mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-11 21:01:22 +00:00
55e640b6e1
- Some small optimizations in the classic 2D rendering (cached linedef flags, reduced some unneeded redrawing)
497 lines
12 KiB
C#
497 lines
12 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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#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 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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// 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 angle; } }
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public int AngleDeg { get { return (int)Angle2D.RadToDeg(angle); } }
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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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#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.rwFloat(ref angle);
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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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}
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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.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 = (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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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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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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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.angle = newangle;
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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, 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.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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