mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
acb4daa3b1
Fixed a crash when GZDoom Builder tried to load game-specific GLDEFS lump for unknown game. Fixed a typo in "Hexen_things.sfg". Updated to Doom Builder 2 SVN rev. 1564: - Improved stuck thing error checker: now takes vertical position of things into account (where applicable).
252 lines
7.5 KiB
C#
252 lines
7.5 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 System.Windows.Forms;
|
|
using System.IO;
|
|
using System.Reflection;
|
|
using CodeImp.DoomBuilder.Windows;
|
|
using CodeImp.DoomBuilder.IO;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
using CodeImp.DoomBuilder.Actions;
|
|
using CodeImp.DoomBuilder.Types;
|
|
using CodeImp.DoomBuilder.Config;
|
|
using System.Threading;
|
|
using System.Drawing;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
[ErrorChecker("Check stuck things", true, 1000)]
|
|
public class CheckStuckThings : ErrorChecker
|
|
{
|
|
#region ================== Constants
|
|
|
|
private const int PROGRESS_STEP = 10;
|
|
private const float ALLOWED_STUCK_DISTANCE = 6.0f;
|
|
|
|
enum StuckType
|
|
{
|
|
None = 0,
|
|
Line,
|
|
Thing
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
// Constructor
|
|
public CheckStuckThings()
|
|
{
|
|
// Total progress is done when all things are checked
|
|
SetTotalProgress(General.Map.Map.Things.Count / PROGRESS_STEP);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This runs the check
|
|
public override void Run()
|
|
{
|
|
BlockMap<BlockEntry> blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap;
|
|
int progress = 0;
|
|
int stepprogress = 0;
|
|
float maxradius = 0;
|
|
|
|
foreach (ThingTypeInfo tti in General.Map.Data.ThingTypes)
|
|
{
|
|
if (tti.Radius > maxradius) maxradius = tti.Radius;
|
|
}
|
|
|
|
// Go for all the things
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
ThingTypeInfo info = General.Map.Data.GetThingInfo(t.Type);
|
|
bool stuck = false;
|
|
StuckType stucktype = StuckType.None;
|
|
|
|
// Check this thing for getting stuck?
|
|
if( (info.ErrorCheck == ThingTypeInfo.THING_ERROR_INSIDE_STUCK) &&
|
|
(info.Blocking > ThingTypeInfo.THING_BLOCKING_NONE))
|
|
{
|
|
// Make square coordinates from thing
|
|
float blockingsize = t.Size - ALLOWED_STUCK_DISTANCE;
|
|
Vector2D lt = new Vector2D(t.Position.x - blockingsize, t.Position.y - blockingsize);
|
|
Vector2D rb = new Vector2D(t.Position.x + blockingsize, t.Position.y + blockingsize);
|
|
Vector2D bmlt = new Vector2D(t.Position.x - maxradius, t.Position.y - maxradius);
|
|
Vector2D bmrb = new Vector2D(t.Position.x + maxradius, t.Position.y + maxradius);
|
|
|
|
// Go for all the lines to see if this thing is stuck
|
|
List<BlockEntry> blocks = blockmap.GetSquareRange(new RectangleF(bmlt.x, bmlt.y, (bmrb.x - bmlt.x), (bmrb.y - bmlt.y)));
|
|
Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
|
|
|
|
foreach(BlockEntry b in blocks)
|
|
{
|
|
foreach(Linedef l in b.Lines)
|
|
{
|
|
// Only test when sinlge-sided, two-sided + impassable and not already checked
|
|
if(((l.Back == null) || l.IsFlagSet(General.Map.Config.ImpassableFlag)) && !doneblocklines.ContainsKey(l))
|
|
{
|
|
// Test if line ends are inside the thing
|
|
if(PointInRect(lt, rb, l.Start.Position) ||
|
|
PointInRect(lt, rb, l.End.Position))
|
|
{
|
|
// Thing stuck in line!
|
|
stuck = true;
|
|
}
|
|
// Test if the line intersects the square
|
|
else if(Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, lt.y, rb.x, lt.y) ||
|
|
Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, lt.y, rb.x, rb.y) ||
|
|
Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, rb.y, lt.x, rb.y) ||
|
|
Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, rb.y, lt.x, lt.y))
|
|
{
|
|
// Thing stuck in line!
