mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 21:01:33 +00:00
c37b28e15f
- added game config detection pattern to Doom Legacy game config - insert thing feature added, including automatic thing defaults - fixed typo in all game configs (defaulthingflags -> defaultthingflags)
315 lines
8.1 KiB
C#
315 lines
8.1 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Config;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class Thing : MapElement
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{
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#region ================== Constants
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public const int NUM_ARGS = 5;
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public static readonly int[] EMPTY_ARGS = new int[NUM_ARGS];
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#endregion
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#region ================== Variables
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// Map
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private MapSet map;
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// Sector
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private Sector sector = null;
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// List items
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private LinkedListNode<Thing> mainlistitem;
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private LinkedListNode<Thing> sectorlistitem;
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// Properties
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private int type;
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private Vector3D pos;
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private float angle;
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private Dictionary<string, bool> flags;
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private int tag;
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private int action;
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private int[] args;
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private int x, y, zoffset;
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// Configuration
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private float size;
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private PixelColor color;
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private float iconoffset; // Arrow or dot coordinate offset on the texture
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// Selections
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private bool selected;
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private bool marked;
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#endregion
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#region ================== Properties
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public MapSet Map { get { return map; } }
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public int Type { get { return type; } set { type = value; } }
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public Vector3D Position { get { return pos; } }
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public float Angle { get { return angle; } }
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public int AngleDeg { get { return (int)Angle2D.RadToDeg(angle); } }
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public Dictionary<string, bool> Flags { get { return flags; } }
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public int Action { get { return action; } set { action = value; } }
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public int[] Args { get { return args; } }
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public bool Selected { get { return selected; } set { selected = value; } }
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public bool Marked { get { return marked; } set { marked = value; } }
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public float Size { get { return size; } }
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public float IconOffset { get { return iconoffset; } }
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public PixelColor Color { get { return color; } }
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public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
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public Sector Sector { get { return sector; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Thing(MapSet map, LinkedListNode<Thing> listitem)
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{
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// Initialize
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this.map = map;
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this.mainlistitem = listitem;
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this.flags = new Dictionary<string, bool>();
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this.args = new int[NUM_ARGS];
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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// Remove from main list
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mainlistitem.List.Remove(mainlistitem);
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// Remove from sector
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if(sector != null) sector.DetachThing(sectorlistitem);
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// Clean up
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mainlistitem = null;
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sectorlistitem = null;
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map = null;
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sector = null;
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Management
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// This copies all properties to another thing
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public void CopyPropertiesTo(Thing t)
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{
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// Copy properties
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t.type = type;
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t.angle = angle;
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t.pos = pos;
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t.flags = new Dictionary<string,bool>(flags);
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t.tag = tag;
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t.action = action;
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t.args = EMPTY_ARGS;
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t.size = size;
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t.color = color;
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t.iconoffset = iconoffset;
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args.CopyTo(t.args, 0);
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t.selected = selected;
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CopyFieldsTo(t);
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}
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// This determines which sector the thing is in and links it
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public void DetermineSector()
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{
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Sector newsector = null;
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Linedef nl;
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// Find the nearest linedef on the map
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nl = map.NearestLinedef(pos);
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if(nl != null)
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{
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// Check what side of line we are at
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if(nl.SideOfLine(pos) < 0f)
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{
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// Front side
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if(nl.Front != null) newsector = nl.Front.Sector;
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}
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else
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{
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// Back side
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if(nl.Back != null) newsector = nl.Back.Sector;
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}
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}
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// Currently attached to a sector and sector changes?
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if((sector != null) && (newsector != sector))
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{
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// Remove from current sector
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sector.DetachThing(sectorlistitem);
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sectorlistitem = null;
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sector = null;
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}
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// Attach to new sector?
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if((newsector != null) && (newsector != sector))
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{
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// Attach to new sector
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sector = newsector;
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sectorlistitem = sector.AttachThing(this);
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}
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}
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#endregion
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#region ================== Changes
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// This moves the thing
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// NOTE: This does not update sector! (call DetermineSector)
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public void Move(Vector3D newpos)
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{
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// Change position
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this.pos = newpos;
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}
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// This moves the thing
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// NOTE: This does not update sector! (call DetermineSector)
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public void Move(Vector2D newpos)
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{
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// Change position
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this.pos = new Vector3D(newpos.x, newpos.y, zoffset);
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}
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// This moves the thing
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// NOTE: This does not update sector! (call DetermineSector)
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public void Move(float x, float y, float zoffset)
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{
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// Change position
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this.pos = new Vector3D(x, y, zoffset);
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}
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// This rotates the thing
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public void Rotate(float newangle)
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{
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// Change angle
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this.angle = newangle;
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}
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// This updates all properties
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// NOTE: This does not update sector! (call DetermineSector)
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public void Update(int type, float x, float y, float zoffset, float angle,
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Dictionary<string, bool> flags, int tag, int action, int[] args)
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{
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// Apply changes
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this.type = type;
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this.angle = angle;
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this.flags = new Dictionary<string, bool>(flags);
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this.tag = tag;
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this.action = action;
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this.args = new int[NUM_ARGS];
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args.CopyTo(this.args, 0);
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this.Move(x, y, zoffset);
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}
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// This updates the settings from configuration
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public void UpdateConfiguration()
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{
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ThingTypeInfo ti;
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// Lookup settings
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ti = General.Map.Config.GetThingInfo(type);
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// Apply size
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size = ti.Width;
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// Color valid?
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if((ti.Color >= 0) && (ti.Color < ColorCollection.NUM_THING_COLORS))
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{
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// Apply color
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color = General.Colors.Colors[ti.Color + ColorCollection.THING_COLORS_OFFSET];
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}
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else
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{
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// Unknown thing color
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color = General.Colors.Colors[ColorCollection.THING_COLORS_OFFSET];
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}
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// Apply icon offset (arrow or dot)
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if(ti.Arrow) iconoffset = 0f; else iconoffset = 0.25f;
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}
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#endregion
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#region ================== Methods
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// This snaps the vertex to the grid
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public void SnapToGrid()
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{
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// Calculate nearest grid coordinates
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this.Move(General.Map.Grid.SnappedToGrid((Vector2D)pos));
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}
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// This snaps the vertex to the map format accuracy
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public void SnapToAccuracy()
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{
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// Round the coordinates
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Vector3D newpos = new Vector3D((float)Math.Round(pos.x, General.Map.FormatInterface.VertexDecimals),
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(float)Math.Round(pos.y, General.Map.FormatInterface.VertexDecimals),
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(float)Math.Round(pos.z, General.Map.FormatInterface.VertexDecimals));
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this.Move(newpos);
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}
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// This returns the distance from given coordinates
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public float DistanceToSq(Vector2D p)
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{
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Vector2D delta = p - (Vector2D)pos;
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return delta.GetLengthSq();
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}
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// This returns the distance from given coordinates
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public float DistanceTo(Vector2D p)
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{
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Vector2D delta = p - (Vector2D)pos;
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return delta.GetLength();
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}
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#endregion
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}
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}
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