UltimateZoneBuilder/Source/Core/Map/Linedef.cs
MaxED cf3d416967 Renderer now works much faster in 2D modes.
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration.
TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded.
Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector.
Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources.
Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
2013-07-29 08:50:50 +00:00

1171 lines
33 KiB
C#

#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 CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Linedef : SelectableElement
{
#region ================== Constants
public const float SIDE_POINT_DISTANCE = 0.01f;
public const int NUM_ARGS = 5;
#endregion
#region ================== Variables
// Map
private MapSet map;
// List items
private LinkedListNode<Linedef> startvertexlistitem;
private LinkedListNode<Linedef> endvertexlistitem;
private LinkedListNode<Linedef> selecteditem;
// Vertices
private Vertex start;
private Vertex end;
// Sidedefs
private Sidedef front;
private Sidedef back;
// Cache
private bool updateneeded;
private float lengthsq;
private float lengthsqinv;
private float length;
private float lengthinv;
private float angle;
private RectangleF rect;
private bool impassableflag;
// Properties
private Dictionary<string, bool> flags;
private int action;
private int activate;
private int tag;
private int[] args;
private bool frontinterior; // for drawing only
private int colorPresetIndex;//mxd
// Clone
private int serializedindex;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public Vertex Start { get { return start; } }
public Vertex End { get { return end; } }
public Sidedef Front { get { return front; } }
public Sidedef Back { get { return back; } }
public Line2D Line { get { return new Line2D(start.Position, end.Position); } }
internal Dictionary<string, bool> Flags { get { return flags; } }
public int Action { get { return action; } set { BeforePropsChange(); action = value; UpdateColorPreset(); } }
public int Activate { get { return activate; } set { BeforePropsChange(); activate = value; UpdateColorPreset(); } }
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 float LengthSq { get { return lengthsq; } }
public float Length { get { return length; } }
public float LengthInv { get { return lengthinv; } }
public float Angle { get { return angle; } }
public int AngleDeg { get { return (int)(angle * Angle2D.PIDEG); } }
public RectangleF Rect { get { return rect; } }
public int[] Args { get { return args; } }
internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
internal bool FrontInterior { get { return frontinterior; } set { frontinterior = value; } }
internal bool ImpassableFlag { get { return impassableflag; } }
internal int ColorPresetIndex { get { return colorPresetIndex; } } //mxd
internal bool ExtraFloorFlag; //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Linedef(MapSet map, int listindex, Vertex start, Vertex end)
{
// Initialize
this.map = map;
this.listindex = listindex;
this.updateneeded = true;
this.args = new int[NUM_ARGS];
this.flags = new Dictionary<string, bool>();
this.colorPresetIndex = -1;//mxd
// Attach to vertices
this.start = start;
this.startvertexlistitem = start.AttachLinedefP(this);
this.end = end;
this.endvertexlistitem = end.AttachLinedefP(this);
if(map == General.Map.Map)
General.Map.UndoRedo.RecAddLinedef(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
// Dispose sidedefs
if((front != null) && map.AutoRemove) front.Dispose(); else AttachFrontP(null);
if((back != null) && map.AutoRemove) back.Dispose(); else AttachBackP(null);
if(map == General.Map.Map)
General.Map.UndoRedo.RecRemLinedef(this);
// Remove from main list
