#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.Drawing; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.GZBuilder; #endregion namespace CodeImp.DoomBuilder.Map { public sealed class Thing : SelectableElement, ITaggedMapElement { #region ================== Constants public const int NUM_ARGS = 5; public static readonly HashSet AlignableRenderModes = new HashSet { ThingRenderMode.FLATSPRITE, ThingRenderMode.WALLSPRITE, ThingRenderMode.MODEL }; #endregion #region ================== Variables // Map private MapSet map; // Sector private Sector sector; // List items private LinkedListNode selecteditem; // Properties private int type; private GZGeneral.LightData dynamiclighttype; private Vector3D pos; private int angledoom; // Angle as entered / stored in file private float anglerad; // Angle in radians private Dictionary flags; private int tag; private int action; private int[] args; private float scaleX; //mxd private float scaleY; //mxd private SizeF spritescale; //mxd private int pitch; //mxd. Used in model rendering private int roll; //mxd. Used in model rendering private float pitchrad; //mxd private float rollrad; //mxd private bool highlighted; //mxd //mxd. GZDoom rendering properties private ThingRenderMode rendermode; private bool rollsprite; //mxd // Configuration private float size; private float height; //mxd private PixelColor color; private bool fixedsize; private bool directional; //mxd. If true, we need to render an arrow #endregion #region ================== Properties public MapSet Map { get { return map; } } public int Type { get { return type; } set { BeforePropsChange(); type = value; } } //mxd public GZGeneral.LightData DynamicLightType { get { return dynamiclighttype; } internal set { BeforePropsChange(); dynamiclighttype = value; } } public Vector3D Position { get { return pos; } } public float ScaleX { get { return scaleX; } } //mxd. This is UDMF property, not actual scale! public float ScaleY { get { return scaleY; } } //mxd. This is UDMF property, not actual scale! public int Pitch { get { return pitch; } } //mxd public float PitchRad { get { return pitchrad; } } public int Roll { get { return roll; } } //mxd public float RollRad { get { return rollrad; } } public SizeF ActorScale { get { return spritescale; } } //mxd. Actor scale set in DECORATE public float Angle { get { return anglerad; } } public int AngleDoom { get { return angledoom; } } internal Dictionary Flags { get { return flags; } } public int Action { get { return action; } set { BeforePropsChange(); action = value; } } public int[] Args { get { return args; } } public float Size { get { return size; } } public float Height { get { return height; } } //mxd public PixelColor Color { get { return color; } } public bool FixedSize { get { return fixedsize; } } public int Tag { get { return tag; } set { BeforePropsChange(); tag = value; if((tag < General.Map.FormatInterface.MinTag) || (tag > General.Map.FormatInterface.MaxTag)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } } public Sector Sector { get { return sector; } } public ThingRenderMode RenderMode { get { return rendermode; } } //mxd public bool IsDirectional { get { return directional; } } //mxd public bool Highlighted { get { return highlighted; } set { highlighted = value; } } //mxd #endregion #region ================== Constructor / Disposer // Constructor internal Thing(MapSet map, int listindex) { // Initialize this.elementtype = MapElementType.THING; //mxd this.map = map; this.listindex = listindex; this.flags = new Dictionary(StringComparer.Ordinal); this.args = new int[NUM_ARGS]; this.scaleX = 1.0f; this.scaleY = 1.0f; this.spritescale = new SizeF(1.0f, 1.0f); if(map == General.Map.Map) General.Map.UndoRedo.RecAddThing(this); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { if(map == General.Map.Map) General.Map.UndoRedo.RecRemThing(this); // Remove from main list map.RemoveThing(listindex); // Clean up map = null; sector = null; // Dispose base base.Dispose(); } } #endregion #region ================== Management // Call this before changing properties protected override void BeforePropsChange() { if(map == General.Map.Map) General.Map.UndoRedo.RecPrpThing(this); } // Serialize / deserialize new internal void ReadWrite(IReadWriteStream s) { if(!s.IsWriting) BeforePropsChange(); 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, StringComparer.Ordinal); 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.rwInt(ref angledoom); s.rwInt(ref