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;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Thing : SelectableElement
{
#region ================== Constants
public const int NUM_ARGS = 5;
#endregion
#region ================== Variables
// Map
private MapSet map;
// Sector
private Sector sector;
// List items
private LinkedListNode<Thing> selecteditem;
// Properties
private int type;
private Vector3D pos;
private int angledoom; // Angle as entered / stored in file
private float anglerad; // Angle in radians
private Dictionary<string, bool> flags;
private int tag;
private int action;
private int[] args;
private float scaleX; //mxd
private float scaleY; //mxd
private SizeF spritescale; //mxd
private int pitch; //mxd. Used in model rendering
private int roll; //mxd. Used in model rendering
private float pitchrad; //mxd
private float rollrad; //mxd
private bool isModel; //mxd
// Configuration
private float size;
private float height; //mxd
private PixelColor color;
private bool fixedsize;
private bool directional; //mxd. If true, we need to render an arrow
#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.
2014-12-22 21:36:49 +00:00
public int Type { get { return type; } set { BeforePropsChange(); type = value; } } //mxd
public Vector3D Position { get { return pos; } }
public float ScaleX { get { return scaleX; } } //mxd. This is UDMF property, not actual scale!
public float ScaleY { get { return scaleY; } } //mxd. This is UDMF property, not actual scale!
public int Pitch { get { return pitch; } } //mxd
public float PitchRad { get { return pitchrad; } }
public int Roll { get { return roll; } } //mxd
public float RollRad { get { return rollrad; } }
public SizeF ActorScale { get { return spritescale; } } //mxd. Actor scale set in DECORATE
public float 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 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 bool IsModel { get { return isModel; } } //mxd
public bool IsDirectional { get { return directional; } } //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Thing(MapSet map, int listindex)
{
// Initialize
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);
if(map == General.Map.Map)
General.Map.UndoRedo.RecAddThing(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
if(map == General.Map.Map)
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
2013-03-18 13:52:27 +00:00
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
s.rwFloat(ref scaleX); //mxd
s.rwFloat(ref scaleY); //mxd
s.rwInt(ref tag);
s.rwInt(ref action);
for(int i = 0; i < NUM_ARGS; 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.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.height = height; //mxd
t.color = color;
t.directional = directional;
t.fixedsize = fixedsize;
t.isModel = isModel; //mxd
2012-04-17 19:13:47 +00:00
base.CopyPropertiesTo(t);
}
// This determines which sector the thing is in and links it
public void DetermineSector()
{
//mxd
sector = map.GetSectorByCoordinates(pos);
}
// This determines which sector the thing is in and links it
public void DetermineSector(VisualBlockMap blockmap)
{
// Find nearest sectors using the blockmap
List<Sector> possiblesectors = blockmap.GetBlock(blockmap.GetBlockCoordinates(pos)).Sectors;
// Check in which sector we are
sector = null;
foreach(Sector s in possiblesectors)
{
if(s.Intersect(pos))
{
sector = s;
break;
}
}
}
// 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)
{
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)
{
BeforePropsChange();
// Change position
this.pos = new Vector3D(newpos.x, newpos.y, pos.z);
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(float x, float y, float zoffset)
{
BeforePropsChange();
// Change position
this.pos = new Vector3D(x, y, zoffset);
if(type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
// This rotates the thing
public void Rotate(float 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);
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.
2014-12-22 21:36:49 +00:00
pitchrad = ((isModel && General.Map.Data.ModeldefEntries[type].InheritActorPitch) ? Angle2D.DegToRad(pitch) : 0);
if (type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
//mxd
public void SetRoll(int newroll)
{
BeforePropsChange();
roll = General.ClampAngle(newroll);
rollrad = ((isModel && General.Map.Data.ModeldefEntries[type].InheritActorRoll) ? Angle2D.DegToRad(roll) : 0);
if (type != General.Map.Config.Start3DModeThingType)
General.Map.IsChanged = true;
}
//mxd
public void SetScale(float scalex, float 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, float x, float y, float zoffset, int angle, int pitch, int roll, float scaleX, float 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
size = ti.Radius;
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].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
UpdateCache(); //mxd
}
//mxd. This checks if the thing has model override
internal void UpdateCache()
{
if (General.Map.Data == null)
{
isModel = false;
return;
}
isModel = General.Map.Data.ModeldefEntries.ContainsKey(type);
if (isModel && General.Map.Data.ModeldefEntries[type].LoadState == ModelLoadState.None)
isModel = General.Map.Data.ProcessModel(type);
if (isModel)
{
rollrad = (General.Map.Data.ModeldefEntries[type].InheritActorRoll ? Angle2D.DegToRad(roll) : 0);
pitchrad = (General.Map.Data.ModeldefEntries[type].InheritActorPitch ? Angle2D.DegToRad(pitch) : 0);
}
else
{
rollrad = 0;
pitchrad = 0;
}
}
#endregion
#region ================== Methods
// This checks and returns a flag without creating it
public bool IsFlagSet(string flagname)
{
if(flags.ContainsKey(flagname))
return flags[flagname];
else
return false;
}
// 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);
}
// 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()
{
// 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);
}
// This returns the distance from given coordinates
public float DistanceToSq(Vector2D p)
{
return Vector2D.DistanceSq(p, pos);
}
// This returns the distance from given coordinates
public float DistanceTo(Vector2D p)
{
return Vector2D.Distance(p, pos);
}
#endregion
}
}