UltimateZoneBuilder/Source/Core/Map/Sector.cs

892 lines
26 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 System.Drawing;
using CodeImp.DoomBuilder.Rendering;
using System.Collections.ObjectModel;
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Sector : SelectableElement
{
#region ================== Constants
internal const int SLOPE_DECIMALS = 7;
#endregion
#region ================== Variables
// Map
private MapSet map;
// List items
private LinkedListNode<Sector> selecteditem;
// Sidedefs
private LinkedList<Sidedef> sidedefs;
// Properties
private int fixedindex;
private int floorheight;
private int ceilheight;
private string floortexname;
private string ceiltexname;
private long longfloortexname;
private long longceiltexname;
private int effect;
private List<int> tags; //mxd
private int brightness;
//mxd. UDMF properties
private Dictionary<string, bool> flags;
// Cloning
private Sector clone;
private int serializedindex;
// Triangulation
private bool updateneeded;
private bool triangulationneeded;
private RectangleF bbox;
private Triangulation triangles;
private FlatVertex[] flatvertices;
private ReadOnlyCollection<LabelPositionInfo> labels;
private readonly SurfaceEntryCollection surfaceentries;
//mxd. Rendering
private Color4 fogColor;
private bool hasFogColor;
private bool useOutsideFog;
//mxd. Slopes
private Vector3D floorslope;
private float flooroffset;
private Vector3D ceilslope;
private float ceiloffset;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
/// <summary>
/// An unique index that does not change when other sectors are removed.
/// </summary>
public int FixedIndex { get { return fixedindex; } }
public int FloorHeight { get { return floorheight; } set { BeforePropsChange(); floorheight = value; } }
public int CeilHeight { get { return ceilheight; } set { BeforePropsChange(); ceilheight = value; } }
public string FloorTexture { get { return floortexname; } }
public string CeilTexture { get { return ceiltexname; } }
public long LongFloorTexture { get { return longfloortexname; } }
public long LongCeilTexture { get { return longceiltexname; } }
internal Dictionary<string, bool> Flags { get { return flags; } } //mxd
public int Effect { get { return effect; } set { BeforePropsChange(); effect = value; } }
public int Tag { get { return tags[0]; } set { BeforePropsChange(); tags[0] = value; if((value < General.Map.FormatInterface.MinTag) || (value > General.Map.FormatInterface.MaxTag)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } } //mxd
public List<int> Tags { get { return tags; } set { BeforePropsChange(); tags = value; } } //mxd
public int Brightness { get { return brightness; } set { BeforePropsChange(); brightness = value; updateneeded = true; } }
public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; triangulationneeded |= value; } }
public RectangleF BBox { get { return bbox; } }
internal Sector Clone { get { return clone; } set { clone = value; } }
internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
public Triangulation Triangles { get { return triangles; } }
public FlatVertex[] FlatVertices { get { return flatvertices; } }
public ReadOnlyCollection<LabelPositionInfo> Labels { get { return labels; } }
//mxd. Rednering
public Color4 FogColor { get { return fogColor; } }
public bool HasFogColor { get { return hasFogColor; } }
public bool UsesOutsideFog { get { return useOutsideFog; } }
//mxd. Slopes
public Vector3D FloorSlope { get { return floorslope; } set { BeforePropsChange(); floorslope = value; updateneeded = true; } }
public float FloorSlopeOffset { get { return flooroffset; } set { BeforePropsChange(); flooroffset = value; updateneeded = true; } }
public Vector3D CeilSlope { get { return ceilslope; } set { BeforePropsChange(); ceilslope = value; updateneeded = true; } }
public float CeilSlopeOffset { get { return ceiloffset; } set { BeforePropsChange(); ceiloffset = value; updateneeded = true; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Sector(MapSet map, int listindex, int index)
{
// Initialize
this.map = map;
this.listindex = listindex;
this.sidedefs = new LinkedList<Sidedef>();
this.fixedindex = index;
this.floortexname = "-";
this.ceiltexname = "-";
this.longfloortexname = MapSet.EmptyLongName;
this.longceiltexname = MapSet.EmptyLongName;
this.flags = new Dictionary<string, bool>(StringComparer.Ordinal); //mxd
this.tags = new List<int> { 0 }; //mxd
this.updateneeded = true;
this.triangulationneeded = true;
this.surfaceentries = new SurfaceEntryCollection();
if(map == General.Map.Map)
General.Map.UndoRedo.RecAddSector(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 the sidedefs that are attached to this sector
// because a sidedef cannot exist without reference to its sector.
