mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-22 10:00:51 +00:00
c1b6728f74
- Property dialogs now verify numeric input against the file format limitation
448 lines
11 KiB
C#
448 lines
11 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;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using System.Text;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Config;
|
|
using System.Drawing;
|
|
using CodeImp.DoomBuilder.IO;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.Map
|
|
{
|
|
public sealed class Thing : SelectableElement
|
|
{
|
|
#region ================== Constants
|
|
|
|
public const int NUM_ARGS = 5;
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Map
|
|
private MapSet map;
|
|
|
|
// Sector
|
|
private Sector sector = null;
|
|
|
|
// List items
|
|
private LinkedListNode<Thing> mainlistitem;
|
|
private LinkedListNode<Thing> selecteditem;
|
|
|
|
// Properties
|
|
private int type;
|
|
private Vector3D pos;
|
|
private float angle;
|
|
private Dictionary<string, bool> flags;
|
|
private int tag;
|
|
private int action;
|
|
private int[] args;
|
|
|
|
// Configuration
|
|
private float size;
|
|
private PixelColor color;
|
|
private bool fixedsize;
|
|
private float iconoffset; // Arrow or dot coordinate offset on the texture
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public MapSet Map { get { return map; } }
|
|
public int Type { get { return type; } set { type = value; } }
|
|
public Vector3D Position { get { return pos; } }
|
|
public float Angle { get { return angle; } }
|
|
public int AngleDeg { get { return (int)Angle2D.RadToDeg(angle); } }
|
|
public Dictionary<string, bool> Flags { get { return flags; } }
|
|
public int Action { get { return action; } set { action = value; } }
|
|
public int[] Args { get { return args; } }
|
|
public float Size { get { return size; } }
|
|
public float IconOffset { get { return iconoffset; } }
|
|
public PixelColor Color { get { return color; } }
|
|
public bool FixedSize { get { return fixedsize; } }
|
|
public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > General.Map.FormatInterface.HighestTag)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
|
|
public Sector Sector { get { return sector; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Constructor
|
|
internal Thing(MapSet map, LinkedListNode<Thing> listitem)
|
|
{
|
|
// Initialize
|
|
this.map = map;
|
|
this.mainlistitem = listitem;
|
|
this.flags = new Dictionary<string, bool>();
|
|
this.args = new int[NUM_ARGS];
|
|
|
|
// 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;
|
|
|
|
// Remove from main list
|
|
mainlistitem.List.Remove(mainlistitem);
|
|
|
|
// Remove from sector
|
|
//if(sector != null) sector.DetachThing(sectorlistitem);
|
|
|
|
// Clean up
|
|
mainlistitem = null;
|
|
map = null;
|
|
sector = null;
|
|
|
|
// Dispose base
|
|
base.Dispose();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Management
|
|
|
|
// Serialize / deserialize
|
|
internal void ReadWrite(IReadWriteStream s)
|
|
{
|
|
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 type);
|
|
s.rwVector3D(ref pos);
|
|
s.rwFloat(ref angle);
|
|
s.rwInt(ref tag);
|
|
s.rwInt(ref action);
|
|
for(int i = 0; i < NUM_ARGS; i++) s.rwInt(ref args[i]);
|
|
}
|
|
|
|
// This copies all properties to another thing
|
|
public void CopyPropertiesTo(Thing t)
|
|
{
|
|
// Copy properties
|
|
t.type = type;
|
|
t.angle = angle;
|
|
t.pos = pos;
|
|
t.flags = new Dictionary<string,bool>(flags);
|
|
t.tag = tag;
|
|
t.action = action;
|
|
t.args = (int[])args.Clone();
|
|
t.size = size;
|
|
t.color = color;
|
|
t.iconoffset = iconoffset;
|
|
t.fixedsize = fixedsize;
|
|
base.CopyPropertiesTo(t);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the index of the specified thing. This is a O(n) operation.
