#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; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; 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.Actions; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Config; using System.Threading; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [ErrorChecker("Check stuck things", true, 1000)] public class CheckStuckThings : ErrorChecker { #region ================== Constants private const int PROGRESS_STEP = 10; private const float ALLOWED_STUCK_DISTANCE = 6.0f; enum StuckType { None = 0, Line, Thing } #endregion #region ================== Constructor / Destructor // Constructor public CheckStuckThings() { // Total progress is done when all things are checked SetTotalProgress(General.Map.Map.Things.Count / PROGRESS_STEP); } #endregion #region ================== Methods // This runs the check public override void Run() { BlockMap blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap; int progress = 0; int stepprogress = 0; float maxradius = 0; foreach (ThingTypeInfo tti in General.Map.Data.ThingTypes) { if (tti.Radius > maxradius) maxradius = tti.Radius; } // Go for all the things foreach(Thing t in General.Map.Map.Things) { ThingTypeInfo info = General.Map.Data.GetThingInfo(t.Type); bool stuck = false; StuckType stucktype = StuckType.None; // Check this thing for getting stuck? if( (info.ErrorCheck == ThingTypeInfo.THING_ERROR_INSIDE_STUCK) && (info.Blocking > ThingTypeInfo.THING_BLOCKING_NONE)) { // Make square coordinates from thing float blockingsize = t.Size - ALLOWED_STUCK_DISTANCE; Vector2D lt = new Vector2D(t.Position.x - blockingsize, t.Position.y - blockingsize); Vector2D rb = new Vector2D(t.Position.x + blockingsize, t.Position.y + blockingsize); Vector2D bmlt = new Vector2D(t.Position.x - maxradius, t.Position.y - maxradius); Vector2D bmrb = new Vector2D(t.Position.x + maxradius, t.Position.y + maxradius); // Go for all the lines to see if this thing is stuck List blocks = blockmap.GetSquareRange(new RectangleF(bmlt.x, bmlt.y, (bmrb.x - bmlt.x), (bmrb.y - bmlt.y))); Dictionary doneblocklines = new Dictionary(blocks.Count * 3); foreach(BlockEntry b in blocks) { foreach(Linedef l in b.Lines) { // Only test when sinlge-sided, two-sided + impassable and not already checked if(((l.Back == null) || l.IsFlagSet(General.Map.Config.ImpassableFlag)) && !doneblocklines.ContainsKey(l)) { // Test if line ends are inside the thing if(PointInRect(lt, rb, l.Start.Position) || PointInRect(lt, rb, l.End.Position)) { // Thing stuck in line! stuck = true; } // Test if the line intersects the square else if(Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, lt.y, rb.x, lt.y) || Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, lt.y, rb.x, rb.y) || Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, rb.y, lt.x, rb.y) || Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, rb.y, lt.x, lt.y)) { // Thing stuck in line! stuck = true; stucktype = StuckType.Line; } // Checked doneblocklines.Add(l, l); } } // Check if thing is stuck in other things if(info.Blocking != ThingTypeInfo.THING_BLOCKING_NONE) { foreach (Thing ot in b.Things) { // Don't compare the thing with itself if (t.Index == ot.Index) continue; // Only check of items that can block if (General.Map.Data.GetThingInfo(ot.Type).Blocking == ThingTypeInfo.THING_BLOCKING_NONE) continue; // need to compare the flags /* TODO: skill settings Dictionary flags1 = t.GetFlags(); Dictionary flags2 = ot.GetFlags(); */ if (FlagsOverlap(t, ot) && ThingsOverlap(t, ot)) { stuck = true; stucktype = StuckType.Thing; } } } } } // Stuck? if(stuck) { // Make result switch (stucktype) { case StuckType.Line: SubmitResult(new ResultStuckThingInLine(t)); break; case StuckType.Thing: SubmitResult(new ResultStuckThingInThing(t)); break; } } else { // Check this thing for being outside the map? if(info.ErrorCheck >= ThingTypeInfo.THING_ERROR_INSIDE) { // Get the nearest line to see if the thing is outside the map bool outside = false; Linedef l = General.Map.Map.NearestLinedef(t.Position); if(l.SideOfLine(t.Position) <= 0) { outside = (l.Front == null); } else { outside = (l.Back == null); } // Outside the map? if(outside) { // Make result SubmitResult(new ResultThingOutside(t)); } } } // Handle thread interruption try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; } // We are making progress! if((++progress / PROGRESS_STEP) > stepprogress) { stepprogress = (progress / PROGRESS_STEP); AddProgress(1); } } } // Point in rect? private bool PointInRect(Vector2D lt, Vector2D rb, Vector2D p) { return (p.x >= lt.x) && (p.x <= rb.x) && (p.y <= lt.y) && (p.y >= rb.y); } // Checks if two things overlap private bool ThingsOverlap(Thing t1, Thing t2) { Vector3D p1 = t1.Position; Vector3D p2 = t2.Position; ThingTypeInfo t1info = General.Map.Data.GetThingInfo(t1.Type); ThingTypeInfo t2info = General.Map.Data.GetThingInfo(t2.Type); // simple bounding box collision detection if ( p1.x + t1.Size - ALLOWED_STUCK_DISTANCE < p2.x - t2.Size + ALLOWED_STUCK_DISTANCE || p1.x - t1.Size + ALLOWED_STUCK_DISTANCE > p2.x + t2.Size - ALLOWED_STUCK_DISTANCE || p1.y - t1.Size + ALLOWED_STUCK_DISTANCE > p2.y + t2.Size - ALLOWED_STUCK_DISTANCE || p1.y + t1.Size - ALLOWED_STUCK_DISTANCE < p2.y - t2.Size + ALLOWED_STUCK_DISTANCE) return false; // if either thing blocks full height there's no need to check the z-axis if (t1info.Blocking == ThingTypeInfo.THING_BLOCKING_FULL || t2info.Blocking == ThingTypeInfo.THING_BLOCKING_FULL) return true; // check z-axis if (p1.z > p2.z + t2info.Height || p1.z + t1info.Height < p2.z) return false; return true; } // Checks if the flags of two things overlap (i.e. if they show up at the same time) private bool FlagsOverlap(Thing t1, Thing t2) { Dictionary> groups = new Dictionary>(); int overlappinggroups = 0; // Create a summary which flags belong to which groups foreach (ThingFlagsCompare tfc in General.Map.Config.ThingFlagsCompare) { if (!groups.ContainsKey(tfc.Group)) groups[tfc.Group] = new List(); groups[tfc.Group].Add(tfc); } // Go through all flags in all groups and check if they overlap foreach (string g in groups.Keys) { foreach (ThingFlagsCompare tfc in groups[g]) { if (tfc.Compare(t1, t2) > 0) { overlappinggroups++; break; } } } // All groups have to overlap for the things to show up // at the same time if (overlappinggroups == groups.Count) return true; return false; } #endregion } }