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398 lines
12 KiB
C#
398 lines
12 KiB
C#
#region ================== Copyright (c) 2014 Boris Iwanski
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/*
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* Copyright (c) 2014 Boris Iwanski
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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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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.BuilderModes;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Plugins;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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namespace CodeImp.DoomBuilder.ThreeDFloorMode
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{
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public class ThreeDFloor
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{
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private Sector sector;
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private List<Sector> taggedsectors;
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private List<Sector> sectorstotag;
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private List<Sector> sectorstountag;
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private string bordertexture;
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private string topflat;
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private string bottomflat;
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private Vector3D floorslope;
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private double floorslopeoffset;
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private Vector3D ceilingslope;
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private double ceilingslopeoffset;
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private int type;
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private int flags;
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private int alpha;
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private int brightness;
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private int topheight;
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private int bottomheight;
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private bool isnew;
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private int udmftag;
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private List<int> tags;
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private LinedefProperties linedefproperties;
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private SectorProperties sectorproperties;
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public static Rectangle controlsectorarea = new Rectangle(-512, 512, 512, -512);
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public Sector Sector { get { return sector; } }
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public List<Sector> TaggedSectors { get { return taggedsectors; } set { taggedsectors = value; } }
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public List<Sector> SectorsToTag { get { return sectorstotag; } set { sectorstotag = value; } }
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public List<Sector> SectorsToUntag { get { return sectorstountag; } set { sectorstountag = value; } }
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public string BorderTexture { get { return bordertexture; } set { bordertexture = value; } }
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public string TopFlat { get { return topflat; } set { topflat = value; } }
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public string BottomFlat { get { return bottomflat; } set { bottomflat = value; } }
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public int Type { get { return type; } set { type = value; } }
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public int Flags { get { return flags; } set { flags = value; } }
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public int Alpha { get { return alpha; } set { alpha = value; } }
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public int Brightness { get { return brightness; }set { brightness = value; } }
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public int TopHeight { get { return topheight; } set { topheight = value; } }
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public int BottomHeight { get { return bottomheight; } set { bottomheight = value; } }
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public bool IsNew { get { return isnew; } set { isnew = value; } }
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public int UDMFTag { get { return udmftag; } set { udmftag = value; } }
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public List<int> Tags { get { return tags; } set { tags = value; } }
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public Vector3D FloorSlope { get { return floorslope; } set { floorslope = value; } }
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public double FloorSlopeOffset { get { return floorslopeoffset; } set { floorslopeoffset = value; } }
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public Vector3D CeilingSlope { get { return ceilingslope; } set { ceilingslope = value; } }
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public double CeilingSlopeOffset { get { return ceilingslopeoffset; } set { ceilingslopeoffset = value; } }
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public LinedefProperties LinedefProperties { get { return linedefproperties; } }
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public SectorProperties SectorProperties { get { return sectorproperties; } }
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public ThreeDFloor()
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{
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sector = null;
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taggedsectors = new List<Sector>();
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topflat = General.Settings.DefaultCeilingTexture;
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bottomflat = General.Settings.DefaultFloorTexture;
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topheight = General.Settings.DefaultCeilingHeight;
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bottomheight = General.Settings.DefaultFloorHeight;
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bordertexture = General.Settings.DefaultTexture;
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type = 1;
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flags = 0;
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tags = new List<int>();
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floorslope = new Vector3D(0.0f, 0.0f, 0.0f);
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floorslopeoffset = 0.0f;
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ceilingslope = new Vector3D(0.0f, 0.0f, 0.0f);
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ceilingslopeoffset = 0.0f;
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linedefproperties = null;
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sectorproperties = null;
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alpha = 255;
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}
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public ThreeDFloor(Sector sector) : this(sector, General.Map.Map.Sectors)
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{
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// Nothing extra do do here
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}
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public ThreeDFloor(Sector sector, IEnumerable<Sector> potentialsectors)
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{
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if (sector == null)
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throw new Exception("Sector can't be null");
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this.sector = sector;
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taggedsectors = new List<Sector>();
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topflat = sector.CeilTexture;
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bottomflat = sector.FloorTexture;
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topheight = sector.CeilHeight;
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bottomheight = sector.FloorHeight;
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brightness = sector.Brightness;
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tags = new List<int>();
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floorslope = sector.FloorSlope;
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floorslopeoffset = sector.FloorSlopeOffset;
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ceilingslope = sector.CeilSlope;
