mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 12:51:30 +00:00
157 lines
4.3 KiB
C#
157 lines
4.3 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;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
[ErrorChecker("Check for stucked things", true, 1000)]
|
|
public class CheckStuckedThings : ErrorChecker
|
|
{
|
|
#region ================== Constants
|
|
|
|
private const float ALLOWED_STUCK_DISTANCE = 6.0f;
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
// Constructor
|
|
public CheckStuckedThings()
|
|
{
|
|
// Total progress is done when all things are checked
|
|
SetTotalProgress(General.Map.Map.Things.Count);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This runs the check
|
|
public override void Run()
|
|
{
|
|
// Go for all the things
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
ThingTypeInfo info = General.Map.Config.GetThingInfo(t.Type);
|
|
bool stucked = false;
|
|
|
|
// Check this thing for getting stucked?
|
|
if( (info.ErrorCheck == ThingTypeInfo.THING_ERROR_INSIDE_STUCKED) &&
|
|
(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);
|
|
|
|
// Go for all the lines to see if this thing is stucked
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
// Test only single-sided lines
|
|
if(l.Back == null)
|
|
{
|
|
// Test if line ends are inside the thing
|
|
if(PointInRect(lt, rb, l.Start.Position) ||
|
|
PointInRect(lt, rb, l.End.Position))
|
|
{
|
|
// Thing stucked in line!
|
|
stucked = 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 stucked in line!
|
|
stucked = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Stucked?
|
|
if(stucked)
|
|
{
|
|
// Make result
|
|
SubmitResult(new ResultStuckedThing(t));
|
|
}
|
|
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!
|
|
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);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|