map.RemoveLinedef(listindex);
// Detach from vertices
if(startvertexlistitem != null) start.DetachLinedefP(startvertexlistitem);
startvertexlistitem = null;
start = null;
if(endvertexlistitem != null) end.DetachLinedefP(endvertexlistitem);
endvertexlistitem = null;
end = null;
// Clean up
start = null;
end = null;
front = null;
back = null;
map = null;
// Clean up base
base.Dispose();
}
}
#endregion
#region ================== Management
// Call this before changing properties
protected override void BeforePropsChange()
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecPrpLinedef(this);
}
// Serialize / deserialize (passive: doesn't record)
new internal void ReadWrite(IReadWriteStream s)
{
if(!s.IsWriting)
{
BeforePropsChange();
updateneeded = true;
}
base.ReadWrite(s);
if(s.IsWriting)
{
s.wInt(flags.Count);
foreach(KeyValuePair<string, bool> f in flags)
{
s.wString(f.Key);
s.wBool(f.Value);
}
}
else
{
int c; s.rInt(out c);
flags = new Dictionary<string, bool>(c);
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 action);
s.rwInt(ref activate);
s.rwInt(ref tag);
for(int i = 0; i < NUM_ARGS; i++) s.rwInt(ref args[i]);
//mxd
if(!s.IsWriting)
UpdateColorPreset();
}
// This sets new start vertex
public void SetStartVertex(Vertex v)
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecRefLinedefStart(this);
// Change start
if(startvertexlistitem != null) start.DetachLinedefP(startvertexlistitem);
startvertexlistitem = null;
start = v;
if(start != null) startvertexlistitem = start.AttachLinedefP(this);
this.updateneeded = true;
}
// This sets new end vertex
public void SetEndVertex(Vertex v)
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecRefLinedefEnd(this);
// Change end
if(endvertexlistitem != null) end.DetachLinedefP(endvertexlistitem);
endvertexlistitem = null;
end = v;
if(end != null) endvertexlistitem = end.AttachLinedefP(this);
this.updateneeded = true;
}
// This detaches a vertex
internal void DetachVertexP(Vertex v)
{
if(v == start)
{
if(startvertexlistitem != null) start.DetachLinedefP(startvertexlistitem);
startvertexlistitem = null;
start = null;
}
else if(v == end)
{
if(endvertexlistitem != null) end.DetachLinedefP(endvertexlistitem);
endvertexlistitem = null;
end = null;
}
else
throw new Exception("Specified Vertex is not attached to this Linedef.");
}
// This copies all properties to another line
new public void CopyPropertiesTo(Linedef l)
{
l.BeforePropsChange();
// Copy properties
l.action = action;
l.args = (int[])args.Clone();
l.flags = new Dictionary<string, bool>(flags);
l.tag = tag;
l.updateneeded = true;
l.activate = activate;
l.impassableflag = impassableflag;
l.UpdateColorPreset();//mxd
base.CopyPropertiesTo(l);
}
// This attaches a sidedef on the front
internal void AttachFront(Sidedef s)
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecRefLinedefFront(this);
// Attach and recalculate
AttachFrontP(s);
}
// Passive version, does not record the change
internal void AttachFrontP(Sidedef s)
{
// Attach and recalculate
front = s;
if(front != null) front.SetLinedefP(this);
updateneeded = true;
}
// This attaches a sidedef on the back
internal void AttachBack(Sidedef s)
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecRefLinedefBack(this);
// Attach and recalculate
AttachBackP(s);
}
// Passive version, does not record the change
internal void AttachBackP(Sidedef s)
{
// Attach and recalculate
back = s;
if(back != null) back.SetLinedefP(this);
updateneeded = true;
}
// This detaches a sidedef from the front
internal void DetachSidedefP(Sidedef s)
{
// Sidedef is on the front?
if(front == s)
{
// Remove sidedef reference
if(front != null) front.SetLinedefP(null);
front = null;
updateneeded = true;
}
// Sidedef is on the back?