pitch); //mxd s.rwInt(ref roll); //mxd s.rwFloat(ref scaleX); //mxd s.rwFloat(ref scaleY); //mxd s.rwInt(ref tag); s.rwInt(ref action); for(int i = 0; i < NUM_ARGS; i++) s.rwInt(ref args[i]); if(!s.IsWriting) { anglerad = Angle2D.DoomToReal(angledoom); UpdateCache(); //mxd } } // This copies all properties to another thing public void CopyPropertiesTo(Thing t) { t.BeforePropsChange(); // Copy properties t.type = type; t.dynamiclighttype = dynamiclighttype; t.anglerad = anglerad; t.angledoom = angledoom; t.roll = roll; //mxd t.pitch = pitch; //mxd t.rollrad = rollrad; //mxd t.pitchrad = pitchrad; //mxd t.scaleX = scaleX; //mxd t.scaleY = scaleY; //mxd t.spritescale = spritescale; //mxd t.pos = pos; t.flags = new Dictionary(flags); t.tag = tag; t.action = action; t.args = (int[])args.Clone(); t.size = size; t.height = height; //mxd t.color = color; t.directional = directional; t.fixedsize = fixedsize; t.rendermode = rendermode; //mxd t.rollsprite = rollsprite; //mxd base.CopyPropertiesTo(t); } // This determines which sector the thing is in and links it public void DetermineSector() { //mxd sector = map.GetSectorByCoordinates(pos); } // This determines which sector the thing is in and links it public void DetermineSector(VisualBlockMap blockmap) { // 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; 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() { //mxd. Clear UDMF-related properties this.Fields.Clear(); scaleX = 1.0f; scaleY = 1.0f; pitch = 0; pitchrad = 0; roll = 0; rollrad = 0; // 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; 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; } } } } } } // Selected protected override void DoSelect() { base.DoSelect(); selecteditem = map.SelectedThings.AddLast(this); } // Deselect protected override void DoUnselect() { base.DoUnselect(); if(selecteditem.List != null) selecteditem.List.Remove(selecteditem); selecteditem = null; } #endregion #region ================== Changes // This moves the thing // NOTE: This does not update sector! (call DetermineSector) public void Move(Vector3D newpos) { BeforePropsChange(); // Change position this.pos = newpos; if(type != General.Map.Config.Start3DModeThingType) General.Map.IsChanged = true; } // This moves the thing // NOTE: This does not update sector! (call DetermineSector) public void Move(Vector2D newpos) { BeforePropsChange(); // Change position this.pos = new Vector3D(newpos.x, newpos.y, pos.z); if(type != General.Map.Config.Start3DModeThingType) 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) { BeforePropsChange(); // Change position this.pos = new Vector3D(x, y, zoffset); if(type != General.Map.Config.Start3DModeThingType) General.Map.IsChanged = true; } // This rotates the thing public void Rotate(float newangle) { BeforePropsChange(); // Change angle this.anglerad = newangle; this.angledoom = Angle2D.RealToDoom(newangle); if(type != General.Map.Config.Start3DModeThingType) General.Map.IsChanged = true; } // This rotates the thing public void Rotate(int newangle) { BeforePropsChange(); // Change angle anglerad = Angle2D.DoomToReal(newangle); angledoom = newangle; if(type != General.Map.Config.Start3DModeThingType) General.Map.IsChanged = true; } //mxd public void SetPitch(int newpitch) { BeforePropsChange(); pitch = General.ClampAngle(newpitch); switch (rendermode) { case ThingRenderMode.MODEL: float pmult = General.Map.Config.BuggyModelDefPitch ? 1 : -1; ModelData md = General.Map.Data.ModeldefEntries[type]; if (md.InheritActorPitch || md.UseActorPitch) pitchrad = Angle2D.DegToRad(pmult * (md.InheritActorPitch ? -pitch : pitch)); else pitchrad = 0; break; case ThingRenderMode.FLATSPRITE: pitchrad = Angle2D.DegToRad(pitch); break; default: pitchrad = 0; break; } if(type != General.Map.Config.Start3DModeThingType) General.Map.IsChanged = true; } //mxd public void SetRoll(int newroll) { BeforePropsChange(); roll = General.ClampAngle(newroll); rollrad = ((rollsprite || (rendermode == ThingRenderMode.MODEL && General.Map.Data.ModeldefEntries[type].UseActorRoll)) ? Angle2D.DegToRad(roll) : 0); if(type != General.Map.Config.Start3DModeThingType) General.Map.IsChanged = true; } //mxd public void SetScale(float scalex, float scaley) { BeforePropsChange(); scaleX = scalex; scaleY = scaley; if(type != General.Map.Config.Start3DModeThingType) 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, int angle, int pitch, int roll, float scaleX, float scaleY, Dictionary flags, int tag, int action, int[] args) { // Apply changes this.type = type; this.anglerad = Angle2D.DoomToReal(angle); this.angledoom = angle; this.pitch = pitch; //mxd this.roll = roll; //mxd this.scaleX = (scaleX == 0 ? 