if(map.AutoRemove)
foreach(Sidedef sd in sidedefs) sd.Dispose();
else
foreach(Sidedef sd in sidedefs) sd.SetSectorP(null);
if(map == General.Map.Map)
General.Map.UndoRedo.RecRemSector(this);
// Remove from main list
map.RemoveSector(listindex);
// Register the index as free
map.AddSectorIndexHole(fixedindex);
// Free surface entry
General.Map.CRenderer2D.Surfaces.FreeSurfaces(surfaceentries);
// Clean up
sidedefs = null;
map = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Management
// Call this before changing properties
protected override void BeforePropsChange()
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecPrpSector(this);
}
// Serialize / deserialize (passive: this doesn't record)
new internal void ReadWrite(IReadWriteStream s)
{
if(!s.IsWriting)
{
BeforePropsChange();
updateneeded = true;
}
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 fixedindex);
s.rwInt(ref floorheight);
s.rwInt(ref ceilheight);
s.rwString(ref floortexname);
s.rwString(ref ceiltexname);
s.rwLong(ref longfloortexname);
s.rwLong(ref longceiltexname);
s.rwInt(ref effect);
s.rwInt(ref brightness);
//mxd. (Re)store tags
if(s.IsWriting)
{
s.wInt(tags.Count);
foreach(int tag in tags) s.wInt(tag);
}
else
{
int c;
s.rInt(out c);
tags = new List<int>(c);
for(int i = 0; i < c; i++)
{
int t;
s.rInt(out t);
tags.Add(t);
}
}
//mxd. Slopes
s.rwFloat(ref flooroffset);
s.rwVector3D(ref floorslope);
s.rwFloat(ref ceiloffset);
s.rwVector3D(ref ceilslope);
}
// After deserialization
internal void PostDeserialize(MapSet map)
{
triangles.PostDeserialize(map);
updateneeded = true;
triangulationneeded = true;
}
// This copies all properties to another sector
public void CopyPropertiesTo(Sector s)
{
s.BeforePropsChange();
// Copy properties
s.ceilheight = ceilheight;
s.ceiltexname = ceiltexname;
s.longceiltexname = longceiltexname;
s.floorheight = floorheight;
s.floortexname = floortexname;
s.longfloortexname = longfloortexname;
s.effect = effect;
s.tags = new List<int>(tags); //mxd
s.flags = new Dictionary<string, bool>(flags); //mxd
s.brightness = brightness;
s.flooroffset = flooroffset; //mxd
s.floorslope = floorslope; //mxd
s.ceiloffset = ceiloffset; //mxd
s.ceilslope = ceilslope; //mxd
s.updateneeded = true;
base.CopyPropertiesTo(s);
}
// This attaches a sidedef and returns the listitem
internal LinkedListNode<Sidedef> AttachSidedefP(Sidedef sd)
{
updateneeded = true;
triangulationneeded = true;
return sidedefs.AddLast(sd);
}
// This detaches a sidedef
internal void DetachSidedefP(LinkedListNode<Sidedef> l)
{
// Not disposing?
if(!isdisposed)
{
// Remove sidedef
updateneeded = true;
triangulationneeded = true;
sidedefs.Remove(l);
// No more sidedefs left?
if((sidedefs.Count == 0) && map.AutoRemove)
{
// This sector is now useless, dispose it
this.Dispose();
}
}
}
// This triangulates the sector geometry
internal void Triangulate()
{
if(updateneeded)
{
// Triangulate again?
if(triangulationneeded || (triangles == null))
{
// Triangulate sector
triangles = Triangulation.Create(this);
triangulationneeded = false;
updateneeded = true;
// Make label positions
labels = Array.AsReadOnly<LabelPositionInfo>(Tools.FindLabelPositions(this).ToArray());
// Number of vertices changed?
