mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
16b97e1c83
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported). Several values from (Z)MAPINFO are now used in Visual modes. Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section). MODELDEF parser now checks which model(s) is/are used in first frame. Dynamic lights are now created with more meaningful default parameters. Added errors and warnings indicator to main window.
530 lines
13 KiB
C#
530 lines
13 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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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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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 : SelectableElement
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{
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#region ================== Constants
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public const int NUM_ARGS = 5;
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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> selecteditem;
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// Properties
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private int type;
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private Vector3D pos;
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private int angledoom; // Angle as entered / stored in file
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private float anglerad; // Angle in radians
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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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// Configuration
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private float size;
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private PixelColor color;
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private bool fixedsize;
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private float iconoffset; // Arrow or dot coordinate offset on the texture
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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 { BeforePropsChange(); type = value; } }
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public Vector3D Position { get { return pos; } }
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public float Angle { get { return anglerad; } }
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public int AngleDoom { get { return angledoom; } }
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internal Dictionary<string, bool> Flags { get { return flags; } }
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public int Action { get { return action; } set { BeforePropsChange(); action = value; } }
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public int[] Args { get { return args; } }
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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 bool FixedSize { get { return fixedsize; } }
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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"); } }
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public Sector Sector { get { return sector; } }
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//mxd
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public bool IsModel;
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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, int listindex)
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{
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// Initialize
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this.map = map;
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this.listindex = listindex;
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this.flags = new Dictionary<string, bool>();
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this.args = new int[NUM_ARGS];
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if(map == General.Map.Map)
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General.Map.UndoRedo.RecAddThing(this);
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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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if(map == General.Map.Map)
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General.Map.UndoRedo.RecRemThing(this);
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// Remove from main list
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map.RemoveThing(listindex);
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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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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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// Call this before changing properties
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protected override void BeforePropsChange()
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{
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if(map == General.Map.Map)
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General.Map.UndoRedo.RecPrpThing(this);
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}
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// Serialize / deserialize
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internal void ReadWrite(IReadWriteStream s)
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{
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if(!s.IsWriting) BeforePropsChange();
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base.ReadWrite(s);
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if(s.IsWriting)
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{
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s.wInt(flags.Count);
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foreach(KeyValuePair<string, bool> f in flags)
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{
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s.wString(f.Key);
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s.wBool(f.Value);
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}
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}
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else
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{
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int c; s.rInt(out c);
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flags = new Dictionary<string, bool>(c);
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for(int i = 0; i < c; i++)
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{
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string t; s.rString(out t);
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bool b; s.rBool(out b);
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flags.Add(t, b);
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}
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}
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s.rwInt(ref type);
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s.rwVector3D(ref pos);
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s.rwInt(ref angledoom);
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s.rwInt(ref tag);
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s.rwInt(ref action);
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for(int i = 0; i < NUM_ARGS; i++) s.rwInt(ref args[i]);
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if(!s.IsWriting)
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anglerad = Angle2D.DoomToReal(angledoom);
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}
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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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t.BeforePropsChange();
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// Copy properties
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t.type = type;
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t.anglerad = anglerad;
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t.angledoom = angledoom;
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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 = (int[])args.Clone();
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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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t.fixedsize = fixedsize;
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base.CopyPropertiesTo(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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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) sector = nl.Front.Sector; else sector = null;
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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) sector = nl.Back.Sector; else sector = null;
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}
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}
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else
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{
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sector = null;
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}
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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(VisualBlockMap blockmap)
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{
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Linedef nl;
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// Find nearest sectors using the blockmap
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List<Sector> possiblesectors = blockmap.GetBlock(blockmap.GetBlockCoordinates(pos)).Sectors;
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// Check in which sector we are
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sector = null;
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foreach(Sector s in possiblesectors)
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{
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if(s.Intersect(pos))
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{
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sector = s;
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break;
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}
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}
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}
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// This translates the flags into UDMF fields
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internal void TranslateToUDMF()
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{
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// First make a single integer with all flags
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int bits = 0;
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int flagbit = 0;
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foreach(KeyValuePair<string, bool> f in flags)
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if(int.TryParse(f.Key, out flagbit) && f.Value) bits |= flagbit;
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// Now make the new flags
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flags.Clear();
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foreach(FlagTranslation f in General.Map.Config.ThingFlagsTranslation)
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{
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// Flag found in bits?