1.0f : scaleX); //mxd this.scaleY = (scaleY == 0 ? 1.0f : scaleY); //mxd 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); UpdateCache(); //mxd } // This updates the settings from configuration public void UpdateConfiguration() { // Lookup settings ThingTypeInfo ti = General.Map.Data.GetThingInfo(type); // Apply size dynamiclighttype = GZGeneral.GetGZLightTypeByClass(ti.Actor); if (dynamiclighttype == null) dynamiclighttype = ti.DynamicLightType; //General.ErrorLogger.Add(ErrorType.Warning, string.Format("thing dynamiclighttype is {0}; class is {1}", dynamiclighttype, ti.Actor.ClassName)); size = ti.Radius; height = ti.Height; //mxd fixedsize = ti.FixedSize; spritescale = ti.SpriteScale; //mxd //mxd. Apply radius and height overrides? for(int i = 0; i < ti.Args.Length; i++) { if(ti.Args[i] == null) continue; if(ti.Args[i].Type == (int)UniversalType.ThingRadius && args[i] > 0) size = args[i]; else if(ti.Args[i].Type == (int)UniversalType.ThingHeight && args[i] > 0) height = args[i]; } // 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]; } directional = ti.Arrow; //mxd rendermode = ti.RenderMode; //mxd rollsprite = ti.RollSprite; //mxd UpdateCache(); //mxd } //mxd. This checks if the thing has model override and whether pitch/roll values should be used internal void UpdateCache() { if(General.Map.Data == null) return; // Check if the thing has model override if(General.Map.Data.ModeldefEntries.ContainsKey(type)) { ModelData md = General.Map.Data.ModeldefEntries[type]; if((md.LoadState == ModelLoadState.None && General.Map.Data.ProcessModel(type)) || md.LoadState != ModelLoadState.None) rendermode = (General.Map.Data.ModeldefEntries[type].IsVoxel ? ThingRenderMode.VOXEL : ThingRenderMode.MODEL); } else // reset rendermode if we SUDDENLY became a sprite out of a model. otherwise it crashes violently. { ThingTypeInfo ti = General.Map.Data.GetThingInfo(Type); rendermode = (ti != null) ? ti.RenderMode : ThingRenderMode.NORMAL; } // Update radian versions of pitch and roll switch(rendermode) { case ThingRenderMode.MODEL: float pmult = General.Map.Config.BuggyModelDefPitch ? 1 : -1; ModelData md = General.Map.Data.ModeldefEntries[type]; rollrad = (md.UseActorRoll ? Angle2D.DegToRad(roll) : 0); pitchrad = ((md.InheritActorPitch || md.UseActorPitch) ? Angle2D.DegToRad(pmult * (md.InheritActorPitch ? -pitch : pitch)) : 0); break; case ThingRenderMode.FLATSPRITE: rollrad = Angle2D.DegToRad(roll); pitchrad = Angle2D.DegToRad(pitch); break; case ThingRenderMode.WALLSPRITE: rollrad = Angle2D.DegToRad(roll); pitchrad = 0; break; case ThingRenderMode.NORMAL: rollrad = (rollsprite ? Angle2D.DegToRad(roll) : 0); pitchrad = 0; break; case ThingRenderMode.VOXEL: rollrad = 0; pitchrad = 0; break; default: throw new NotImplementedException("Unknown ThingRenderMode"); } } #endregion #region ================== Methods // This checks and returns a flag without creating it public bool IsFlagSet(string flagname) { return flags.ContainsKey(flagname) && flags[flagname]; } // This sets a flag public void SetFlag(string flagname, bool value) { if(!flags.ContainsKey(flagname) || (IsFlagSet(flagname) != value)) { BeforePropsChange(); flags[flagname] = value; } } // This returns a copy of the flags dictionary public Dictionary GetFlags() { return new Dictionary(flags); } //mxd. This returns enabled flags public HashSet GetEnabledFlags() { HashSet result = new HashSet(); foreach(KeyValuePair group in flags) if(group.Value) result.Add(group.Key); return result; } // This clears all flags public void ClearFlags() { BeforePropsChange(); flags.Clear(); } // This snaps the vertex to the grid public void SnapToGrid() { // Calculate nearest grid coordinates this.Move(General.Map.Grid.SnappedToGrid(pos)); } // This snaps the vertex to the map format accuracy public void SnapToAccuracy() { SnapToAccuracy(true); } // This snaps the vertex to the map format accuracy public void SnapToAccuracy(bool usepreciseposition) { // Round the coordinates Vector3D newpos = new Vector3D((float)Math.Round(pos.x, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)), (float)Math.Round(pos.y, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)), (float)Math.Round(pos.z, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0))); 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 } }