UltimateZoneBuilder/Source/Core/Map/Sidedef.cs
MaxED 34703ce89d Rewritten vertex/linedef/sector dragging logic. Now it processes line-line intersections. And handles more corner cases. And has less bugs. Probably.
Fixed, Edit Selection mode: texture scale was flipped when "Floor/Ceiling Transform" -> "Scale" was enabled.
Changed: a warning is no longer displayed when trying to compile an empty SCRIPTS lump.
Updated ZDoom_DECORATE.cfg.
2016-05-29 00:38:55 +00:00

774 lines
22 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.IO;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Sidedef : MapElement
{
#region ================== Variables
// Map
private MapSet map;
// List items
private LinkedListNode<Sidedef> sectorlistitem;
// Owner
private Linedef linedef;
// Sector
private Sector sector;
// Properties
private int offsetx;
private int offsety;
private string texnamehigh;
private string texnamemid;
private string texnamelow;
private long longtexnamehigh;
private long longtexnamemid;
private long longtexnamelow;
//mxd. UDMF properties
private Dictionary<string, bool> flags;
// Clone
private int serializedindex;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public bool IsFront { get { return (linedef != null) && (this == linedef.Front); } }
public Linedef Line { get { return linedef; } }
public Sidedef Other { get { return (this == linedef.Front ? linedef.Back : linedef.Front); } }
public Sector Sector { get { return sector; } }
internal Dictionary<string, bool> Flags { get { return flags; } } //mxd
public float Angle { get { return (IsFront ? linedef.Angle : Angle2D.Normalized(linedef.Angle + Angle2D.PI)); } }
public int OffsetX { get { return offsetx; } set { BeforePropsChange(); offsetx = value; } }
public int OffsetY { get { return offsety; } set { BeforePropsChange(); offsety = value; } }
public string HighTexture { get { return texnamehigh; } }
public string MiddleTexture { get { return texnamemid; } }
public string LowTexture { get { return texnamelow; } }
public long LongHighTexture { get { return longtexnamehigh; } }
public long LongMiddleTexture { get { return longtexnamemid; } }
public long LongLowTexture { get { return longtexnamelow; } }
internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Sidedef(MapSet map, int listindex, Linedef l, bool front, Sector s)
{
// Initialize
this.elementtype = MapElementType.SIDEDEF; //mxd
this.map = map;
this.listindex = listindex;
this.texnamehigh = "-";
this.texnamemid = "-";
this.texnamelow = "-";
this.longtexnamehigh = MapSet.EmptyLongName;
this.longtexnamemid = MapSet.EmptyLongName;
this.longtexnamelow = MapSet.EmptyLongName;
this.flags = new Dictionary<string, bool>(StringComparer.Ordinal); //mxd
// Attach linedef
this.linedef = l;
if(l != null)
{
if(front)
l.AttachFrontP(this);
else
l.AttachBackP(this);
}
// Attach sector
SetSectorP(s);
if(map == General.Map.Map)
General.Map.UndoRedo.RecAddSidedef(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;
if(map == General.Map.Map)
General.Map.UndoRedo.RecRemSidedef(this);
// Remove from main list
map.RemoveSidedef(listindex);
// Detach from linedef
if(linedef != null) linedef.DetachSidedefP(this);
// Detach from sector
SetSectorP(null);
// Clean up
sectorlistitem = null;
linedef = null;
map = null;
sector = null;
//mxd. Restore isdisposed so base classes can do their disposal job
isdisposed = false;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Management
// Call this before changing properties
protected override void BeforePropsChange()
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecPrpSidedef(this);
}
// Serialize / deserialize (passive: this doesn't record)
new internal void ReadWrite(IReadWriteStream s)
{
if(!s.IsWriting) BeforePropsChange();
base.ReadWrite(s);
//mxd
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, 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 offsetx);
s.rwInt(ref offsety);
s.rwString(ref texnamehigh);
s.rwString(ref texnamemid);
s.rwString(ref texnamelow);
s.rwLong(ref longtexnamehigh);