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if((bits & f.Flag) == f.Flag)
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{
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// Add fields and remove bits
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bits &= ~f.Flag;
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for(int i = 0; i < f.Fields.Count; i++)
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flags[f.Fields[i]] = f.FieldValues[i];
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}
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else
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{
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// Add fields with inverted value
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for(int i = 0; i < f.Fields.Count; i++)
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flags[f.Fields[i]] = !f.FieldValues[i];
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}
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}
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}
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// This translates UDMF fields back into the normal flags
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internal void TranslateFromUDMF()
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{
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// Make copy of the flags
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Dictionary<string, bool> oldfields = new Dictionary<string, bool>(flags);
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// Make the flags
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flags.Clear();
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foreach(KeyValuePair<string, string> f in General.Map.Config.ThingFlags)
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{
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// Flag must be numeric
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int flagbit = 0;
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if(int.TryParse(f.Key, out flagbit))
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{
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foreach(FlagTranslation ft in General.Map.Config.ThingFlagsTranslation)
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{
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if(ft.Flag == flagbit)
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{
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// Only set this flag when the fields match
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bool fieldsmatch = true;
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for(int i = 0; i < ft.Fields.Count; i++)
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{
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if(!oldfields.ContainsKey(ft.Fields[i]) || (oldfields[ft.Fields[i]] != ft.FieldValues[i]))
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{
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fieldsmatch = false;
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break;
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}
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}
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// Field match? Then add the flag.
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if(fieldsmatch)
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{
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flags.Add(f.Key, true);
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break;
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}
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}
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}
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}
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}
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}
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// Selected
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protected override void DoSelect()
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{
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base.DoSelect();
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selecteditem = map.SelectedThings.AddLast(this);
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}
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// Deselect
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protected override void DoUnselect()
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{
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base.DoUnselect();
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if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
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selecteditem = null;
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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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BeforePropsChange();
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// Change position
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this.pos = newpos;
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if(type != General.Map.Config.Start3DModeThingType)
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General.Map.IsChanged = true;
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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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BeforePropsChange();
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// Change position
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this.pos = new Vector3D(newpos.x, newpos.y, pos.z);
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if(type != General.Map.Config.Start3DModeThingType)
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General.Map.IsChanged = true;
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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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BeforePropsChange();
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// Change position
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this.pos = new Vector3D(x, y, zoffset);
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if(type != General.Map.Config.Start3DModeThingType)
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General.Map.IsChanged = true;
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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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BeforePropsChange();
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// Change angle
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this.anglerad = newangle;
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this.angledoom = Angle2D.RealToDoom(newangle);
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if(type != General.Map.Config.Start3DModeThingType)
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General.Map.IsChanged = true;
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}
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// This rotates the thing
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public void Rotate(int newangle)
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{
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BeforePropsChange();
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// Change angle
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this.anglerad = Angle2D.DoomToReal(newangle);
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this.angledoom = newangle;
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if(type != General.Map.Config.Start3DModeThingType)
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General.Map.IsChanged = true;
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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, int 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.anglerad = Angle2D.DoomToReal(angle);
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this.angledoom = 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.Data.GetThingInfo(type);
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// Apply size
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size = ti.Radius;
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fixedsize = ti.FixedSize;
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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 checks and returns a flag without creating it
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public bool IsFlagSet(string flagname)
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{
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if(flags.ContainsKey(flagname))
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return flags[flagname];
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else
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return false;
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}
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// This sets a flag
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public void SetFlag(string flagname, bool value)
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{
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if(!flags.ContainsKey(flagname) || (IsFlagSet(flagname) != value))
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{
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BeforePropsChange();
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flags[flagname] = value;
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}
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}
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// This returns a copy of the flags dictionary
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public Dictionary<string, bool> GetFlags()
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{
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return new Dictionary<string,bool>(flags);
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}
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// This clears all flags
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public void ClearFlags()
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{
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BeforePropsChange();
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flags.Clear();
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}
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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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return Vector2D.DistanceSq(p, pos);
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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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return Vector2D.Distance(p, pos);
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}
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#endregion
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}
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}
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