if(triangles.Vertices.Count != surfaceentries.totalvertices)
General.Map.CRenderer2D.Surfaces.FreeSurfaces(surfaceentries);
}
}
}
// This makes new vertices as well as floor and ceiling surfaces
internal void CreateSurfaces()
{
if(updateneeded)
{
// Brightness color
int brightint = General.Map.Renderer2D.CalculateBrightness(brightness);
// Make vertices
flatvertices = new FlatVertex[triangles.Vertices.Count];
for(int i = 0; i < triangles.Vertices.Count; i++)
{
flatvertices[i].x = triangles.Vertices[i].x;
flatvertices[i].y = triangles.Vertices[i].y;
flatvertices[i].z = 1.0f;
flatvertices[i].c = brightint;
flatvertices[i].u = triangles.Vertices[i].x;
flatvertices[i].v = triangles.Vertices[i].y;
}
// Create bounding box
bbox = CreateBBox();
// Make update info (this lets the plugin fill in texture coordinates and such)
SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, true, true);
flatvertices.CopyTo(updateinfo.floorvertices, 0);
General.Plugins.OnSectorFloorSurfaceUpdate(this, ref updateinfo.floorvertices);
flatvertices.CopyTo(updateinfo.ceilvertices, 0);
General.Plugins.OnSectorCeilingSurfaceUpdate(this, ref updateinfo.ceilvertices);
updateinfo.floortexture = longfloortexname;
updateinfo.ceiltexture = longceiltexname;
// Update surfaces
General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
// Updated
updateneeded = false;
}
}
// This updates the floor surface
public void UpdateFloorSurface()
{
if(flatvertices == null) return;
// Create floor vertices
SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, true, false);
flatvertices.CopyTo(updateinfo.floorvertices, 0);
General.Plugins.OnSectorFloorSurfaceUpdate(this, ref updateinfo.floorvertices);
updateinfo.floortexture = longfloortexname;
// Update entry
General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
}
// This updates the ceiling surface
public void UpdateCeilingSurface()
{
if(flatvertices == null) return;
// Create ceiling vertices
SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, false, true);
flatvertices.CopyTo(updateinfo.ceilvertices, 0);
General.Plugins.OnSectorCeilingSurfaceUpdate(this, ref updateinfo.ceilvertices);
updateinfo.ceiltexture = longceiltexname;
// Update entry
General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
}
// This updates the sector when changes have been made
public void UpdateCache()
{
// Update if needed
if(updateneeded)
{
Triangulate();
CreateSurfaces();
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
}
}
// Selected
protected override void DoSelect()
{
base.DoSelect();
selecteditem = map.SelectedSectors.AddLast(this);
}
// Deselect
protected override void DoUnselect()
{
base.DoUnselect();
if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
selecteditem = null;
}
// This removes UDMF stuff (mxd)
internal void TranslateFromUDMF()
{
// Clear UDMF-related properties (but keep VirtualSectorField!)
bool isvirtual = this.Fields.ContainsKey(MapSet.VirtualSectorField);
this.Fields.Clear();
if(isvirtual) this.Fields.Add(MapSet.VirtualSectorField, MapSet.VirtualSectorValue);
this.Flags.Clear();
hasFogColor = false;
useOutsideFog = false;
// Reset Slopes
floorslope = new Vector3D();
flooroffset = 0;
ceilslope = new Vector3D();
ceiloffset = 0;
}
#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 checks if the given point is inside the sector polygon
public bool Intersect(Vector2D p)
{
if (MapSet.GetCSFieldBits(p, bbox) != 0) return false; //mxd. Check bounding box
uint c = 0;
// Go for all sidedefs
foreach(Sidedef sd in sidedefs)
{
// Get vertices
Vector2D v1 = sd.Line.Start.Position;
Vector2D v2 = sd.Line.End.Position;
//mxd. On top of a vertex?
if (p == v1 || p == v2) return true;
// Determine min/max values
float miny = Math.Min(v1.y, v2.y);
float maxy = Math.Max(v1.y, v2.y);
float maxx = Math.Max(v1.x, v2.x);
// Check for intersection
if((p.y > miny) && (p.y <= maxy))
{
if(p.x <= maxx)
{
if(v1.y != v2.y)
{
float xint = (p.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x;
if((v1.x == v2.x) || (p.x <= xint)) c++;
}
}
}
}
// Inside this polygon?
return ((c & 0x00000001UL) != 0);
}
// This creates a bounding box rectangle
// This requires the sector triangulation to be up-to-date!
private RectangleF CreateBBox()
{
if(sidedefs.Count == 0) return new RectangleF(); //mxd
// Setup
float left = float.MaxValue;
float top = float.MaxValue;
float right = float.MinValue;
float bottom = float.MinValue;
Dictionary<Vertex, bool> processed = new Dictionary<Vertex, bool>(); //mxd
//mxd. This way bbox will be created even if triangulation failed (sector with 2 or less sidedefs and 2 vertices)
foreach (Sidedef s in sidedefs)
{
//start...
if (!processed.ContainsKey(s.Line.Start))
{
if (s.Line.Start.Position.x < left) left = s.Line.Start.Position.x;
if (s.Line.Start.Position.x > right) right = s.Line.Start.Position.x;
if (s.Line.Start.Position.y < top) top = s.Line.Start.Position.y;
if (s.Line.Start.Position.y > bottom) bottom = s.Line.Start.Position.y;
processed.Add(s.Line.Start, false);
}
//end...
