#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.Globalization; using System.Windows.Forms; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class BaseVisualThing : VisualThing, IVisualEventReceiver { #region ================== Constants #endregion #region ================== Variables private readonly BaseVisualMode mode; private bool isloaded; private bool nointeraction; //mxd private ImageData[] sprites; private double cageradius2; private Vector2D pos2d; private Vector3D boxp1; private Vector3D boxp2; private static List updateList; //mxd // Undo/redo private int undoticket; // If this is set to true, the thing will be rebuilt after the action is performed. private bool changed; #endregion #region ================== Properties public bool Changed { get { return changed; } set { changed |= value; } } #endregion #region ================== Constructor / Setup // Constructor public BaseVisualThing(BaseVisualMode mode, Thing t) : base(t) { this.mode = mode; // Find thing information info = General.Map.Data.GetThingInfo(Thing.Type); //mxd. When true, the thing can be moved below floor/above ceiling nointeraction = (info.Actor != null && info.Actor.GetFlagValue("nointeraction", false)); //mxd. Find sprite textures sprites = new ImageData[info.SpriteFrame.Length]; for(int i = 0; i < info.SpriteFrame.Length; i++) { sprites[i] = General.Map.Data.GetSpriteImage(info.SpriteFrame[i].Sprite); } //mxd if(mode.UseSelectionFromClassicMode && t.Selected) { this.selected = true; mode.AddSelectedObject(this); } // We have no destructor GC.SuppressFinalize(this); } // This builds the thing geometry. Returns false when nothing was created. public bool Setup() { // Find the sector in which the thing resides Thing.DetermineSector(mode.BlockMap); //mxd. If the thing is inside a sector, apply DECORATE/UDMF alpha/renderstyle overrides byte alpha = 255; if(Thing.Sector != null) { string renderstyle = info.RenderStyle.ToLowerInvariant(); alpha = info.AlphaByte; if(General.Map.UDMF) { if(Thing.IsFlagSet("translucent")) { renderstyle = "translucent"; alpha = 64; } else if(Thing.IsFlagSet("invisible")) { renderstyle = "none"; alpha = 0; } else if(Thing.Fields.ContainsKey("renderstyle")) { renderstyle = Thing.Fields.GetValue("renderstyle", renderstyle).ToLowerInvariant(); } if((renderstyle == "add" || renderstyle == "translucent" || renderstyle == "subtract" || renderstyle == "translucentstencil") && Thing.Fields.ContainsKey("alpha")) { alpha = (byte)(General.Clamp(Thing.Fields.GetValue("alpha", info.Alpha), 0.0, 1.0) * 255.0); } else if(renderstyle == "soultrans") { // Lost Soul trasparency is controlled by a CVAR (see https://zdoom.org/wiki/CVARs:Display#transsouls), let's use the default 0.75 here alpha = 192; } else if(renderstyle == "shadow") { alpha = 76; // about 0.3 stencilColor = PixelColor.FromInt(PixelColor.INT_BLACK); } if (renderstyle.EndsWith("stencil")) { stencilColor = PixelColor.FromInt(UniFields.GetInteger(Thing.Fields, "fillcolor", 0)); stencilColor.a = 255; // 0xFF alpha means nothing was read. 0x00 alpha means there was a valid fillcolor. } else if(renderstyle != "shadow") stencilColor.a = 0; } else if(General.Map.HEXEN) { if(Thing.IsFlagSet("2048")) { renderstyle = "translucent"; alpha = 64; } else if(Thing.IsFlagSet("4096")) { renderstyle = "none"; alpha = 0; } } // Set appropriate RenderPass switch(renderstyle) { case "translucent": case "subtract": case "soultrans": case "translucentstencil": case "shadow": RenderPass = RenderPass.Alpha; break; case "add": case "addstencil": RenderPass = RenderPass.Additive; break; case "none": RenderPass = RenderPass.Mask; alpha = 0; break; // Many render styles are not supported yet... default: RenderPass = RenderPass.Mask; alpha = 255; break; } } int sectorcolor = new PixelColor(alpha, 255, 255, 255).ToInt(); fogfactor = 