else if(back == s)
{
// Remove sidedef reference
if(back != null) back.SetLinedefP(null);
back = null;
updateneeded = true;
}
//else throw new Exception("Specified Sidedef is not attached to this Linedef.");
}
// This updates the line when changes have been made
public void UpdateCache()
{
// Update if needed
if(updateneeded)
{
// Delta vector
Vector2D delta = end.Position - start.Position;
// Recalculate values
lengthsq = delta.GetLengthSq();
length = (float)Math.Sqrt(lengthsq);
if(length > 0f) lengthinv = 1f / length; else lengthinv = 1f / 0.0000000001f;
if(lengthsq > 0f) lengthsqinv = 1f / lengthsq; else lengthsqinv = 1f / 0.0000000001f;
angle = delta.GetAngle();
float l = Math.Min(start.Position.x, end.Position.x);
float t = Math.Min(start.Position.y, end.Position.y);
float r = Math.Max(start.Position.x, end.Position.x);
float b = Math.Max(start.Position.y, end.Position.y);
rect = new RectangleF(l, t, r - l, b - t);
// Cached flags
impassableflag = IsFlagSet(General.Map.Config.ImpassableFlag);
//mxd. Color preset
UpdateColorPreset();
// Updated
updateneeded = false;
}
}
// This flags the line needs an update because it moved
public void NeedUpdate()
{
// Update this line
updateneeded = true;
// Update sectors as well
if(front != null) front.Sector.UpdateNeeded = true;
if(back != null) back.Sector.UpdateNeeded = true;
}
// This translates the flags and activations into UDMF fields
internal void TranslateToUDMF()
{
// First make a single integer with all bits from activation and flags
int bits = activate;
int flagbit = 0;
foreach(KeyValuePair<string, bool> f in flags)
if(int.TryParse(f.Key, out flagbit) && f.Value) bits |= flagbit;
// Now make the new flags
flags.Clear();
//mxd. Add default activation flag if needed
if(action != 0 && activate == 0 && !string.IsNullOrEmpty(General.Map.Config.DefaultLinedefActivationFlag))
flags[General.Map.Config.DefaultLinedefActivationFlag] = true;
foreach(FlagTranslation f in General.Map.Config.LinedefFlagsTranslation)
{
// 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++) {
if(!flags.ContainsKey(f.Fields[i])) //mxd
flags[f.Fields[i]] = !f.FieldValues[i];
}
}
}
//mxd. Update cached flags
impassableflag = IsFlagSet(General.Map.Config.ImpassableFlag);
}
// This translates UDMF fields back into the normal flags and activations
internal void TranslateFromUDMF()
{
// Make copy of the flags
Dictionary<string, bool> oldfields = new Dictionary<string, bool>(flags);
// Make the flags
flags.Clear();
foreach(KeyValuePair<string, string> f in General.Map.Config.LinedefFlags)
{
// Flag must be numeric
int flagbit = 0;
if(int.TryParse(f.Key, out flagbit))
{
foreach(FlagTranslation ft in General.Map.Config.LinedefFlagsTranslation)
{
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;
}
}
}
}
}
// Make the activation
foreach(LinedefActivateInfo a in General.Map.Config.LinedefActivates)
{
bool foundactivation = false;
foreach(FlagTranslation ft in General.Map.Config.LinedefFlagsTranslation)
{
if(ft.Flag == a.Index)
{
// Only set this activation 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)
{
activate = a.Index;
foundactivation = true;
break;
}
}
}
if(foundactivation) break;
}
//mxd. Update cached flags
impassableflag = IsFlagSet(General.Map.Config.ImpassableFlag);
}
// Selected
protected override void DoSelect()
{
base.DoSelect();
selecteditem = map.SelectedLinedefs.AddLast(this);
}
// Deselect
protected override void DoUnselect()
{
base.DoUnselect();
if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
selecteditem = null;
}
#endregion
#region ================== Methods
// This checks and returns a flag without creating it
public bool IsFlagSet(string flagname)
{
if(flags.ContainsKey(flagname))
return flags[flagname];
else
return false;
}
// This sets a flag
public void SetFlag(string flagname, bool value)
{
if(!flags.ContainsKey(flagname) || (IsFlagSet(flagname) != value))
{
BeforePropsChange();
flags[flagname] = value;
// Cached flags
//if(flagname == General.Map.Config.SoundLinedefFlag) blocksoundflag = value; //mxd
if(flagname == General.Map.Config.ImpassableFlag) impassableflag = value;
//mxd
UpdateColorPreset();
}
}
// This returns a copy of the flags dictionary
public Dictionary<string, bool> GetFlags()
{
return new Dictionary<string, bool>(flags);
}
// This clears all flags
public void ClearFlags()
{
BeforePropsChange();
flags.Clear();
//blocksoundflag = false;
impassableflag = false;
//mxd
UpdateColorPreset();
}
// This flips the linedef's vertex attachments
public void FlipVertices()
{
// make sure the start/end vertices are not automatically
// deleted if they do not belong to any other line
General.Map.Map.AutoRemove = false;
// Flip vertices
Vertex oldstart = start;
Vertex oldend = end;
SetStartVertex(oldend);
SetEndVertex(oldstart);
General.Map.Map.AutoRemove = true;
// For drawing, the interior now lies on the other side
frontinterior = !frontinterior;
// Update required (angle changed)
NeedUpdate();
General.Map.IsChanged = true;
}
// This flips the sidedefs
public void FlipSidedefs()
{
// Flip sidedefs
Sidedef oldfront = front;
Sidedef oldback = back;
AttachFront(oldback);
AttachBack(oldfront);
General.Map.IsChanged = true;
}
// This returns a point for testing on one side
public Vector2D GetSidePoint(bool front)
{
Vector2D n = new Vector2D();
n.x = (end.Position.x - start.Position.x) * lengthinv * SIDE_POINT_DISTANCE;
n.y = (end.Position.y - start.Position.y) * lengthinv * SIDE_POINT_DISTANCE;
if(front)
{
n.x = -n.x;
n.y = -n.y;
}
Vector2D p = new Vector2D();
p.x = start.Position.x + (end.Position.x - start.Position.x) * 0.5f - n.y;
p.y = start.Position.y + (end.Position.y - start.Position.y) * 0.5f + n.x;
return p;
}
// This returns a point in the middle of the line
public Vector2D GetCenterPoint()
{
return start.Position + (end.Position - start.Position) * 0.5f;
}
// This applies single/double sided flags
public void ApplySidedFlags()
{
// Doublesided?