if(!processed.ContainsKey(s.Line.End))
{
if(s.Line.End.Position.x < left) left = s.Line.End.Position.x;
if(s.Line.End.Position.x > right) right = s.Line.End.Position.x;
if(s.Line.End.Position.y < top) top = s.Line.End.Position.y;
if(s.Line.End.Position.y > bottom) bottom = s.Line.End.Position.y;
processed.Add(s.Line.End, false);
}
}
// Return rectangle
return new RectangleF(left, top, right - left, bottom - top);
}
// This joins the sector with another sector
// This sector will be disposed
public void Join(Sector other)
{
// Any sidedefs to move?
if(sidedefs.Count > 0)
{
// Change secter reference on my sidedefs
// This automatically disposes this sector
while(sidedefs != null)
sidedefs.First.Value.SetSector(other);
}
else
{
// No sidedefs attached
// Dispose manually
this.Dispose();
}
General.Map.IsChanged = true;
}
//mxd
public static Geometry.Plane GetFloorPlane(Sector s)
{
if(General.Map.UDMF)
{
// UDMF Sector slope?
if(s.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
return new Geometry.Plane(s.FloorSlope, s.FloorSlopeOffset);
if(s.sidedefs.Count == 3)
{
Geometry.Plane floor = new Geometry.Plane(new Vector3D(0, 0, 1), -s.FloorHeight);
Vector3D[] verts = new Vector3D[3];
bool sloped = false;
int index = 0;
// Check vertices
foreach(Sidedef sd in s.Sidedefs)
{
Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
//create "normal" vertices
verts[index] = new Vector3D(v.Position);
// Check floor
if(!float.IsNaN(v.ZFloor))
{
//vertex offset is absolute
verts[index].z = v.ZFloor;
sloped = true;
}
else
{
verts[index].z = floor.GetZ(v.Position);
}
index++;
}
// Have slope?
return (sloped ? new Geometry.Plane(verts[0], verts[1], verts[2], true) : floor);
}
}
// Have line slope?
foreach (Sidedef side in s.sidedefs)
{
// Carbon copy of EffectLineSlope class here...
if(side.Line.Action == 181 && ((side.Line.Args[0] == 1 && side == side.Line.Front) || side.Line.Args[0] == 2) && side.Other != null)
{
Linedef l = side.Line;
// Find the vertex furthest from the line
Vertex foundv = null;
float founddist = -1.0f;
foreach(Sidedef sd in s.Sidedefs)
{
Vertex v = sd.IsFront ? sd.Line.Start : sd.Line.End;
float d = l.DistanceToSq(v.Position, false);
if(d > founddist)
{
foundv = v;
founddist = d;
}
}
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, side.Other.Sector.FloorHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, side.Other.Sector.FloorHeight);
Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, s.FloorHeight);
return (l.SideOfLine(v3) < 0.0f ? new Geometry.Plane(v1, v2, v3, true) : new Geometry.Plane(v2, v1, v3, true));
}
}
//TODO: other types of slopes...
// Normal (flat) floor plane
return new Geometry.Plane(new Vector3D(0, 0, 1), -s.FloorHeight);
}
//mxd
public static Geometry.Plane GetCeilingPlane(Sector s)
{
if(General.Map.UDMF)
{
// UDMF Sector slope?
if(s.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
return new Geometry.Plane(s.CeilSlope, s.CeilSlopeOffset);
if(s.sidedefs.Count == 3)
{
Geometry.Plane ceiling = new Geometry.Plane(new Vector3D(0, 0, -1), s.CeilHeight);
Vector3D[] verts = new Vector3D[3];
bool sloped = false;
int index = 0;
// Check vertices
foreach(Sidedef sd in s.Sidedefs)
{
Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
//create "normal" vertices
verts[index] = new Vector3D(v.Position);
// Check floor
if(!float.IsNaN(v.ZCeiling))
{
//vertex offset is absolute
verts[index].z = v.ZCeiling;
sloped = true;
}
else
{
verts[index].z = ceiling.GetZ(v.Position);
}
index++;
}
// Have slope?
return (sloped ? new Geometry.Plane(verts[0], verts[2], verts[1], false) : ceiling);
}
}
// Have line slope?
foreach(Sidedef side in s.sidedefs)
{
// Carbon copy of EffectLineSlope class here...
