#region === Copyright (c) 2010 Pascal van der Heiden === using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class EffectThingLineSlope : SectorEffect { // Thing used to create this effect // The thing is in the sector that must receive the slope and the // Thing's arg 0 indicates the linedef to start the slope at. private Thing thing; // Constructor public EffectThingLineSlope(SectorData data, Thing sourcething) : base(data) { thing = sourcething; // New effect added: This sector needs an update! if(data.Mode.VisualSectorExists(data.Sector)) { BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector); vs.UpdateSectorGeometry(true); } } // This makes sure we are updated with the source linedef information public override void Update() { ThingData td = data.Mode.GetThingData(thing); Thing t = thing; // Find the tagged line Linedef ld = null; foreach(Linedef l in General.Map.Map.Linedefs) { if(l.Tags.Contains(t.Args[0])) { ld = l; break; } } if(ld != null) { if(t.Type == 9500) { // Slope the floor from the linedef to thing t.DetermineSector(data.Mode.BlockMap); if(t.Sector != null) { Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight); if(ld.SideOfLine(t.Position) < 0.0f) { Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.FloorHeight); Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.FloorHeight); SectorData sd = data.Mode.GetSectorData(ld.Front.Sector); sd.AddUpdateSector(data.Sector, true); if(!sd.Updated) sd.Update(); td.AddUpdateSector(ld.Front.Sector, true); sd.Floor.plane = new Plane(v1, v2, v3, true); } else { Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.FloorHeight); Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.FloorHeight); SectorData sd = data.Mode.GetSectorData(ld.Back.Sector); sd.AddUpdateSector(data.Sector, true); if(!sd.Updated) sd.Update(); td.AddUpdateSector(ld.Back.Sector, true); sd.Floor.plane = new Plane(v2, v1, v3, true); } } } else if(t.Type == 9501) { // Slope the ceiling from the linedef to thing t.DetermineSector(data.Mode.BlockMap); if(t.Sector != null) { td.AddUpdateSector(t.Sector, true); Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.CeilHeight); if(ld.SideOfLine(t.Position) < 0.0f) { Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.CeilHeight); Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.CeilHeight); SectorData sd = data.Mode.GetSectorData(ld.Front.Sector); sd.AddUpdateSector(data.Sector, true); td.AddUpdateSector(ld.Front.Sector, true); if(!sd.Updated) sd.Update(); sd.Ceiling.plane = new Plane(v1, v2, v3, false); } else { Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.CeilHeight); Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.CeilHeight); SectorData sd = data.Mode.GetSectorData(ld.Back.Sector); sd.AddUpdateSector(data.Sector, true); td.AddUpdateSector(ld.Back.Sector, true); if(!sd.Updated) sd.Update(); sd.Ceiling.plane = new Plane(v2, v1, v3, false); } } } } } } }