s.rwLong(ref longtexnamemid);
s.rwLong(ref longtexnamelow);
}
// This copies all properties to another sidedef
public void CopyPropertiesTo(Sidedef s)
{
s.BeforePropsChange();
// Copy properties
s.offsetx = offsetx;
s.offsety = offsety;
s.texnamehigh = texnamehigh;
s.texnamemid = texnamemid;
s.texnamelow = texnamelow;
s.longtexnamehigh = longtexnamehigh;
s.longtexnamemid = longtexnamemid;
s.longtexnamelow = longtexnamelow;
s.flags = new Dictionary<string, bool>(flags); //mxd
base.CopyPropertiesTo(s);
}
// This changes sector
public void SetSector(Sector newsector)
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecRefSidedefSector(this);
// Change sector
SetSectorP(newsector);
}
internal void SetSectorP(Sector newsector)
{
// Detach from sector
if(sector != null && !sector.IsDisposed) //mxd
sector.DetachSidedefP(sectorlistitem);
// Change sector
sector = newsector;
// Attach to sector
if(sector != null && !sector.IsDisposed) //mxd
sectorlistitem = sector.AttachSidedefP(this);
General.Map.IsChanged = true;
}
// This sets the linedef
public void SetLinedef(Linedef ld, bool front)
{
if(linedef != null) linedef.DetachSidedefP(this);
if(ld != null)
{
if(front)
ld.AttachFront(this);
else
ld.AttachBack(this);
}
}
// This sets the linedef (passive: this doesn't tell the linedef and doesn't record)
internal void SetLinedefP(Linedef ld)
{
linedef = ld;
}
//mxd. This translates UDMF fields back into the normal flags and activations
internal void TranslateFromUDMF()
{
// Try to translate UDMF texture offsets to regular ones
if(longtexnamemid != MapSet.EmptyLongName && MiddleRequired())
{
offsetx += (int)UniFields.GetFloat(this.Fields, "offsetx_mid");
offsety += (int)UniFields.GetFloat(this.Fields, "offsety_mid");
}
else if(longtexnamehigh != MapSet.EmptyLongName && HighRequired())
{
offsetx += (int)UniFields.GetFloat(this.Fields, "offsetx_top");
offsety += (int)UniFields.GetFloat(this.Fields, "offsety_top");
}
else if(longtexnamelow != MapSet.EmptyLongName && LowRequired())
{
offsetx += (int)UniFields.GetFloat(this.Fields, "offsetx_bottom");
offsety += (int)UniFields.GetFloat(this.Fields, "offsety_bottom");
}
// Clear UDMF-related properties
this.Fields.Clear();
this.Flags.Clear();
}
#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<string, bool> GetFlags()
{
return new Dictionary<string, bool>(flags);
}
// This clears all flags
public void ClearFlags()
{
BeforePropsChange();
flags.Clear();
}
// This removes textures that are not required
public void RemoveUnneededTextures(bool removemiddle) { RemoveUnneededTextures(removemiddle, false, false); }
public void RemoveUnneededTextures(bool removemiddle, bool force, bool shiftmiddle)
{
bool changed = false; //mxd
// Check if the line or sectors have no action or tags because
// if they do, any texture on this side could be needed
if(force || ((linedef.Tag == 0) && (linedef.Action == 0) && (sector.Tag == 0) &&
((Other == null) || (Other.sector.Tag == 0))))
{
/*if(!HighRequired())
{
BeforePropsChange(); //mxd
changed = true;
this.texnamehigh = "-";
this.longtexnamehigh = MapSet.EmptyLongName;
General.Map.IsChanged = true;
}
else*/ if(shiftmiddle && this.longtexnamehigh == MapSet.EmptyLongName && HighRequired()) //mxd
{
SetTextureHigh(this.texnamemid);
changed = true;
}
/*if(!LowRequired())
{
if(!changed) //mxd
{
BeforePropsChange();
changed = true;
}
this.texnamelow = "-";
this.longtexnamelow = MapSet.EmptyLongName;
General.Map.IsChanged = true;
}
else*/ if(shiftmiddle && this.longtexnamelow == MapSet.EmptyLongName && LowRequired()) //mxd
{
SetTextureLow(this.texnamemid);
changed = true;
}
}
// The middle texture can be removed regardless of any sector tag or linedef action
if(!MiddleRequired() && removemiddle)
{
if(!changed) BeforePropsChange(); //mxd
this.texnamemid = "-";
this.longtexnamemid = MapSet.EmptyLongName;
General.Map.IsChanged = true;
}
}
/// <summary>
/// This checks if a texture is required
/// </summary>
public bool HighRequired()
{
// Doublesided?
if(Other != null)
{
//mxd. Check sloped ceilings...