if((front != null) && (back != null))
{
// Apply or remove flags for doublesided line
SetFlag(General.Map.Config.SingleSidedFlag, false);
SetFlag(General.Map.Config.DoubleSidedFlag, true);
}
else
{
// Apply or remove flags for singlesided line
SetFlag(General.Map.Config.SingleSidedFlag, true);
SetFlag(General.Map.Config.DoubleSidedFlag, false);
}
General.Map.IsChanged = true;
}
// This returns all points at which the line intersects with the grid
public List<Vector2D> GetGridIntersections()
{
List<Vector2D> coords = new List<Vector2D>();
Vector2D v = new Vector2D();
float gx, gy, minx, maxx, miny, maxy;
bool reversex, reversey;
if(start.Position.x > end.Position.x)
{
minx = end.Position.x;
maxx = start.Position.x;
reversex = true;
}
else
{
minx = start.Position.x;
maxx = end.Position.x;
reversex = false;
}
if(start.Position.y > end.Position.y)
{
miny = end.Position.y;
maxy = start.Position.y;
reversey = true;
}
else
{
miny = start.Position.y;
maxy = end.Position.y;
reversey = false;
}
// Go for all vertical grid lines in between line start and end
gx = General.Map.Grid.GetHigher(minx);
if(gx < maxx)
{
for(; gx < maxx; gx += General.Map.Grid.GridSizeF)
{
// Add intersection point at this x coordinate
float u = (gx - minx) / (maxx - minx);
if(reversex) u = 1.0f - u;
v.x = gx;
v.y = start.Position.y + (end.Position.y - start.Position.y) * u;
coords.Add(v);
}
}
// Go for all horizontal grid lines in between line start and end
gy = General.Map.Grid.GetHigher(miny);
if(gy < maxy)
{
for(; gy < maxy; gy += General.Map.Grid.GridSizeF)
{
// Add intersection point at this y coordinate
float u = (gy - miny) / (maxy - miny);
if(reversey) u = 1.0f - u;
v.x = start.Position.x + (end.Position.x - start.Position.x) * u;
v.y = gy;
coords.Add(v);
}
}
// Profit
return coords;
}
// This returns the closest coordinates ON the line
public Vector2D NearestOnLine(Vector2D pos)
{
float u = Line2D.GetNearestOnLine(start.Position, end.Position, pos);
if(u < 0f) u = 0f; else if(u > 1f) u = 1f;
return Line2D.GetCoordinatesAt(start.Position, end.Position, u);
}
// This returns the shortest distance from given coordinates to line
public float SafeDistanceToSq(Vector2D p, bool bounded)
{
Vector2D v1 = start.Position;
Vector2D v2 = end.Position;
// Calculate intersection offset
float u = ((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) * lengthsqinv;
// Limit intersection offset to the line
if(bounded) if(u < lengthinv) u = lengthinv; else if(u > (1f - lengthinv)) u = 1f - lengthinv;
// Calculate intersection point
Vector2D i = v1 + u * (v2 - v1);
// Return distance between intersection and point
// which is the shortest distance to the line
float ldx = p.x - i.x;
float ldy = p.y - i.y;
return ldx * ldx + ldy * ldy;
}
// This returns the shortest distance from given coordinates to line
public float SafeDistanceTo(Vector2D p, bool bounded)
{
return (float)Math.Sqrt(SafeDistanceToSq(p, bounded));
}
// This returns the shortest distance from given coordinates to line
public float DistanceToSq(Vector2D p, bool bounded)
{
Vector2D v1 = start.Position;
Vector2D v2 = end.Position;
// Calculate intersection offset
float u = ((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) * lengthsqinv;
