type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
//mxd
public void SetRoll(int newroll)
{
BeforePropsChange();
roll = General.ClampAngle(newroll);
rollrad = ((rollsprite || (rendermode == ThingRenderMode.MODEL && General.Map.Data.ModeldefEntries[type].UseActorRoll))
? Angle2D.DegToRad(roll) : 0);
if(type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
//mxd
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public void SetScale(double scalex, double scaley)
{
BeforePropsChange();
scaleX = scalex;
scaleY = scaley;
if(type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
// This updates all properties
// NOTE: This does not update sector! (call DetermineSector)
public void Update(int type, double x, double y, double zoffset, int angle, int pitch, int roll, double scaleX, double scaleY,
Dictionary<string, bool> flags, int tag, int action, int[] args)
{
// Apply changes
this.type = type;
this.anglerad = Angle2D.DoomToReal(angle);
this.angledoom = angle;
this.pitch = pitch; //mxd
this.roll = roll; //mxd
this.scaleX = (scaleX == 0 ? 1.0f : scaleX); //mxd
this.scaleY = (scaleY == 0 ? 1.0f : scaleY); //mxd
this.flags = new Dictionary<string, bool>(flags);
this.tag = tag;
this.action = action;
this.args = new int[NUM_ARGS];
args.CopyTo(this.args, 0);
this.Move(x, y, zoffset);
UpdateCache(); //mxd
}
// This updates the settings from configuration
public void UpdateConfiguration()
{
// Lookup settings
ThingTypeInfo ti = General.Map.Data.GetThingInfo(type);
// Apply size
dynamiclighttype = GZGeneral.GetGZLightTypeByClass(ti.Actor);
if (dynamiclighttype == null)
dynamiclighttype = ti.DynamicLightType;
//General.ErrorLogger.Add(ErrorType.Warning, string.Format("thing dynamiclighttype is {0}; class is {1}", dynamiclighttype, ti.Actor.ClassName));
size = ti.Radius;
rendersize = ti.RenderRadius;
height = ti.Height; //mxd
fixedsize = ti.FixedSize;
spritescale = ti.SpriteScale; //mxd
//mxd. Apply radius and height overrides?
for(int i = 0; i < ti.Args.Length; i++)
{
if(ti.Args[i] == null) continue;
if(ti.Args[i].Type == (int)UniversalType.ThingRadius && args[i] > 0)
size = args[i];
else if(ti.Args[i].Type == (int)UniversalType.ThingHeight && args[i] > 0)
height = args[i];
}
// 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];
}
directional = ti.Arrow; //mxd
rendermode = ti.RenderMode; //mxd
rollsprite = ti.RollSprite; //mxd
UpdateCache(); //mxd
}
//mxd. This checks if the thing has model override and whether pitch/roll values should be used
internal void UpdateCache()
{
if(General.Map.Data == null) return;
// Check if the thing has model override
if(General.Map.Data.ModeldefEntries.ContainsKey(type))
{
ModelData md = General.Map.Data.ModeldefEntries[type];
if((md.LoadState == ModelLoadState.None && General.Map.Data.ProcessModel(type)) || md.LoadState != ModelLoadState.None)
rendermode = (General.Map.Data.ModeldefEntries[type].IsVoxel ? ThingRenderMode.VOXEL : ThingRenderMode.MODEL);
}
else // reset rendermode if we SUDDENLY became a sprite out of a model. otherwise it crashes violently.
{
ThingTypeInfo ti = General.Map.Data.GetThingInfo(Type);
rendermode = (ti != null) ? ti.RenderMode : ThingRenderMode.NORMAL;
}
// Update radian versions of pitch and roll
switch(rendermode)
{
case ThingRenderMode.MODEL:
float pmult = General.Map.Config.BuggyModelDefPitch ? 1 : -1;
ModelData md = General.Map.Data.ModeldefEntries[type];
rollrad = (md.UseActorRoll ? Angle2D.DegToRad(roll) : 0);
pitchrad = ((md.InheritActorPitch || md.UseActorPitch) ? Angle2D.DegToRad(pmult * (md.InheritActorPitch ? -pitch : pitch)) : 0);
break;
case ThingRenderMode.FLATSPRITE:
rollrad = Angle2D.DegToRad(roll);
pitchrad = Angle2D.DegToRad(pitch);
break;
case ThingRenderMode.WALLSPRITE:
rollrad = Angle2D.DegToRad(roll);
pitchrad = 0;
break;
case ThingRenderMode.NORMAL:
rollrad = (rollsprite ? Angle2D.DegToRad(roll) : 0);
pitchrad = 0;
break;
case ThingRenderMode.VOXEL:
rollrad = 0;
pitchrad = 0;
break;
default: throw new NotImplementedException("Unknown ThingRenderMode");
}
}
#endregion
#region ================== Methods
// This checks and returns a flag without creating it
public bool IsFlagSet(string flagname)
{
return flags.ContainsKey(flagname) && flags[flagname];
}
// This sets a flag
public void SetFlag(string flagname, bool value)
{
if(!flags.ContainsKey(flagname) || (IsFlagSet(flagname) != value))
{
BeforePropsChange();
flags[flagname] = value;
}
}
// This returns a copy of the flags dictionary
public Dictionary<string, bool> GetFlags()
{
return new Dictionary<string,bool>(flags);
}
//mxd. This returns enabled flags
public HashSet<string> GetEnabledFlags()
{
HashSet<string> result = new HashSet<string>();
foreach(KeyValuePair<string, bool> group in flags)
if(group.Value) result.Add(group.Key);
return result;
}
// This clears all flags
public void ClearFlags()
{
BeforePropsChange();
flags.Clear();
}
// This snaps the vertex to the grid
public void SnapToGrid()
{
// Calculate nearest grid coordinates
this.Move(General.Map.Grid.SnappedToGrid(pos));
}
// This snaps the vertex to the map format accuracy
public void SnapToAccuracy()
{
SnapToAccuracy(true);
}
// This snaps the vertex to the map format accuracy
public void SnapToAccuracy(bool usepreciseposition)
{
// Round the coordinates
Vector3D newpos = new Vector3D(Math.Round(pos.x, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)),
Math.Round(pos.y, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)),
Math.Round(pos.z, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)));
this.Move(newpos);
}
// This returns the distance from given coordinates
public double DistanceToSq(Vector2D p)
{
return Vector2D.DistanceSq(p, pos);
}
// This returns the distance from given coordinates
public double DistanceTo(Vector2D p)
{
return Vector2D.Distance(p, pos);
}
/// <summary>
/// Changes the thing's index to a new index.
/// </summary>
/// <param name="newindex">The new index to set</param>
public void ChangeIndex(int newindex)
{
General.Map.UndoRedo.RecIndexThing(Index, newindex);
map?.ChangeThingIndex(Index, newindex);
}
#endregion
}
}