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175 lines
5 KiB
C#
175 lines
5 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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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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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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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.Actions;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Config;
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using System.Threading;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check for stuck things", true, 1000)]
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public class CheckStuckedThings : ErrorChecker
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{
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#region ================== Constants
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private const int PROGRESS_STEP = 10;
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private const float ALLOWED_STUCK_DISTANCE = 6.0f;
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public CheckStuckedThings()
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{
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// Total progress is done when all things are checked
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SetTotalProgress(General.Map.Map.Things.Count / PROGRESS_STEP);
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}
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#endregion
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#region ================== Methods
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// This runs the check
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public override void Run()
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{
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BlockMap blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap;
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int progress = 0;
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int stepprogress = 0;
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// Go for all the things
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foreach(Thing t in General.Map.Map.Things)
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{
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ThingTypeInfo info = General.Map.Data.GetThingInfo(t.Type);
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bool stucked = false;
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// Check this thing for getting stucked?
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if( (info.ErrorCheck == ThingTypeInfo.THING_ERROR_INSIDE_STUCKED) &&
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(info.Blocking > ThingTypeInfo.THING_BLOCKING_NONE))
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{
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// Make square coordinates from thing
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float blockingsize = t.Size - ALLOWED_STUCK_DISTANCE;
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Vector2D lt = new Vector2D(t.Position.x - blockingsize, t.Position.y - blockingsize);
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Vector2D rb = new Vector2D(t.Position.x + blockingsize, t.Position.y + blockingsize);
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// Go for all the lines to see if this thing is stucked
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List<BlockEntry> blocks = blockmap.GetSquareRange(new RectangleF(lt.x, lt.y, (rb.x - lt.x), (rb.y - lt.y)));
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Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
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foreach(BlockEntry b in blocks)
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{
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foreach(Linedef l in b.Lines)
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{
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// Only test when sinlge-sided and not already checked
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if((l.Back == null) && !doneblocklines.ContainsKey(l))
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{
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// Test if line ends are inside the thing
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if(PointInRect(lt, rb, l.Start.Position) ||
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PointInRect(lt, rb, l.End.Position))
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{
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// Thing stucked in line!
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stucked = true;
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}
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// Test if the line intersects the square
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else if(Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, lt.y, rb.x, lt.y) ||
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Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, lt.y, rb.x, rb.y) ||
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Line2D.GetIntersection(l.Start.Position, l.End.Position, rb.x, rb.y, lt.x, rb.y) ||
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Line2D.GetIntersection(l.Start.Position, l.End.Position, lt.x, rb.y, lt.x, lt.y))
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{
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// Thing stucked in line!
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stucked = true;
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}
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// Checked
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doneblocklines.Add(l, l);
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}
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}
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}
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}
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// Stucked?
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if(stucked)
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{
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// Make result
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SubmitResult(new ResultStuckedThing(t));
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}
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else
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{
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// Check this thing for being outside the map?
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if(info.ErrorCheck >= ThingTypeInfo.THING_ERROR_INSIDE)
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{
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// Get the nearest line to see if the thing is outside the map
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bool outside = false;
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Linedef l = General.Map.Map.NearestLinedef(t.Position);
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if(l.SideOfLine(t.Position) <= 0)
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{
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outside = (l.Front == null);
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}
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else
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{
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outside = (l.Back == null);
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}
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// Outside the map?
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if(outside)
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{
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// Make result
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SubmitResult(new ResultThingOutside(t));
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}
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}
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}
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// Handle thread interruption
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try { Thread.Sleep(0); }
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catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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}
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// Point in rect?
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private bool PointInRect(Vector2D lt, Vector2D rb, Vector2D p)
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{
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return (p.x >= lt.x) && (p.x <= rb.x) && (p.y >= lt.y) && (p.y <= rb.y);
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}
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#endregion
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}
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}
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