if(General.Map.UDMF && this.sector != Other.Sector)
{
float thisstartz = this.sector.CeilHeight;
float thisendz = this.sector.CeilHeight;
float otherstartz = Other.sector.CeilHeight;
float otherendz = Other.sector.CeilHeight;
// Check if this side is affected by UDMF slope (it overrides vertex heights, riiiiiight?..) TODO: check this!
if(this.sector.CeilSlope.GetLengthSq() > 0)
{
Plane ceil = new Plane(this.sector.CeilSlope, this.sector.CeilSlopeOffset);
thisstartz = ceil.GetZ(this.Line.Start.Position);
thisendz = ceil.GetZ(this.Line.End.Position);
}
else if(this.sector.Sidedefs.Count == 3) // Check vertex heights on this side
{
if(!float.IsNaN(this.Line.Start.ZCeiling)) thisstartz = this.Line.Start.ZCeiling;
if(!float.IsNaN(this.Line.End.ZCeiling)) thisendz = this.Line.End.ZCeiling;
}
// Check if other side is affected by UDMF slope (it overrides vertex heights, riiiiiight?..) TODO: check this!
if(Other.sector.CeilSlope.GetLengthSq() > 0)
{
Plane ceil = new Plane(Other.sector.CeilSlope, Other.sector.CeilSlopeOffset);
otherstartz = ceil.GetZ(this.Line.Start.Position);
otherendz = ceil.GetZ(this.Line.End.Position);
}
else if(Other.sector.Sidedefs.Count == 3) // Check other line's vertex heights
{
if(!float.IsNaN(this.Line.Start.ZCeiling)) otherstartz = this.Line.Start.ZCeiling;
if(!float.IsNaN(this.Line.End.ZCeiling)) otherendz = this.Line.End.ZCeiling;
}
// Texture is required when our start or end vertex is higher than on the other side.
if(thisstartz > otherstartz || thisendz > otherendz) return true;
}
// Texture is required when ceiling of other side is lower
return (Other.sector.CeilHeight < this.sector.CeilHeight);
}
return false;
}
/// <summary>
/// This checks if a texture is required
/// </summary>
public bool MiddleRequired()
{
// Texture is required when the line is singlesided
return (Other == null);
}
/// <summary>
/// This checks if a texture is required
/// </summary>
public bool LowRequired()
{
// Doublesided?
if(Other != null)
{
//mxd. Check sloped floors...
if(General.Map.UDMF && this.sector != Other.Sector)
{
float thisstartz = this.sector.FloorHeight;
float thisendz = this.sector.FloorHeight;
float otherstartz = Other.sector.FloorHeight;
float otherendz = Other.sector.FloorHeight;
// Check if this side is affected by UDMF slope (it overrides vertex heights, riiiiiight?..) TODO: check this!
if(this.sector.FloorSlope.GetLengthSq() > 0)
{
Plane floor = new Plane(this.sector.FloorSlope, this.sector.FloorSlopeOffset);
thisstartz = floor.GetZ(this.Line.Start.Position);
thisendz = floor.GetZ(this.Line.End.Position);
}
else if(this.sector.Sidedefs.Count == 3) // Check vertex heights on this side
{
if(!float.IsNaN(this.Line.Start.ZFloor)) thisstartz = this.Line.Start.ZFloor;
if(!float.IsNaN(this.Line.End.ZFloor)) thisendz = this.Line.End.ZFloor;
}
// Check if other side is affected by UDMF slope (it overrides vertex heights, riiiiiight?..) TODO: check this!
if(Other.sector.FloorSlope.GetLengthSq() > 0)
{
Plane floor = new Plane(Other.sector.FloorSlope, Other.sector.FloorSlopeOffset);
otherstartz = floor.GetZ(this.Line.Start.Position);
otherendz = floor.GetZ(this.Line.End.Position);
}
else if(Other.sector.Sidedefs.Count == 3) // Check other line's vertex heights
{
if(!float.IsNaN(this.Line.Start.ZFloor)) otherstartz = this.Line.Start.ZFloor;
if(!float.IsNaN(this.Line.End.ZFloor)) otherendz = this.Line.End.ZFloor;
}
// Texture is required when our start or end vertex is lower than on the other side.
if(thisstartz < otherstartz || thisendz < otherendz) return true;
}
// Texture is required when floor of other side is higher
return (Other.sector.FloorHeight > this.sector.FloorHeight);
}
return false;
}
/// <summary>
/// This returns the height of the upper wall part. Returns 0 when no upper part exists.