// Limit intersection offset to the line
if(bounded) if(u < 0f) u = 0f; else if(u > 1f) u = 1f;
// Calculate intersection point
Vector2D i = v1 + u * (v2 - v1);
// Return distance between intersection and point
// which is the shortest distance to the line
float ldx = p.x - i.x;
float ldy = p.y - i.y;
return ldx * ldx + ldy * ldy;
}
// This returns the shortest distance from given coordinates to line
public float DistanceTo(Vector2D p, bool bounded)
{
return (float)Math.Sqrt(DistanceToSq(p, bounded));
}
// This tests on which side of the line the given coordinates are
// returns < 0 for front (right) side, > 0 for back (left) side and 0 if on the line
public float SideOfLine(Vector2D p)
{
Vector2D v1 = start.Position;
Vector2D v2 = end.Position;
// Calculate and return side information
return (p.y - v1.y) * (v2.x - v1.x) - (p.x - v1.x) * (v2.y - v1.y);
}
// This splits this line by vertex v
// Returns the new line resulting from the split, or null when it failed
public Linedef Split(Vertex v)
{
Linedef nl;
Sidedef nsd;
// Copy linedef and change vertices
nl = map.CreateLinedef(v, end);
if(nl == null) return null;
CopyPropertiesTo(nl);
SetEndVertex(v);
nl.Selected = this.Selected;
nl.marked = this.marked;
nl.ExtraFloorFlag = this.ExtraFloorFlag; //mxd
// Copy front sidedef if exists
if(front != null)
{
nsd = map.CreateSidedef(nl, true, front.Sector);
if(nsd == null) return null;
front.CopyPropertiesTo(nsd);
nsd.Marked = front.Marked;
// Make texture offset adjustments
if(!General.Map.UDMF) //mxd
nsd.OffsetX += (int)Vector2D.Distance(this.start.Position, this.end.Position);
}
// Copy back sidedef if exists
if(back != null)
{
nsd = map.CreateSidedef(nl, false, back.Sector);
if(nsd == null) return null;
back.CopyPropertiesTo(nsd);
nsd.Marked = back.Marked;
// Make texture offset adjustments
//mxd
int distance = (int)Vector2D.Distance(nl.start.Position, nl.end.Position);
if(General.Map.UDMF)
if(distance != 0) applyTextureOffsetUDMF(back, distance);
else
back.OffsetX += distance;
}
//mxd. Both sides of line are required, so we do it here...
if(nl.Front != null && General.Map.UDMF) {
int distance = (int)Vector2D.Distance(this.start.Position, this.end.Position);
if(distance != 0) applyTextureOffsetUDMF(nl.Front, distance);
}
// Return result
General.Map.IsChanged = true;
return nl;
}
// This joins the line with another line
// This line will be disposed
// Returns false when the operation could not be completed
public bool Join(Linedef other)
{
Sector l1fs, l1bs, l2fs, l2bs;
bool l1was2s, l2was2s;
// Check which lines were 2 sided
l1was2s = ((other.Front != null) && (other.Back != null));
l2was2s = ((this.Front != null) && (this.Back != null));
// Get sector references
if(other.front != null) l1fs = other.front.Sector; else l1fs = null;
if(other.back != null) l1bs = other.back.Sector; else l1bs = null;
if(this.front != null) l2fs = this.front.Sector; else l2fs = null;
if(this.back != null) l2bs = this.back.Sector; else l2bs = null;
// This line has no sidedefs?
if((l2fs == null) && (l2bs == null))
{
// We have no sidedefs, so we have no influence
// Nothing to change on the other line
}
// Other line has no sidedefs?
