#region ================== Copyright (c) 2014 Boris Iwanski /* * Copyright (c) 2014 Boris Iwanski * 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 using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Drawing; using System.Windows.Forms; using CodeImp.DoomBuilder.BuilderModes; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Plugins; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; namespace CodeImp.DoomBuilder.ThreeDFloorMode { public class ThreeDFloor { private Sector sector; private List taggedsectors; private List sectorstotag; private List sectorstountag; private string bordertexture; private string topflat; private string bottomflat; private Vector3D floorslope; private double floorslopeoffset; private Vector3D ceilingslope; private double ceilingslopeoffset; private int type; private int flags; private int alpha; private int brightness; private int topheight; private int bottomheight; private bool isnew; private int udmftag; private List tags; private LinedefProperties linedefproperties; private SectorProperties sectorproperties; public static Rectangle controlsectorarea = new Rectangle(-512, 512, 512, -512); public Sector Sector { get { return sector; } } public List TaggedSectors { get { return taggedsectors; } set { taggedsectors = value; } } public List SectorsToTag { get { return sectorstotag; } set { sectorstotag = value; } } public List SectorsToUntag { get { return sectorstountag; } set { sectorstountag = value; } } public string BorderTexture { get { return bordertexture; } set { bordertexture = value; } } public string TopFlat { get { return topflat; } set { topflat = value; } } public string BottomFlat { get { return bottomflat; } set { bottomflat = value; } } public int Type { get { return type; } set { type = value; } } public int Flags { get { return flags; } set { flags = value; } } public int Alpha { get { return alpha; } set { alpha = value; } } public int Brightness { get { return brightness; }set { brightness = value; } } public int TopHeight { get { return topheight; } set { topheight = value; } } public int BottomHeight { get { return bottomheight; } set { bottomheight = value; } } public bool IsNew { get { return isnew; } set { isnew = value; } } public int UDMFTag { get { return udmftag; } set { udmftag = value; } } public List Tags { get { return tags; } set { tags = value; } } public Vector3D FloorSlope { get { return floorslope; } set { floorslope = value; } } public double FloorSlopeOffset { get { return floorslopeoffset; } set { floorslopeoffset = value; } } public Vector3D CeilingSlope { get { return ceilingslope; } set { ceilingslope = value; } } public double CeilingSlopeOffset { get { return ceilingslopeoffset; } set { ceilingslopeoffset = value; } } public LinedefProperties LinedefProperties { get { return linedefproperties; } } public SectorProperties SectorProperties { get { return sectorproperties; } } public ThreeDFloor() { sector = null; taggedsectors = new List(); topflat = General.Settings.DefaultCeilingTexture; bottomflat = General.Settings.DefaultFloorTexture; topheight = General.Settings.DefaultCeilingHeight; bottomheight = General.Settings.DefaultFloorHeight; bordertexture = General.Settings.DefaultTexture; type = 1; flags = 0; tags = new List(); floorslope = new Vector3D(0.0f, 0.0f, 0.0f); floorslopeoffset = 0.0f; ceilingslope = new Vector3D(0.0f, 0.0f, 0.0f); ceilingslopeoffset = 0.0f; linedefproperties = null; sectorproperties = null; alpha = 255; } public ThreeDFloor(Sector sector) : this(sector, General.Map.Map.Sectors) { // Nothing extra do do here } public ThreeDFloor(Sector sector, IEnumerable potentialsectors) { if (sector == null) throw new Exception("Sector can't be null"); this.sector = sector; taggedsectors = new List(); topflat = sector.CeilTexture; bottomflat = sector.FloorTexture; topheight = sector.CeilHeight; bottomheight = sector.FloorHeight; brightness = sector.Brightness; tags = new List(); floorslope = sector.FloorSlope; floorslopeoffset = sector.FloorSlopeOffset; ceilingslope = sector.CeilSlope; ceilingslopeoffset = sector.CeilSlopeOffset; foreach (Sidedef sd in sector.Sidedefs) { if (sd.Line.Action == 160) { bordertexture = sd.MiddleTexture; udmftag = sd.Line.Args[0]; type = sd.Line.Args[1]; flags = sd.Line.Args[2]; alpha = sd.Line.Args[3]; linedefproperties = new LinedefProperties(sd.Line); sectorproperties = new SectorProperties(sector); foreach (Sector s in BuilderPlug.GetSectorsByTag(potentialsectors, sd.Line.Args[0])) { if(!taggedsectors.Contains(s)) taggedsectors.Add(s); } } } } public void BindTag(int tag, LinedefProperties ldprops) { Linedef line = null; // try to find an line without an action foreach (Sidedef sd in sector.Sidedefs) { if (sd.Line.Action == 0 && sd.Line.Tag == 0 && line == null) line = sd.Line; // if a line of the control sector already has the tag // nothing has to be done if (sd.Line.Args[0] == tag) { return; } } // no lines without an action, so a line has to get split // find the longest line to split if (line == null) { line = sector.Sidedefs.First().Line; foreach (Sidedef sd in sector.Sidedefs) { if (sd.Line.Length > line.Length) line = sd.Line; } // Lines