0f; //mxd //mxd. Check thing size float thingradius = Thing.Size; // Thing.Size has ThingRadius arg override applied thingheight = Thing.Height; // Thing.Height has ThingHeight arg override applied if(thingradius < 0.1f || thingheight < 0.1f) { thingradius = FIXED_RADIUS; thingheight = FIXED_RADIUS; sizeless = true; } else { sizeless = false; } if(Thing.Sector != null) { SectorData sd = mode.GetSectorData(Thing.Sector); Plane floor = sd.Floor.plane; //mxd if(!info.Bright) { Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position)); SectorLevel level = sd.GetLevelAboveOrAt(thingpos); //mxd. Let's use point on floor plane instead of Thing.Sector.FloorHeight; if(nointeraction && level == null && sd.LightLevels.Count > 0) level = sd.LightLevels[sd.LightLevels.Count - 1]; //mxd. Use the light level of the highest surface when a thing is above highest sector level. if(level != null) { // TECH: In GZDoom, ceiling glow doesn't affect thing brightness // Use sector brightness for color shading int brightness = level.brightnessbelow; //mxd. Apply lightfloor value // According to Graf, this is incorrect behaviour... // TECH: In (G)ZDoom, this is ignored when ceiling texture is sky or a thing is below a 3D floor // It's probably more involved than this, but for now let's do it only when there are no 3d floors in Thing.Sector... /*if(General.Map.UDMF && sd.LightLevels.Count == 2 && Thing.Sector.CeilTexture != General.Map.Config.SkyFlatName) { if(sd.Sector.Fields.GetValue("lightfloorabsolute", false)) brightness = UniFields.GetInteger(sd.Sector.Fields, "lightfloor"); else brightness += UniFields.GetInteger(sd.Sector.Fields, "lightfloor"); }*/ // Level is glowing if(level.affectedbyglow && level.type == SectorLevelType.Floor) { // Extrafloor glow doesn't affect thing brightness if(level.sector == Thing.Sector) { double planez = level.plane.GetZ(thingpos); // Get glow brightness int glowbrightness = sd.FloorGlow.Brightness / 2; SectorLevel nexthigher = sd.GetLevelAbove(new Vector3D(thingpos, planez)); // Interpolate thing brightness between glow and regular ones if(nexthigher != null) { double higherz = nexthigher.plane.GetZ(thingpos); double delta = General.Clamp(1.0f - (thingpos.z - planez) / (higherz - planez), 0f, 1f); brightness = (int)((glowbrightness + level.sector.Brightness / 2) * delta + nexthigher.sector.Brightness * (1.0f - delta)); } } } // Level below this one is glowing. Only possible for floor glow(?) else if(level.type == SectorLevelType.Glow) { // Interpolate thing brightness between glow and regular ones if(sd.Floor != null && sd.FloorGlow != null) { // Get glow brightness double glowz = level.plane.GetZ(thingpos); double floorz = floor.GetZ(thingpos); double delta = General.Clamp((thingpos.z - floorz) / (glowz - floorz), 0f, 1f); brightness = (int)((sd.FloorGlow.Brightness / 2 + sd.Floor.sector.Brightness / 2) * (1.0f - delta) + sd.Floor.sector.Brightness * delta); } } PixelColor areabrightness = PixelColor.FromInt(mode.CalculateBrightness(brightness)); PixelColor areacolor = PixelColor.Modulate(level.colorbelow, areabrightness); // [ZZ] if sector is using Doom64 lighting, apply thing color here. sectorcolor = PixelColor.Modulate(sd.ColorSprites, areacolor).WithAlpha(alpha).ToInt(); //mxd. Calculate fogfactor fogfactor = VisualGeometry.CalculateFogFactor(level.sector, brightness); } } //TECH: even Bright Thing frames are affected by custom fade... else { Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position)); SectorLevel level = sd.GetLevelAboveOrAt(thingpos); if(level != null && level.sector.FogMode > SectorFogMode.CLASSIC) { //mxd. Calculate fogfactor fogfactor = VisualGeometry.CalculateFogFactor(level.sector, level.brightnessbelow); } } } //mxd. Create verts for all sprite angles WorldVertex[][] allverts = new WorldVertex[info.SpriteFrame.Length][]; Vector2D[] alloffsets = new Vector2D[info.SpriteFrame.Length]; base.textures = new ImageData[info.SpriteFrame.Length]; isloaded = true; for(int i = 0; i < sprites.Length; i++) { Vector2D offsets = new Vector2D(); // Check if the texture is loaded ImageData sprite = sprites[i]; if (!sprite.IsImageLoaded && !sprite.LoadFailed) sprite.LoadImageNow(); if(sprite.IsImageLoaded) { base.textures[i] = sprite; // Determine sprite size and offset float radius = sprite.ScaledWidth * 0.5f; float height = sprite.ScaledHeight; ISpriteImage spriteimg = sprite as ISpriteImage; if(spriteimg != null) { offsets.x = radius - spriteimg.OffsetX; offsets.y = spriteimg.OffsetY - height; } // Scale by thing type/actor scale // We do this after the offset x/y determination above, because that is entirely in sprite pixels space radius *= info.SpriteScale.Width; height *= info.SpriteScale.Height; offsets.x *= info.SpriteScale.Width; offsets.y *= info.SpriteScale.Height; // Make vertices WorldVertex[] verts = new WorldVertex[6]; //mxd. Sprite mirroring float ul = (info.SpriteFrame[i].Mirror ? 1f : 0f); float ur = (info.SpriteFrame[i].Mirror ? 0f : 1f); if(sizeless) //mxd { float hh = height / 2; verts[0] = new WorldVertex((float)(-radius + offsets.x), 0.0f, (float)(offsets.y - hh), sectorcolor, ul, 1.0f); verts[1] = new WorldVertex((float)(-radius + offsets.x), 0.0f, (float)(hh + offsets.y), sectorcolor, ul, 0.0f); verts[2] = new WorldVertex((float)(+radius + offsets.x), 0.0f, (float)(hh + offsets.y), sectorcolor, ur, 0.0f); verts[3] = verts[0]; verts[4] = verts[2]; verts[5] = new WorldVertex((float)(+radius + offsets.x), 0.0f, (float)(offsets.y - hh), sectorcolor, ur, 1.0f); } else { verts[0] = new WorldVertex((float)(-radius + offsets.x), 0.0f, (float)offsets.y, sectorcolor, ul, 1.0f); verts[1] = new WorldVertex((float)(-radius + offsets.x), 0.0f, (float)(height + offsets.y), sectorcolor, ul, 0.0f); verts[2] = new WorldVertex((float)(+radius + offsets.x), 0.0f, (float)(height + offsets.y), sectorcolor, ur, 0.0f); verts[3] = verts[0]; verts[4] = verts[2]; verts[5] = new WorldVertex((float)(+radius + offsets.x), 0.0f, (float)offsets.y, sectorcolor, ur, 1.0f); } allverts[i] = verts; } else { isloaded = false; base.textures[i] = sprite; // Determine sprite size float radius = Math.Min(thingradius, thingheight / 2f); float height = Math.Min(thingradius * 2f, thingheight); //mxd. Determine sprite offsets offsets.x = radius; offsets.y = height / 2; // Make vertices WorldVertex[] verts = new WorldVertex[6]; verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor, 0.0f, 1.0f); verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor, 0.0f, 0.0f); verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor, 1.0f, 0.0f); verts[3] = verts[0]; verts[4] = verts[2]; verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor, 1.0f, 1.0f); allverts[i] = verts; } //mxd. Store offsets alloffsets[i] = offsets; } //mxd SetVertices(allverts, alloffsets/*, floor, ceiling*/); // Determine position Vector3D pos = Thing.Position; if(Thing.Type == 9501) { if(Thing.Sector != null) //mxd { // This is a special thing that needs special positioning SectorData sd = mode.GetSectorData(Thing.Sector); pos.z = sd.Ceiling.sector.CeilHeight + Thing.Position.z; } } else if(Thing.Type == 9500) { if(Thing.Sector != null) //mxd { // This is a special thing that needs special positioning SectorData sd = mode.GetSectorData(Thing.Sector); pos.z = sd.Floor.sector.FloorHeight + Thing.Position.z; } } else if(info.AbsoluteZ) { // Absolute Z position pos.z = Thing.Position.z; } else if(info.Hangs) { // Hang from ceiling if(Thing.Sector != null) { SectorData sd = mode.GetSectorData(Thing.Sector); double maxz = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height; pos.z = maxz; if(Thing.Position.z > 0 || nointeraction) pos.z -= Thing.Position.z; // Check if below floor if(!nointeraction) { double minz = sd.Floor.plane.GetZ(Thing.Position); if(pos.z < minz) pos.z = Math.Min(minz, maxz); } } } else { // Stand on floor if(Thing.Sector != null) { SectorData sd = mode.GetSectorData(Thing.Sector); double minz = sd.Floor.plane.GetZ(Thing.Position); pos.z = minz; if(Thing.Position.z > 0 || nointeraction) pos.z += Thing.Position.z; // Check if above ceiling if(!nointeraction) { double maxz = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height; if(pos.z > maxz) pos.z = Math.Max(minz, maxz); } } } // Apply settings SetPosition(pos); SetCageColor(Thing.Color); // Keep info for object picking cageradius2 = thingradius * Angle2D.SQRT2; cageradius2 = cageradius2 * cageradius2; pos2d = pos; if(sizeless) //mxd { boxp1 = new Vector3D(pos.x - thingradius, pos.y - thingradius, pos.z - thingradius/2); boxp2 = new Vector3D(pos.x + thingradius, pos.y + thingradius, pos.z + thingradius/2); } else { boxp1 = new Vector3D(pos.x - thingradius, pos.y - thingradius, pos.z); boxp2 = new Vector3D(pos.x + thingradius, pos.y + thingradius, pos.z + thingheight); } // Done changed = false; return true; } // Disposing public override void Dispose() { if(!IsDisposed) { sprites = null; base.Dispose(); } } #endregion #region ================== Methods // This forces to rebuild the whole thing public void Rebuild() { // Find thing information info = General.Map.Data.GetThingInfo(Thing.Type); //mxd. When true, the thing can be moved below floor/above ceiling nointeraction = (info.Actor != null && info.Actor.GetFlagValue("nointeraction", false)); //mxd. Find sprite textures sprites = new ImageData[info.SpriteFrame.Length]; for(int i = 0; i < info.SpriteFrame.Length; i++) { sprites[i] = General.Map.Data.GetSpriteImage(info.SpriteFrame[i].Sprite); } // Setup visual thing Setup(); } // This updates the thing when needed public override void Update() { if(!isloaded) { //mxd. Rebuild sprite geometry when all sprites are loaded isloaded = true; foreach(ImageData sprite in sprites) { if(!sprite.IsImageLoaded) { isloaded = false; break; } } if(isloaded) Setup(); } // Let the base update base.Update(); } // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { //mxd. Don't highlight when thing sprite is not rendered and thing cages are disabled if(!General.Map.Renderer3D.DrawThingCages && info.DistanceCheckSq < int.MaxValue && (Thing.Position - General.Map.VisualCamera.Position).GetLengthSq() > info.DistanceCheckSq) return false; double distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false); return (distance2 <= cageradius2); } // This performs an accurate test for object picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray) { Vector3D delta = to - from; double tfar = double.MaxValue; double tnear = double.MinValue; // Ray-Box intersection code // See http://www.masm32.com/board/index.php?topic=9941.0 // Check X slab if(delta.x == 0.0f) { if(from.x > boxp2.x || from.x < boxp1.x) { // Ray is parallel to the planes & outside slab return false; } } else { double tmp = 1.0f / delta.x; double t1 = (boxp1.x - from.x) * tmp; double t2 = (boxp2.x - from.x) * tmp; if(t1 > t2) General.Swap(ref t1, ref t2); if(t1 > tnear) tnear = t1; if(t2 < tfar) tfar = t2; if(tnear > tfar || tfar < 0.0f) { // Ray missed box or box is behind ray return false; } } // Check Y slab if(delta.y == 0.0f) { if(from.y > boxp2.y || from.y < boxp1.y) { // Ray is parallel to the planes & outside slab return false; } } else { double tmp = 1.0f / delta.y; double t1 = (boxp1.y - from.y) * tmp; double t2 = (boxp2.y - from.y) * tmp; if(t1 > t2) General.Swap(ref t1, ref t2); if(t1 > tnear) tnear = t1; if(t2 < tfar) tfar = t2; if(tnear > tfar || tfar < 0.0f) { // Ray missed box or box is behind ray return false; } } // Check Z slab if(delta.z == 0.0f) { if(from.z > boxp2.z || from.z < boxp1.z) { // Ray is parallel to the planes & outside slab return false; } } else { double tmp = 1.0f / delta.z; double t1 = (boxp1.z - from.z) * tmp; double t2 = (boxp2.z - from.z) * tmp; if(t1 > t2) General.Swap(ref t1, ref t2); if(t1 > tnear) tnear = t1; if(t2 < tfar) tfar = t2; if(tnear > tfar || tfar < 0.0f) { // Ray missed box or box is behind ray return false; } } // Set interpolation point u_ray = (tnear > 0.0f) ? tnear : tfar; return true; } //mxd public bool IsSelected() { return selected; } #endregion #region ================== Events // Unused public void OnSelectBegin() { } public void OnEditBegin() { } public void OnChangeTargetBrightness(bool up) { } public void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection) { } public void OnSelectTexture() { } public void OnCopyTexture() { } public void OnPasteTexture() { } public void OnCopyTextureOffsets() { } public void OnPasteTextureOffsets() { } public void OnTextureAlign(bool alignx, bool aligny) { } public void OnToggleUpperUnpegged() { } public void OnToggleLowerUnpegged() { } public void OnProcess(long deltatime) { } public void OnTextureFloodfill() { } public void OnInsert() { } public void OnTextureFit(FitTextureOptions options) { } //mxd public void ApplyTexture(string texture) { } public void ApplyUpperUnpegged(bool set) { } public void ApplyLowerUnpegged(bool set) { } public void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { } //mxd public virtual void OnPaintSelectEnd() { } // biwa // Return texture name public string GetTextureName() { return ""; } // Select or deselect public void OnSelectEnd() { if(this.selected) { this.selected = false; mode.RemoveSelectedObject(this); } else { this.selected = true; mode.AddSelectedObject(this); } } //mxd. Delete thing public void OnDelete() { mode.CreateUndo("Delete thing"); mode.SetActionResult("Deleted a thing."); this.Thing.Fields.BeforeFieldsChange(); this.Thing.Dispose(); this.Dispose(); General.Map.IsChanged = true; General.Map.ThingsFilter.Update(); } // Copy properties public void OnCopyProperties() { BuilderPlug.Me.CopiedThingProps = new ThingProperties(Thing); mode.SetActionResult("Copied thing properties."); } // Paste properties public void OnPasteProperties(bool usecopysettings) { if(BuilderPlug.Me.CopiedThingProps != null) { mode.CreateUndo("Paste thing properties"); mode.SetActionResult("Pasted thing properties."); BuilderPlug.Me.CopiedThingProps.Apply(new List { Thing }, usecopysettings); //mxd. Added "usecopysettings" Thing.UpdateConfiguration(); this.Rebuild(); mode.ShowTargetInfo(); } } // Edit button released public void OnEditEnd() { if(General.Interface.IsActiveWindow) { List things = mode.GetSelectedThings(); //mxd updateList = new List(); foreach(Thing t in things) { VisualThing vt = mode.GetVisualThing(t); if(vt != null) updateList.Add((BaseVisualThing)vt); } General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged; mode.StartRealtimeInterfaceUpdate(SelectionType.Things); General.Interface.ShowEditThings(things); mode.StopRealtimeInterfaceUpdate(SelectionType.Things); General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged; updateList.Clear(); updateList = null; } } //mxd private void Interface_OnEditFormValuesChanged(object sender, EventArgs e) { foreach(BaseVisualThing vt in updateList) vt.Changed = true; } //mxd public void OnResetTextureOffset() { mode.CreateUndo("Reset thing scale"); mode.SetActionResult("Thing scale reset."); Thing.SetScale(1.0f, 1.0f); // Update what must be updated this.Changed = true; } //mxd public void OnResetLocalTextureOffset() { mode.CreateUndo("Reset thing scale, pitch and roll"); mode.SetActionResult("Thing scale, pitch and roll reset."); Thing.SetScale(1.0f, 1.0f); Thing.SetPitch(0); Thing.SetRoll(0); // Update what must be updated this.Changed = true; } // Raise/lower thing public void OnChangeTargetHeight(int amount) { if(General.Map.FormatInterface.HasThingHeight) { if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Change thing height"); Thing.Move(Thing.Position + new Vector3D(0.0f, 0.0f, (info.Hangs ? -amount : amount))); mode.SetActionResult("Changed thing height to " + Thing.Position.z + "."); // Update what must be updated ThingData td = mode.GetThingData(this.Thing); foreach(KeyValuePair s in td.UpdateAlso) { if(mode.VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } this.Changed = true; } } //mxd public void OnChangeScale(int incrementX, int incrementY) { if(!General.Map.UDMF || sprites == null || !sprites[0].IsImageLoaded) return; if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Change thing scale"); double scaleX = Thing.ScaleX; double scaleY = Thing.ScaleY; ImageData sprite = sprites[0]; if(incrementX != 0) { double pix = (int)Math.Round(sprite.Width * scaleX) + incrementX; double newscaleX = Math.Round(pix / sprite.Width, 3); scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX); } if(incrementY != 0) { double pix = (int)Math.Round(sprite.Height * scaleY) + incrementY; double newscaleY = Math.Round(pix / sprite.Height, 3); scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY); } Thing.SetScale(scaleX, scaleY); mode.SetActionResult("Changed thing scale to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(sprite.Width * scaleX) + " x " + (int)Math.Round(sprite.Height * scaleY) + ")."); // Update what must be updated this.Changed = true; } //mxd public void OnMove(Vector3D newposition) { if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Move thing"); Thing.Move(newposition); mode.SetActionResult("Changed thing position to " + Thing.Position + "."); // Update what must be updated ThingData td = mode.GetThingData(this.Thing); foreach(KeyValuePair s in td.UpdateAlso) { if(mode.VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } this.Changed = true; } // biwa. Moving the mouse public virtual void OnMouseMove(MouseEventArgs e) { // biwa. Paint selection going on? if (mode.PaintSelectPressed) { // toggle selected state if (mode.PaintSelectType == this.GetType() && mode.Highlighted != this) { if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect) { if (!selected) { selected = true; mode.AddSelectedObject(this); } } else if (General.Interface.CtrlState) { if (selected) { selected = false; mode.RemoveSelectedObject(this); } } else { if (selected) mode.RemoveSelectedObject(this); else mode.AddSelectedObject(this); selected = !selected; } } } } // biwa public virtual void OnPaintSelectBegin() { mode.PaintSelectType = this.GetType(); // toggle selected state if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect) { if (!selected) { selected = true; mode.AddSelectedObject(this); } } else if (General.Interface.CtrlState) { if (selected) { selected = false; mode.RemoveSelectedObject(this); } } else { if (selected) mode.RemoveSelectedObject(this); else mode.AddSelectedObject(this); selected = !selected; } } //mxd public void SetAngle(int newangle) { if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Change thing angle"); Thing.Rotate(newangle); mode.SetActionResult("Changed thing angle to " + Thing.AngleDoom + "."); this.Changed = true; } //mxd public void SetPitch(int newpitch) { if(!General.Map.UDMF) return; if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Change thing pitch"); Thing.SetPitch(newpitch); mode.SetActionResult("Changed thing pitch to " + Thing.Pitch + "."); this.Changed = true; } //mxd public void SetRoll(int newroll) { if(!General.Map.UDMF) return; if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Change thing roll"); Thing.SetRoll(newroll); mode.SetActionResult("Changed thing roll to " + Thing.Roll + "."); this.Changed = true; } #endregion } }