/// </summary>
public int GetHighHeight()
{
Sidedef other = this.Other;
if(other != null)
{
int top = this.sector.CeilHeight;
int bottom = other.sector.CeilHeight;
int height = top - bottom;
return (height > 0) ? height : 0;
}
return 0;
}
/// <summary>
/// This returns the height of the middle wall part.
/// </summary>
public int GetMiddleHeight()
{
Sidedef other = this.Other;
if(other != null)
{
int top = Math.Min(this.Sector.CeilHeight, other.Sector.CeilHeight);
int bottom = Math.Max(this.Sector.FloorHeight, other.Sector.FloorHeight);
int height = top - bottom;
return (height > 0) ? height : 0;
}
else
{
int top = this.Sector.CeilHeight;
int bottom = this.Sector.FloorHeight;
int height = top - bottom;
return (height > 0) ? height : 0;
}
}
/// <summary>
/// This returns the height of the lower wall part. Returns 0 when no lower part exists.
/// </summary>
public int GetLowHeight()
{
Sidedef other = this.Other;
if(other != null)
{
int top = other.sector.FloorHeight;
int bottom = this.sector.FloorHeight;
int height = top - bottom;
return (height > 0) ? height : 0;
}
return 0;
}
// This creates a checksum from the sidedef properties
// Used for faster sidedefs compression
public uint GetChecksum()
{
CRC crc = new CRC();
crc.Add(sector.FixedIndex);
crc.Add(offsetx);
crc.Add(offsety);
crc.Add(longtexnamehigh);
crc.Add(longtexnamelow);
crc.Add(longtexnamemid);
return (uint)(crc.Value & 0x00000000FFFFFFFF);
}
// This copies textures to another sidedef
// And possibly also the offsets
public void AddTexturesTo(Sidedef s)
{
int copyoffsets = 0;
// s cannot be null
if(s == null) return;
s.BeforePropsChange();
// Upper texture set?
if((texnamehigh.Length > 0) && (texnamehigh != "-"))
{
// Copy upper texture
s.texnamehigh = texnamehigh;
s.longtexnamehigh = longtexnamehigh;
// Counts as a half coice for copying offsets
copyoffsets += 1;
//mxd. Also copy UDMF offsets and scale
if(General.Map.UDMF)
{
UniFields.SetFloat(s.Fields, "offsetx_top", Fields.GetValue("offsetx_top", 0f), 0f);
UniFields.SetFloat(s.Fields, "offsety_top", Fields.GetValue("offsety_top", 0f), 0f);
UniFields.SetFloat(s.Fields, "scalex_top", Fields.GetValue("scalex_top", 1.0f), 1.0f);
UniFields.SetFloat(s.Fields, "scaley_top", Fields.GetValue("scaley_top", 1.0f), 1.0f);
}
}
// Middle texture set?
if((texnamemid.Length > 0) && (texnamemid != "-"))
{
// Copy middle texture
s.texnamemid = texnamemid;
s.longtexnamemid = longtexnamemid;
// Counts for copying offsets
copyoffsets += 2;
//mxd. Also copy UDMF offsets and scale
if(General.Map.UDMF)
{
UniFields.SetFloat(s.Fields, "offsetx_mid", Fields.GetValue("offsetx_mid", 0f), 0f);
UniFields.SetFloat(s.Fields, "offsety_mid", Fields.GetValue("offsety_mid", 0f), 0f);
UniFields.SetFloat(s.Fields, "scalex_mid", Fields.GetValue("scalex_mid", 1.0f), 1.0f);
UniFields.SetFloat(s.Fields, "scaley_mid", Fields.GetValue("scaley_mid", 1.0f), 1.0f);
}
}
// Lower texture set?
if((texnamelow.Length > 0) && (texnamelow != "-"))
{
// Copy middle texture
s.texnamelow = texnamelow;
s.longtexnamelow = longtexnamelow;
// Counts as a half coice for copying offsets
copyoffsets += 1;
//mxd. Also copy UDMF offsets and scale
if(General.Map.UDMF)
{
UniFields.SetFloat(s.Fields, "offsetx_bottom", Fields.GetValue("offsetx_bottom", 0f), 0f);
UniFields.SetFloat(s.Fields, "offsety_bottom", Fields.GetValue("offsety_bottom", 0f), 0f);
UniFields.SetFloat(s.Fields, "scalex_bottom", Fields.GetValue("scalex_bottom", 1.0f), 1.0f);
UniFields.SetFloat(s.Fields, "scaley_bottom", Fields.GetValue("scaley_bottom", 1.0f), 1.0f);
}
}
// Copy offsets also?