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ceilingslopeoffset = sector.CeilSlopeOffset;
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foreach (Sidedef sd in sector.Sidedefs)
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{
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if (sd.Line.Action >= 100 && sd.Line.Action < 300)
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{
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bordertexture = sd.MiddleTexture;
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udmftag = sd.Line.Args[0];
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type = sd.Line.Args[1];
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flags = sd.Line.Args[2];
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alpha = sd.Line.Args[3];
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linedefproperties = new LinedefProperties(sd.Line);
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sectorproperties = new SectorProperties(sector);
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foreach (Sector s in BuilderPlug.GetSectorsByTag(potentialsectors, sd.Line.Args[0]))
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{
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if(!taggedsectors.Contains(s))
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taggedsectors.Add(s);
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}
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}
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}
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}
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public void BindTag(int tag, LinedefProperties ldprops)
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{
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Linedef line = null;
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// try to find an line without an action
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foreach (Sidedef sd in sector.Sidedefs)
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{
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if (sd.Line.Action == 0 && sd.Line.Tag == 0 && line == null)
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line = sd.Line;
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// if a line of the control sector already has the tag
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// nothing has to be done
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if (sd.Line.Args[0] == tag)
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{
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return;
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}
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}
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// no lines without an action, so a line has to get split
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// find the longest line to split
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if (line == null)
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{
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line = sector.Sidedefs.First().Line;
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foreach (Sidedef sd in sector.Sidedefs)
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{
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if (sd.Line.Length > line.Length)
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line = sd.Line;
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}
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// Lines may not have a length of less than 1 after splitting
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if (line.Length / 2 < 1)
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throw new Exception("Can't split more lines in Sector " + line.Front.Sector.Index.ToString() + ".");
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Vertex v = General.Map.Map.CreateVertex(line.Line.GetCoordinatesAt(0.5f));
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v.SnapToAccuracy();
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line = line.Split(v);
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General.Map.Map.Update();
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General.Interface.RedrawDisplay();
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}
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if(ldprops != null)
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ldprops.Apply(new List<Linedef>() { line }, false);
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line.Action = 100;
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line.Args[0] = tag;
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line.Args[1] = type;
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line.Args[2] = flags;
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line.Args[3] = alpha;
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}
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public void UpdateGeometry()
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{
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if (sector == null)
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throw new Exception("3D floor has no geometry");
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sector.CeilHeight = topheight;
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sector.FloorHeight = bottomheight;
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sector.SetCeilTexture(topflat);
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sector.SetFloorTexture(bottomflat);
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sector.Brightness = brightness;
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sector.Tags = tags;
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sector.FloorSlope = floorslope;
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sector.FloorSlopeOffset = floorslopeoffset;
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sector.CeilSlope = ceilingslope;
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sector.CeilSlopeOffset = ceilingslopeoffset;
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foreach (Sidedef sd in sector.Sidedefs)
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{
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sd.SetTextureMid(bordertexture);
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if (sd.Line.Action >= 100 && sd.Line.Action < 300)
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{
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// We need to update the linedef's args, but we can't do it directly because otherwise their state will not be saved for the undo snapshot,
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// so we're using the linedef's update method
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sd.Line.Update(sd.Line.GetFlags(), sd.Line.Activate, sd.Line.Tags, sd.Line.Action, new int[] { sd.Line.Args[0], type, flags, alpha, sd.Line.Args[4] });
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}
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}
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}
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public bool CreateGeometry(List<int> tagblacklist, List<DrawnVertex> alldrawnvertices)
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{
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int newtag;
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return CreateGeometry(tagblacklist, alldrawnvertices, null, null, false, out newtag);
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}
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public bool CreateGeometry(List<int> tagblacklist, List<DrawnVertex> alldrawnvertices, LinedefProperties ldprops, SectorProperties sectorprops, bool forcenewtag, out int newtag)
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{
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List<Vertex> vertices = new List<Vertex>();
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Vector3D slopetopthingpos = new Vector3D(0, 0, 0);
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Vector3D slopebottomthingpos = new Vector3D(0, 0, 0);
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Line2D slopeline = new Line2D(0, 0, 0, 0);
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newtag = -1;
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// We need 5 vertices to draw the control sector
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if(alldrawnvertices.Count < 5)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Could not draw new sector: not enough vertices");
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return false;
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}
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// Get the first 5 vertices in the list and also remove them from the list, so that creating further
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// control sectors won't use them