if(side.Line.Action == 181 && ((side.Line.Args[1] == 1 && side == side.Line.Front) || side.Line.Args[1] == 2) && side.Other != null)
{
Linedef l = side.Line;
// Find the vertex furthest from the line
Vertex foundv = null;
float founddist = -1.0f;
foreach(Sidedef sd in s.Sidedefs)
{
Vertex v = sd.IsFront ? sd.Line.Start : sd.Line.End;
float d = l.DistanceToSq(v.Position, false);
if(d > founddist)
{
foundv = v;
founddist = d;
}
}
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, side.Other.Sector.CeilHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, side.Other.Sector.CeilHeight);
Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, s.CeilHeight);
return (l.SideOfLine(v3) > 0.0f ? new Geometry.Plane(v1, v2, v3, false) : new Geometry.Plane(v2, v1, v3, false));
}
}
//TODO: other types of slopes...
// Normal (flat) ceiling plane
return new Geometry.Plane(new Vector3D(0, 0, -1), s.CeilHeight);
}
// String representation
public override string ToString()
{
return "Sector " + listindex;
}
#endregion
#region ================== Changes
//mxd. This updates all properties (Doom/Hexen version)
public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, int tag, int brightness)
{
Update(hfloor, hceil, tfloor, tceil, effect, new Dictionary<string, bool>(StringComparer.Ordinal), new List<int> { tag }, brightness, 0, new Vector3D(), 0, new Vector3D());
}
//mxd. This updates all properties (UDMF version)
public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, Dictionary<string, bool> flags, List<int> tags, int brightness, float flooroffset, Vector3D floorslope, float ceiloffset, Vector3D ceilslope)
{
BeforePropsChange();
// Apply changes
this.floorheight = hfloor;
this.ceilheight = hceil;
//SetFloorTexture(tfloor);
//SetCeilTexture(tceil);
this.effect = effect;
this.tags = new List<int>(tags); //mxd
this.flags = new Dictionary<string, bool>(flags); //mxd
this.brightness = brightness;
this.flooroffset = flooroffset; //mxd
this.floorslope = floorslope; //mxd
this.ceiloffset = ceiloffset; //mxd
this.ceilslope = ceilslope; //mxd
//mxd. Set ceil texture
if(string.IsNullOrEmpty(tceil)) tceil = "-";
ceiltexname = tceil;
longceiltexname = Lump.MakeLongName(ceiltexname);
//mxd. Set floor texture
if(string.IsNullOrEmpty(tfloor)) tfloor = "-"; //mxd
floortexname = tfloor;
longfloortexname = Lump.MakeLongName(tfloor);
//mxd. Map is changed
General.Map.IsChanged = true;
updateneeded = true;
}
// This sets texture
public void SetFloorTexture(string name)
{
BeforePropsChange();
if(string.IsNullOrEmpty(name)) name = "-"; //mxd
floortexname = name;
longfloortexname = General.Map.Data.GetFullLongFlatName(Lump.MakeLongName(name)); //mxd
updateneeded = true;
General.Map.IsChanged = true;
}
// This sets texture
public void SetCeilTexture(string name)
{
BeforePropsChange();
if(string.IsNullOrEmpty(name)) name = "-"; //mxd
ceiltexname = name;
longceiltexname = General.Map.Data.GetFullLongFlatName(Lump.MakeLongName(name)); //mxd
updateneeded = true;
General.Map.IsChanged = true;
}
//mxd. This sets texture lookup
internal void SetFloorTexture(long hash)
{
BeforePropsChange();
longfloortexname = hash;
updateneeded = true;
General.Map.IsChanged = true;
}
//mxd. This sets texture lookup
internal void SetCeilTexture(long hash)
{
BeforePropsChange();
longceiltexname = hash;
updateneeded = true;
General.Map.IsChanged = true;
}
//mxd
public void UpdateFogColor()
{
useOutsideFog = General.Map.Data.MapInfo.HasOutsideFogColor && ceiltexname == General.Map.Config.SkyFlatName;
if(General.Map.UDMF && Fields.ContainsKey("fadecolor"))
fogColor = new Color4((int)Fields["fadecolor"].Value);
else if(useOutsideFog)
fogColor = General.Map.Data.MapInfo.OutsideFogColor;
else if(General.Map.Data.MapInfo.HasFadeColor)
fogColor = General.Map.Data.MapInfo.FadeColor;
else
fogColor = new Color4();
hasFogColor = fogColor.Red > 0 || fogColor.Green > 0 || fogColor.Blue > 0;
}
#endregion
}
}