|
|
stuck = true;
|
|
stucktype = StuckType.Line;
|
|
}
|
|
|
|
// Checked
|
|
doneblocklines.Add(l, l);
|
|
}
|
|
}
|
|
|
|
// Check if thing is stuck in other things
|
|
if(info.Blocking != ThingTypeInfo.THING_BLOCKING_NONE) {
|
|
foreach (Thing ot in b.Things)
|
|
{
|
|
// Don't compare the thing with itself
|
|
if (t.Index == ot.Index) continue;
|
|
|
|
// Only check of items that can block
|
|
if (General.Map.Data.GetThingInfo(ot.Type).Blocking == ThingTypeInfo.THING_BLOCKING_NONE) continue;
|
|
|
|
// need to compare the flags
|
|
/* TODO: skill settings
|
|
Dictionary<string, bool> flags1 = t.GetFlags();
|
|
Dictionary<string, bool> flags2 = ot.GetFlags();
|
|
*/
|
|
|
|
if (ThingsOverlap(t, ot))
|
|
{
|
|
stuck = true;
|
|
stucktype = StuckType.Thing;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Stuck?
|
|
if(stuck)
|
|
{
|
|
// Make result
|
|
switch (stucktype)
|
|
{
|
|
case StuckType.Line:
|
|
SubmitResult(new ResultStuckThingInLine(t));
|
|
break;
|
|
|
|
case StuckType.Thing:
|
|
SubmitResult(new ResultStuckThingInThing(t));
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Check this thing for being outside the map?
|
|
if(info.ErrorCheck >= ThingTypeInfo.THING_ERROR_INSIDE)
|
|
{
|
|
// Get the nearest line to see if the thing is outside the map
|
|
bool outside = false;
|
|
Linedef l = General.Map.Map.NearestLinedef(t.Position);
|
|
if(l.SideOfLine(t.Position) <= 0)
|
|
{
|
|
outside = (l.Front == null);
|
|
}
|
|
else
|
|
{
|
|
outside = (l.Back == null);
|
|
}
|
|
|
|
// Outside the map?
|
|
if(outside)
|
|
{
|
|
// Make result
|
|
SubmitResult(new ResultThingOutside(t));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle thread interruption
|
|
try { Thread.Sleep(0); }
|
|
catch(ThreadInterruptedException) { return; }
|
|
|
|
// We are making progress!
|
|
if((++progress / PROGRESS_STEP) > stepprogress)
|
|
{
|
|
stepprogress = (progress / PROGRESS_STEP);
|
|
AddProgress(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Point in rect?
|
|
private bool PointInRect(Vector2D lt, Vector2D rb, Vector2D p)
|
|
{
|
|
return (p.x >= lt.x) && (p.x <= rb.x) && (p.y <= lt.y) && (p.y >= rb.y);
|
|
}
|
|
|
|
// Checks if two things overlap
|
|
private bool ThingsOverlap(Thing t1, Thing t2)
|
|
{
|
|
Vector3D p1 = t1.Position;
|
|
Vector3D p2 = t2.Position;
|
|
ThingTypeInfo t1info = General.Map.Data.GetThingInfo(t1.Type);
|
|
ThingTypeInfo t2info = General.Map.Data.GetThingInfo(t2.Type);
|
|
|
|
// simple bounding box collision detection
|
|
if ( p1.x + t1.Size - ALLOWED_STUCK_DISTANCE < p2.x - t2.Size + ALLOWED_STUCK_DISTANCE ||
|
|
p1.x - t1.Size + ALLOWED_STUCK_DISTANCE > p2.x + t2.Size - ALLOWED_STUCK_DISTANCE ||
|
|
p1.y - t1.Size + ALLOWED_STUCK_DISTANCE > p2.y + t2.Size - ALLOWED_STUCK_DISTANCE ||
|
|
p1.y + t1.Size - ALLOWED_STUCK_DISTANCE < p2.y - t2.Size + ALLOWED_STUCK_DISTANCE)
|
|
return false;
|
|
|
|
// if either thing blocks full height there's no need to check the z-axis
|
|
if (t1info.Blocking == ThingTypeInfo.THING_BLOCKING_FULL || t2info.Blocking == ThingTypeInfo.THING_BLOCKING_FULL)
|
|
return true;
|
|
|
|
// check z-axis
|
|
if (p1.z > p2.z + t2info.Height || p1.z + t1info.Height < p2.z)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|