|
|
/// </summary>
|
|
public int GetIndex()
|
|
{
|
|
return map.GetIndexForThing(this);
|
|
}
|
|
|
|
// This determines which sector the thing is in and links it
|
|
public void DetermineSector()
|
|
{
|
|
Linedef nl;
|
|
|
|
// Find the nearest linedef on the map
|
|
nl = map.NearestLinedef(pos);
|
|
if(nl != null)
|
|
{
|
|
// Check what side of line we are at
|
|
if(nl.SideOfLine(pos) < 0f)
|
|
{
|
|
// Front side
|
|
if(nl.Front != null) sector = nl.Front.Sector; else sector = null;
|
|
}
|
|
else
|
|
{
|
|
// Back side
|
|
if(nl.Back != null) sector = nl.Back.Sector; else sector = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sector = null;
|
|
}
|
|
}
|
|
|
|
// This determines which sector the thing is in and links it
|
|
public void DetermineSector(VisualBlockMap blockmap)
|
|
{
|
|
Linedef nl;
|
|
|
|
// Find nearest sectors using the blockmap
|
|
List<Sector> possiblesectors = blockmap.GetBlock(blockmap.GetBlockCoordinates(pos)).Sectors;
|
|
|
|
// Check in which sector we are
|
|
sector = null;
|
|
foreach(Sector s in possiblesectors)
|
|
{
|
|
if(s.Intersect(pos))
|
|
{
|
|
sector = s;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This translates the flags into UDMF fields
|
|
internal void TranslateToUDMF()
|
|
{
|
|
// First make a single integer with all flags
|
|
int bits = 0;
|
|
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();
|
|
foreach(FlagTranslation f in General.Map.Config.ThingFlagsTranslation)
|
|
{
|
|
// 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++)
|
|
flags[f.Fields[i]] = !f.FieldValues[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
// This translates UDMF fields back into the normal flags
|
|
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.ThingFlags)
|
|
{
|
|
// Flag must be numeric
|
|
int flagbit = 0;
|
|
if(int.TryParse(f.Key, out flagbit))
|
|
{
|
|
foreach(FlagTranslation ft in General.Map.Config.ThingFlagsTranslation)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Selected
|
|
protected override void DoSelect()
|
|
{
|
|
base.DoSelect();
|
|
selecteditem = map.SelectedThings.AddLast(this);
|
|
}
|
|
|
|
// Deselect
|
|
protected override void DoUnselect()
|
|
{
|
|
base.DoUnselect();
|
|
if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
|
|
selecteditem = null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Changes
|
|
|
|
// This moves the thing
|
|
// NOTE: This does not update sector! (call DetermineSector)
|
|
public void Move(Vector3D newpos)
|
|
{
|
|
// Change position
|
|
this.pos = newpos;
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// This moves the thing
|
|
// NOTE: This does not update sector! (call DetermineSector)
|
|
public void Move(Vector2D newpos)
|
|
{
|
|
// Change position
|
|
this.pos = new Vector3D(newpos.x, newpos.y, pos.z);
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// This moves the thing
|
|
// NOTE: This does not update sector! (call DetermineSector)
|
|
public void Move(float x, float y, float zoffset)
|
|
{
|
|
// Change position
|
|
this.pos = new Vector3D(x, y, zoffset);
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// This rotates the thing
|
|
public void Rotate(float newangle)
|
|
{
|
|
// Change angle
|
|
this.angle = newangle;
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// This updates all properties
|
|
// NOTE: This does not update sector! (call DetermineSector)
|
|
public void Update(int type, float x, float y, float zoffset, float angle,
|
|
Dictionary<string, bool> flags, int tag, int action, int[] args)
|
|
{
|
|
// Apply changes
|
|
this.type = type;
|
|
this.angle = angle;
|
|
this.flags = new Dictionary<string, bool>(flags);
|
|
this.tag = tag;
|
|
this.action = action;
|
|
this.args = new int[NUM_ARGS];
|
|
args.CopyTo(this.args, 0);
|
|
this.Move(x, y, zoffset);
|
|
}
|
|
|
|
// This updates the settings from configuration
|
|
public void UpdateConfiguration()
|
|
{
|
|
ThingTypeInfo ti;
|
|
|
|
// Lookup settings
|
|
ti = General.Map.Data.GetThingInfo(type);
|
|
|
|
// Apply size
|
|
size = ti.Radius;
|
|
fixedsize = ti.FixedSize;
|
|
|
|
// Color valid?
|
|
if((ti.Color >= 0) && (ti.Color < ColorCollection.NUM_THING_COLORS))
|
|
{
|
|
// Apply color
|
|
color = General.Colors.Colors[ti.Color + ColorCollection.THING_COLORS_OFFSET];
|
|
}
|
|
else
|
|
{
|
|
// Unknown thing color
|
|
color = General.Colors.Colors[ColorCollection.THING_COLORS_OFFSET];
|
|
}
|
|
|
|
// Apply icon offset (arrow or dot)
|
|
if(ti.Arrow) iconoffset = 0f; else iconoffset = 0.25f;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This snaps the vertex to the grid
|
|
public void SnapToGrid()
|
|
{
|
|
// Calculate nearest grid coordinates
|
|
this.Move(General.Map.Grid.SnappedToGrid((Vector2D)pos));
|
|
}
|
|
|
|
// This snaps the vertex to the map format accuracy
|
|
public void SnapToAccuracy()
|
|
{
|
|
// Round the coordinates
|
|
Vector3D newpos = new Vector3D((float)Math.Round(pos.x, General.Map.FormatInterface.VertexDecimals),
|
|
(float)Math.Round(pos.y, General.Map.FormatInterface.VertexDecimals),
|
|
(float)Math.Round(pos.z, General.Map.FormatInterface.VertexDecimals));
|
|
this.Move(newpos);
|
|
}
|
|
|
|
// This returns the distance from given coordinates
|
|
public float DistanceToSq(Vector2D p)
|
|
{
|
|
return Vector2D.DistanceSq(p, pos);
|
|
}
|
|
|
|
// This returns the distance from given coordinates
|
|
public float DistanceTo(Vector2D p)
|
|
{
|
|
return Vector2D.Distance(p, pos);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|