#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 CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Config; using System.Drawing; using CodeImp.DoomBuilder.IO; 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 = null; // List items private LinkedListNode mainlistitem; // Properties private int type; private Vector3D pos; private float angle; private Dictionary flags; private int tag; private int action; private int[] args; // Configuration private float size; private PixelColor color; private bool fixedsize; private float iconoffset; // Arrow or dot coordinate offset on the texture #endregion #region ================== Properties public MapSet Map { get { return map; } } public int Type { get { return type; } set { type = value; } } public Vector3D Position { get { return pos; } } public float Angle { get { return angle; } } public int AngleDeg { get { return (int)Angle2D.RadToDeg(angle); } } public Dictionary 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; } } public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } } public Sector Sector { get { return sector; } } #endregion #region ================== Constructor / Disposer // Constructor internal Thing(MapSet map, LinkedListNode listitem) { // Initialize this.map = map; this.mainlistitem = listitem; this.flags = new Dictionary(); this.args = new int[NUM_ARGS]; // 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; // Remove from main list mainlistitem.List.Remove(mainlistitem); // Remove from sector //if(sector != null) sector.DetachThing(sectorlistitem); // Clean up mainlistitem = null; map = null; sector = null; // Dispose base base.Dispose(); } } #endregion #region ================== Management // Serialize / deserialize internal void ReadWrite(IReadWriteStream s) { base.ReadWrite(s); if(s.IsWriting) { s.wInt(flags.Count); foreach(KeyValuePair f in flags) { s.wString(f.Key); s.wBool(f.Value); } } else { int c; s.rInt(out c); flags = new Dictionary(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]); } // This copies all properties to another thing public void CopyPropertiesTo(Thing t) { // Copy properties t.type = type; t.angle = angle; t.pos = pos; t.flags = new Dictionary(flags); t.tag = tag; t.action = action; t.args = (int[])args.Clone(); t.size = size; t.color = color; t.iconoffset = iconoffset; t.fixedsize = fixedsize; base.CopyPropertiesTo(t); } // This determines which sector the thing is in and links it public void DetermineSector() { Linedef nl; // Find the nearest linedef on the map nl = map.NearestLinedef(pos); if(nl != null) { // 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; } else { // Back side if(nl.Back != null) sector = nl.Back.Sector; else sector = null; } } else { 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 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 = 0; foreach(KeyValuePair 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 oldfields = new Dictionary(flags); // Make the flags flags.Clear(); foreach(KeyValuePair 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; } } } } } } #endregion #region ================== Changes // This moves the thing // NOTE: This does not update sector! (call DetermineSector) public void Move(Vector3D newpos) { // Change position this.pos = newpos; General.Map.IsChanged = true; } // 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); 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) { // Change position this.pos = new Vector3D(x, y, zoffset); General.Map.IsChanged = true; } // This rotates the thing public void Rotate(float newangle) { // Change angle this.angle = newangle; 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, float angle, Dictionary flags, int tag, int action, int[] args) { // Apply changes this.type = type; this.angle = angle; this.flags = new Dictionary(flags); this.tag = tag; this.action = action; this.args = new int[NUM_ARGS]; args.CopyTo(this.args, 0); this.Move(x, y, zoffset); } // This updates the settings from configuration public void UpdateConfiguration() { ThingTypeInfo ti; // Lookup settings ti = General.Map.Data.GetThingInfo(type); // Apply size size = ti.Width; 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; } #endregion #region ================== Methods // This snaps the vertex to the grid public void SnapToGrid() { // Calculate nearest grid coordinates this.Move(General.Map.Grid.SnappedToGrid((Vector2D)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 } }