may not have a length of less than 1 after splitting if (line.Length / 2 < 1) throw new Exception("Can't split more lines in Sector " + line.Front.Sector.Index.ToString() + "."); Vertex v = General.Map.Map.CreateVertex(line.Line.GetCoordinatesAt(0.5f)); v.SnapToAccuracy(); line = line.Split(v); General.Map.Map.Update(); General.Interface.RedrawDisplay(); } if(ldprops != null) ldprops.Apply(new List() { line }, false); line.Action = 160; line.Args[0] = tag; line.Args[1] = type; line.Args[2] = flags; line.Args[3] = alpha; } public void UpdateGeometry() { if (sector == null) throw new Exception("3D floor has no geometry"); sector.CeilHeight = topheight; sector.FloorHeight = bottomheight; sector.SetCeilTexture(topflat); sector.SetFloorTexture(bottomflat); sector.Brightness = brightness; sector.Tags = tags; sector.FloorSlope = floorslope; sector.FloorSlopeOffset = floorslopeoffset; sector.CeilSlope = ceilingslope; sector.CeilSlopeOffset = ceilingslopeoffset; foreach (Sidedef sd in sector.Sidedefs) { sd.SetTextureMid(bordertexture); if (sd.Line.Action == 160) { sd.Line.Args[1] = type; sd.Line.Args[2] = flags; sd.Line.Args[3] = alpha; } } } public bool CreateGeometry(List tagblacklist, List alldrawnvertices) { int newtag; return CreateGeometry(tagblacklist, alldrawnvertices, null, null, false, out newtag); } public bool CreateGeometry(List tagblacklist, List alldrawnvertices, LinedefProperties ldprops, SectorProperties sectorprops, bool forcenewtag, out int newtag) { List vertices = new List(); Vector3D slopetopthingpos = new Vector3D(0, 0, 0); Vector3D slopebottomthingpos = new Vector3D(0, 0, 0); Line2D slopeline = new Line2D(0, 0, 0, 0); newtag = -1; // We need 5 vertices to draw the control sector if(alldrawnvertices.Count < 5) { General.Interface.DisplayStatus(StatusType.Warning, "Could not draw new sector: not enough vertices"); return false; } // Get the first 5 vertices in the list and also remove them from the list, so that creating further // control sectors won't use them List drawnvertices = alldrawnvertices.GetRange(0, 5); alldrawnvertices.RemoveRange(0, 5); // drawnvertices = BuilderPlug.Me.ControlSectorArea.GetNewControlSectorVertices(); if (Tools.DrawLines(drawnvertices) == false) { General.Interface.DisplayStatus(StatusType.Warning, "Could not draw new sector"); return false; } sector = General.Map.Map.GetMarkedSectors(true)[0]; if (sectorprops != null) sectorprops.Apply(new List() { sector }, false); sector.FloorHeight = bottomheight; sector.CeilHeight = topheight; sector.SetFloorTexture(bottomflat); sector.SetCeilTexture(topflat); sector.Brightness = brightness; sector.FloorSlope = floorslope; sector.FloorSlopeOffset = floorslopeoffset; sector.CeilSlope = ceilingslope; sector.CeilSlopeOffset = ceilingslopeoffset; foreach (Sidedef sd in sector.Sidedefs) { sd.Line.Front.SetTextureMid(bordertexture); } if (!sector.Fields.ContainsKey("user_managed_3d_floor")) sector.Fields.Add("user_managed_3d_floor", new UniValue(UniversalType.Boolean, true)); sector.Fields["comment"] = new UniValue(UniversalType.String, "[!]DO NOT DELETE! This sector is managed by the 3D floor plugin."); // With multiple tag support in UDMF only one tag is needed, so bind it right away if (General.Map.UDMF == true && General.Map.Config.SectorMultiTag) { if (isnew || forcenewtag) { newtag = udmftag = BuilderPlug.Me.ControlSectorArea.GetNewSectorTag(tagblacklist); tagblacklist.Add(udmftag); } BindTag(udmftag, ldprops); } return true; } public void Cleanup() { int taggedLines = 0; foreach (Sidedef sd in sector.Sidedefs) { if (sd.Line.Action == 160 && BuilderPlug.GetSectorsByTag(sd.Line.Args[0]).Count == 0) { sd.Line.Action = 0; for (int i = 0; i < 5; i++) sd.Line.Args[i] = 0; } if (sd.Line.Action != 0) taggedLines++; } if (taggedLines == 0) { DeleteControlSector(sector); } } private void DeleteControlSector(Sector sector) { if (sector == null) return; General.Map.Map.BeginAddRemove(); // Get all the linedefs List lines = new List(sector.Sidedefs.Count); foreach (Sidedef side in sector.Sidedefs) lines.Add(side.Line); // Dispose the sector sector.Dispose(); // Check all the lines for (int i = lines.Count - 1; i >= 0; i--) { // If the line has become orphaned, remove it if ((lines[i].Front == null) && (lines[i].Back == null)) { // Remove line lines[i].Dispose(); } else { // If the line only has a back side left, flip the line and sides if ((lines[i].Front == null) && (lines[i].Back != null)) { lines[i].FlipVertices(); lines[i].FlipSidedefs(); } // Check textures. if (lines[i].Front.MiddleRequired() && (lines[i].Front.MiddleTexture.Length == 0 || lines[i].Front.MiddleTexture == "-")) { if (lines[i].Front.HighTexture.Length > 0 && lines[i].Front.HighTexture != "-") { lines[i].Front.SetTextureMid(lines[i].Front.HighTexture); } else if (lines[i].Front.LowTexture.Length > 0 && lines[i].Front.LowTexture != "-") { lines[i].Front.SetTextureMid(lines[i].Front.LowTexture); } } // Do we still need high/low textures? lines[i].Front.RemoveUnneededTextures(false); // Update sided flags lines[i].ApplySidedFlags(); } } General.Map.Map.EndAddRemove(); } public void DeleteControlSector() { DeleteControlSector(sector); } } }