if(copyoffsets >= 2)
{
// Copy offsets
s.offsetx = offsetx;
s.offsety = offsety;
}
General.Map.IsChanged = true;
}
//mxd. String representation
public override string ToString()
{
#if DEBUG
return "Sidedef " + listindex + (marked ? " (marked)" : "") + " (Line " + linedef.Index + (linedef.Marked ? " (marked)" : "") + ", Sector " + sector.Index + (sector.Marked ? " (marked)" : "") + ")";
#else
return "Sidedef " + listindex;
#endif
}
#endregion
#region ================== Changes
// This updates all properties
public void Update(int offsetx, int offsety, string thigh, string tmid, string tlow)
{
Update(offsetx, offsety, thigh, tmid, tlow, new Dictionary<string, bool>(StringComparer.Ordinal));
}
//mxd. This updates all properties (UDMF version)
public void Update(int offsetx, int offsety, string thigh, string tmid, string tlow, Dictionary<string, bool> flags)
{
BeforePropsChange();
// Apply changes
this.offsetx = offsetx;
this.offsety = offsety;
this.flags = new Dictionary<string, bool>(flags); //mxd
//SetTextureMid(tmid);
//SetTextureLow(tlow);
//SetTextureHigh(thigh);
//mxd. Set mid texture
texnamemid = string.IsNullOrEmpty(tmid) ? "-" : tmid;
longtexnamemid = Lump.MakeLongName(tmid);
//mxd. Set low texture
texnamelow = string.IsNullOrEmpty(tlow) ? "-" : tlow;
longtexnamelow = Lump.MakeLongName(tlow);
//mxd. Set high texture
texnamehigh = string.IsNullOrEmpty(thigh) ? "-" : thigh;
longtexnamehigh = Lump.MakeLongName(texnamehigh);
//mxd. Map is changed
General.Map.IsChanged = true;
}
// This sets texture
public void SetTextureHigh(string name)
{
BeforePropsChange();
texnamehigh = string.IsNullOrEmpty(name) ? "-" : name; //mxd
longtexnamehigh = Lump.MakeLongName(name);
General.Map.IsChanged = true;
}
// This sets texture
public void SetTextureMid(string name)
{
BeforePropsChange();
texnamemid = string.IsNullOrEmpty(name) ? "-" : name; //mxd;
longtexnamemid = Lump.MakeLongName(name);
General.Map.IsChanged = true;
}
// This sets texture
public void SetTextureLow(string name)
{
BeforePropsChange();
texnamelow = string.IsNullOrEmpty(name) ? "-" : name; //mxd;
longtexnamelow = Lump.MakeLongName(name);
General.Map.IsChanged = true;
}
// This sets udmf texture offset
public void SetUdmfTextureOffsetX(int offset)
{
this.Fields.BeforeFieldsChange();
//top
if(longtexnamehigh != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(texnamehigh))
{
ImageData texture = General.Map.Data.GetTextureImage(texnamehigh);
float scaleTop = Fields.GetValue("scalex_top", 1.0f);
float value = Fields.GetValue("offsetx_top", 0f);
float result = (float)(Math.Round(value + offset * scaleTop) % texture.Width);
UniFields.SetFloat(Fields, "offsetx_top", result);
}
//middle
if(longtexnamemid != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(texnamemid))
{
ImageData texture = General.Map.Data.GetTextureImage(texnamemid);
float scaleMid = Fields.GetValue("scalex_mid", 1.0f);
float value = Fields.GetValue("offsetx_mid", 0f);
float result = (float)(Math.Round(value + offset * scaleMid) % texture.Width);
UniFields.SetFloat(Fields, "offsetx_mid", result);
}
//bottom
if(longtexnamelow != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(texnamelow))
{
ImageData texture = General.Map.Data.GetTextureImage(texnamelow);
float scaleLow = Fields.GetValue("scalex_bottom", 1.0f);
float value = Fields.GetValue("offsetx_bottom", 0f);
float result = (float)(Math.Round(value + offset * scaleLow) % texture.Width);
UniFields.SetFloat(Fields, "offsetx_bottom", result);
}
}
#endregion
}
}