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List<DrawnVertex> drawnvertices = alldrawnvertices.GetRange(0, 5);
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alldrawnvertices.RemoveRange(0, 5);
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// drawnvertices = BuilderPlug.Me.ControlSectorArea.GetNewControlSectorVertices();
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if (Tools.DrawLines(drawnvertices) == false)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Could not draw new sector");
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return false;
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}
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sector = General.Map.Map.GetMarkedSectors(true)[0];
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if (sectorprops != null)
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sectorprops.Apply(new List<Sector>() { sector }, false);
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sector.FloorHeight = bottomheight;
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sector.CeilHeight = topheight;
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sector.SetFloorTexture(bottomflat);
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sector.SetCeilTexture(topflat);
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sector.Brightness = brightness;
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sector.FloorSlope = floorslope;
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sector.FloorSlopeOffset = floorslopeoffset;
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sector.CeilSlope = ceilingslope;
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sector.CeilSlopeOffset = ceilingslopeoffset;
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foreach (Sidedef sd in sector.Sidedefs)
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{
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sd.Line.Front.SetTextureMid(bordertexture);
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}
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if (!sector.Fields.ContainsKey("user_managed_3d_floor"))
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sector.Fields.Add("user_managed_3d_floor", new UniValue(UniversalType.Boolean, true));
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sector.Fields["comment"] = new UniValue(UniversalType.String, "[!]DO NOT DELETE! This sector is managed by the 3D floor plugin.");
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// With multiple tag support in UDMF only one tag is needed, so bind it right away
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if (General.Map.UDMF == true && General.Map.Config.SectorMultiTag)
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{
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if (isnew || forcenewtag)
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{
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newtag = udmftag = BuilderPlug.Me.ControlSectorArea.GetNewSectorTag(tagblacklist);
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tagblacklist.Add(udmftag);
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}
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BindTag(udmftag, ldprops);
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}
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return true;
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}
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public void Cleanup()
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{
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int taggedLines = 0;
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foreach (Sidedef sd in sector.Sidedefs)
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{
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if ((sd.Line.Action >= 100 && sd.Line.Action < 300) && BuilderPlug.GetSectorsByTag(sd.Line.Args[0]).Count == 0)
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{
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sd.Line.Action = 0;
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for (int i = 0; i < sd.Line.Args.Length; i++)
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sd.Line.Args[i] = 0;
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}
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if (sd.Line.Action != 0)
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taggedLines++;
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}
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if (taggedLines == 0)
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{
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DeleteControlSector(sector);
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}
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}
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private void DeleteControlSector(Sector sector)
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{
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if (sector == null)
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return;
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General.Map.Map.BeginAddRemove();
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// Get all the linedefs
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List<Linedef> lines = new List<Linedef>(sector.Sidedefs.Count);
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foreach (Sidedef side in sector.Sidedefs) lines.Add(side.Line);
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// Dispose the sector
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sector.Dispose();
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// Check all the lines
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for (int i = lines.Count - 1; i >= 0; i--)
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{
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// If the line has become orphaned, remove it
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if ((lines[i].Front == null) && (lines[i].Back == null))
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{
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// Remove line
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lines[i].Dispose();
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}
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else
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{
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// If the line only has a back side left, flip the line and sides
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if ((lines[i].Front == null) && (lines[i].Back != null))
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{
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lines[i].FlipVertices();
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lines[i].FlipSidedefs();
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}
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// Check textures.
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if (lines[i].Front.MiddleRequired() && (lines[i].Front.MiddleTexture.Length == 0 || lines[i].Front.MiddleTexture == "-"))
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{
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if (lines[i].Front.HighTexture.Length > 0 && lines[i].Front.HighTexture != "-")
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{
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lines[i].Front.SetTextureMid(lines[i].Front.HighTexture);
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}
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else if (lines[i].Front.LowTexture.Length > 0 && lines[i].Front.LowTexture != "-")
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{
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lines[i].Front.SetTextureMid(lines[i].Front.LowTexture);
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}
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}
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// Do we still need high/low textures?
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lines[i].Front.RemoveUnneededTextures(false);
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// Update sided flags
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lines[i].ApplySidedFlags();
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}
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}
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General.Map.Map.EndAddRemove();
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}
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public void DeleteControlSector()
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{
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DeleteControlSector(sector);
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}
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}
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}
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