else if((l1fs == null) && (l1bs == null))
{
// The other has no sidedefs, so it has no influence
// Copy my sidedefs to the other
if(this.Start == other.Start)
{
if(!JoinChangeSidedefs(other, true, front)) return false;
if(!JoinChangeSidedefs(other, false, back)) return false;
}
else
{
if(!JoinChangeSidedefs(other, false, front)) return false;
if(!JoinChangeSidedefs(other, true, back)) return false;
}
// Copy my properties to the other
this.CopyPropertiesTo(other);
}
else
{
// Compare front sectors
if((l1fs != null) && (l1fs == l2fs))
{
// Copy textures
if(other.front != null) other.front.AddTexturesTo(this.back);
if(this.front != null) this.front.AddTexturesTo(other.back);
// Change sidedefs
if(!JoinChangeSidedefs(other, true, back)) return false;
}
// Compare back sectors
else if((l1bs != null) && (l1bs == l2bs))
{
// Copy textures
if(other.back != null) other.back.AddTexturesTo(this.front);
if(this.back != null) this.back.AddTexturesTo(other.front);
// Change sidedefs
if(!JoinChangeSidedefs(other, false, front)) return false;
}
// Compare front and back
else if((l1fs != null) && (l1fs == l2bs))
{
// Copy textures
if(other.front != null) other.front.AddTexturesTo(this.front);
if(this.back != null) this.back.AddTexturesTo(other.back);
// Change sidedefs
if(!JoinChangeSidedefs(other, true, front)) return false;
}
// Compare back and front
else if((l1bs != null) && (l1bs == l2fs))
{
// Copy textures
if(other.back != null) other.back.AddTexturesTo(this.back);
if(this.front != null) this.front.AddTexturesTo(other.front);
// Change sidedefs
if(!JoinChangeSidedefs(other, false, back)) return false;
}
else
{
// Other line single sided?
if(other.back == null)
{
// This line with its back to the other?
if(this.start == other.end)
{
// Copy textures
if(other.back != null) other.back.AddTexturesTo(this.front);
if(this.back != null) this.back.AddTexturesTo(other.front);
// Change sidedefs
if(!JoinChangeSidedefs(other, false, front)) return false;
}
else
{
// Copy textures
if(other.back != null) other.back.AddTexturesTo(this.back);
if(this.front != null) this.front.AddTexturesTo(other.front);
// Change sidedefs
if(!JoinChangeSidedefs(other, false, back)) return false;
}
}
// This line single sided?
else if(this.back == null)
{
// Other line with its back to this?
if(other.start == this.end)
{
// Copy textures
if(other.back != null) other.back.AddTexturesTo(this.front);
if(this.back != null) this.back.AddTexturesTo(other.front);
// Change sidedefs
if(!JoinChangeSidedefs(other, false, front)) return false;
}
else
{
// Copy textures
if(other.front != null) other.front.AddTexturesTo(this.front);
if(this.back != null) this.back.AddTexturesTo(other.back);
// Change sidedefs
if(!JoinChangeSidedefs(other, true, front)) return false;
}
}
else
{
// This line with its back to the other?
if(this.start == other.end)
{
// Copy textures
if(other.back != null) other.back.AddTexturesTo(this.front);
if(this.back != null) this.back.AddTexturesTo(other.front);
// Change sidedefs
if(!JoinChangeSidedefs(other, false, front)) return false;
}
else
{
// Copy textures
if(other.back != null) other.back.AddTexturesTo(this.back);
if(this.front != null) this.front.AddTexturesTo(other.front);
// Change sidedefs
if(!JoinChangeSidedefs(other, false, back)) return false;
}
}
}
// Apply single/double sided flags if the double-sided-ness changed
if( (!l1was2s && ((other.Front != null) && (other.Back != null))) ||
(l1was2s && ((other.Front == null) || (other.Back == null))) )
other.ApplySidedFlags();
// Remove unneeded textures
if(other.front != null) other.front.RemoveUnneededTextures(!(l1was2s && l2was2s));
if(other.back != null) other.back.RemoveUnneededTextures(!(l1was2s && l2was2s));
}
// If either of the two lines was selected, keep the other selected
if(this.Selected) other.Selected = true;
if(this.marked) other.marked = true;
// I got killed by the other.
this.Dispose();
General.Map.IsChanged = true;
return true;
}
// This changes sidedefs (used for joining lines)
// target: The linedef on which to remove or create a new sidedef
// front: Side on which to remove or create the sidedef (true for front side)
// newside: The side from which to copy the properties to the new sidedef.
// If this is null, no sidedef will be created (only removed)
// Returns false when the operation could not be completed.
private bool JoinChangeSidedefs(Linedef target, bool front, Sidedef newside)
{
Sidedef sd;
// Change sidedefs
if(front)
{
if(target.front != null) target.front.Dispose();
}
else
{
if(target.back != null) target.back.Dispose();
}
if(newside != null)
{
sd = map.CreateSidedef(target, front, newside.Sector);
if(sd == null) return false;
newside.CopyPropertiesTo(sd);
sd.Marked = newside.Marked;
}
return true;
}
//mxd
internal void UpdateColorPreset() {
for(int i = 0; i < General.Map.ConfigSettings.LinedefColorPresets.Length; i++) {
if(General.Map.ConfigSettings.LinedefColorPresets[i].Matches(this)) {
colorPresetIndex = i;
return;
}
}
colorPresetIndex = -1;
}
//mxd
private void applyTextureOffsetUDMF(Sidedef side, int distance) {
float scaleTop = side.Fields.GetValue("scalex_top", 1.0f);
float scaleMid = side.Fields.GetValue("scalex_mid", 1.0f);
float scaleLow = side.Fields.GetValue("scalex_bottom", 1.0f);
//top
if(side.HighTexture.Length > 1 && General.Map.Data.GetFlatExists(side.HighTexture)) {
ImageData texture = General.Map.Data.GetFlatImage(side.HighTexture);
if(side.Fields.ContainsKey("offsetx_top")) {
float value = side.Fields.GetValue("offsetx_top", 0f);
float offset = (float)(Math.Round((value + distance) * scaleTop) % texture.Width);
if(offset != 0)
side.Fields["offsetx_top"].Value = offset;
else
side.Fields.Remove("offsetx_top");
} else if(side.HighRequired()) {
float offset = (float)(Math.Round(distance * scaleTop) % texture.Width);
if(offset != 0)
side.Fields.Add("offsetx_top", new UniValue(UniversalType.Float, offset));
}
}
//middle
if(side.MiddleTexture.Length > 1 && General.Map.Data.GetFlatExists(side.MiddleTexture)){
ImageData texture = General.Map.Data.GetFlatImage(side.MiddleTexture);
if(side.Fields.ContainsKey("offsetx_mid")) {
float value = side.Fields.GetValue("offsetx_mid", 0f);
float offset = (float)(Math.Round((value + distance) * scaleMid) % texture.Width);
if(offset != 0)
side.Fields["offsetx_mid"].Value = offset;
else
side.Fields.Remove("offsetx_mid");
} else if(side.MiddleRequired()) {
float offset = (float)(Math.Round(distance * scaleMid) % texture.Width);
if(offset != 0)
side.Fields.Add("offsetx_mid", new UniValue(UniversalType.Float, offset));
}
}
//bottom
if(side.LowTexture.Length > 1 && General.Map.Data.GetFlatExists(side.LowTexture)){
ImageData texture = General.Map.Data.GetFlatImage(side.LowTexture);
if(side.Fields.ContainsKey("offsetx_bottom")) {
float value = side.Fields.GetValue("offsetx_bottom", 0f);
float offset = (float)(Math.Round((value + distance) * scaleLow) % texture.Width);
if(offset != 0)
side.Fields["offsetx_bottom"].Value = offset;
else
side.Fields.Remove("offsetx_bottom");
} else if(side.LowRequired()) {
float offset = (float)(Math.Round(distance * scaleLow) % texture.Width);
if(offset != 0)
side.Fields.Add("offsetx_bottom", new UniValue(UniversalType.Float, offset));
}
}
}
// String representation
public override string ToString()
{
return "Linedef " + listindex;
}
#endregion
#region ================== Changes
// This updates all properties
public void Update(Dictionary<string, bool> flags, int activate, int tag, int action, int[] args)
{
BeforePropsChange();
// Apply changes
this.flags = new Dictionary<string, bool>(flags);
this.tag = tag;
this.activate = activate;
this.action = action;
this.args = new int[NUM_ARGS];
args.CopyTo(this.args, 0);
this.updateneeded = true;
}
#endregion
}
}