mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
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901 lines
25 KiB
C#
901 lines
25 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.Generic;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Rendering;
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using System.Collections.ObjectModel;
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using SlimDX;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class Sector : SelectableElement
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{
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#region ================== Constants
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internal const int SLOPE_DECIMALS = 7;
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#endregion
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#region ================== Variables
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// Map
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private MapSet map;
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// List items
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private LinkedListNode<Sector> selecteditem;
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// Sidedefs
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private LinkedList<Sidedef> sidedefs;
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// Properties
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private int fixedindex;
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private int floorheight;
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private int ceilheight;
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private string floortexname;
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private string ceiltexname;
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private long longfloortexname;
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private long longceiltexname;
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private int effect;
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private List<int> tags; //mxd
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private int brightness;
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//mxd. UDMF properties
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private Dictionary<string, bool> flags;
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// Cloning
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private Sector clone;
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private int serializedindex;
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// Triangulation
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private bool updateneeded;
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private bool triangulationneeded;
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private RectangleF bbox;
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private Triangulation triangles;
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private FlatVertex[] flatvertices;
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private ReadOnlyCollection<LabelPositionInfo> labels;
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private readonly SurfaceEntryCollection surfaceentries;
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//mxd. Rendering
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private Color4 fogColor;
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private bool hasFogColor;
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private bool useOutsideFog;
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//mxd. Slopes
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private Vector3D floorslope;
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private float flooroffset;
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private Vector3D ceilslope;
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private float ceiloffset;
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#endregion
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#region ================== Properties
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public MapSet Map { get { return map; } }
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public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
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/// <summary>
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/// An unique index that does not change when other sectors are removed.
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/// </summary>
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public int FixedIndex { get { return fixedindex; } }
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public int FloorHeight { get { return floorheight; } set { BeforePropsChange(); floorheight = value; } }
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public int CeilHeight { get { return ceilheight; } set { BeforePropsChange(); ceilheight = value; } }
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public string FloorTexture { get { return floortexname; } }
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public string CeilTexture { get { return ceiltexname; } }
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public long LongFloorTexture { get { return longfloortexname; } }
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public long LongCeilTexture { get { return longceiltexname; } }
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internal Dictionary<string, bool> Flags { get { return flags; } } //mxd
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public int Effect { get { return effect; } set { BeforePropsChange(); effect = value; } }
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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
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public List<int> Tags { get { return tags; } set { BeforePropsChange(); tags = value; } } //mxd
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public int Brightness { get { return brightness; } set { BeforePropsChange(); brightness = value; updateneeded = true; } }
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public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; triangulationneeded |= value; } }
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public RectangleF BBox { get { return bbox; } }
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internal Sector Clone { get { return clone; } set { clone = value; } }
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internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
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public Triangulation Triangles { get { return triangles; } }
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public FlatVertex[] FlatVertices { get { return flatvertices; } }
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public ReadOnlyCollection<LabelPositionInfo> Labels { get { return labels; } }
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//mxd. Rednering
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public Color4 FogColor { get { return fogColor; } }
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public bool HasFogColor { get { return hasFogColor; } }
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public bool UsesOutsideFog { get { return useOutsideFog; } }
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//mxd. Slopes
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public Vector3D FloorSlope { get { return floorslope; } set { BeforePropsChange(); floorslope = value; updateneeded = true; } }
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public float FloorSlopeOffset { get { return flooroffset; } set { BeforePropsChange(); flooroffset = value; updateneeded = true; } }
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public Vector3D CeilSlope { get { return ceilslope; } set { BeforePropsChange(); ceilslope = value; updateneeded = true; } }
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public float CeilSlopeOffset { get { return ceiloffset; } set { BeforePropsChange(); ceiloffset = value; updateneeded = true; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Sector(MapSet map, int listindex, int index)
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{
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// Initialize
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this.elementtype = MapElementType.SECTOR; //mxd
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this.map = map;
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this.listindex = listindex;
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this.sidedefs = new LinkedList<Sidedef>();
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this.fixedindex = index;
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this.floortexname = "-";
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this.ceiltexname = "-";
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this.longfloortexname = MapSet.EmptyLongName;
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this.longceiltexname = MapSet.EmptyLongName;
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this.flags = new Dictionary<string, bool>(StringComparer.Ordinal); //mxd
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this.tags = new List<int> { 0 }; //mxd
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this.updateneeded = true;
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this.triangulationneeded = true;
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this.triangles = new Triangulation(); //mxd
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this.surfaceentries = new SurfaceEntryCollection();
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if(map == General.Map.Map)
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General.Map.UndoRedo.RecAddSector(this);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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// Dispose the sidedefs that are attached to this sector
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// because a sidedef cannot exist without reference to its sector.
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if(map.AutoRemove)
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foreach(Sidedef sd in sidedefs) sd.Dispose();
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else
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foreach(Sidedef sd in sidedefs) sd.SetSectorP(null);
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if(map == General.Map.Map)
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General.Map.UndoRedo.RecRemSector(this);
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// Remove from main list
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map.RemoveSector(listindex);
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// Register the index as free
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map.AddSectorIndexHole(fixedindex);
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// Free surface entry
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General.Map.CRenderer2D.Surfaces.FreeSurfaces(surfaceentries);
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// Clean up
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sidedefs = null;
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map = null;
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//mxd. Restore isdisposed so base classes can do their disposal job
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isdisposed = false;
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Management
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// Call this before changing properties
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protected override void BeforePropsChange()
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{
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if(map == General.Map.Map)
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General.Map.UndoRedo.RecPrpSector(this);
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}
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// Serialize / deserialize (passive: this doesn't record)
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new internal void ReadWrite(IReadWriteStream s)
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{
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if(!s.IsWriting)
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{
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BeforePropsChange();
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updateneeded = true;
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}
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base.ReadWrite(s);
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//mxd
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if(s.IsWriting)
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{
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s.wInt(flags.Count);
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foreach(KeyValuePair<string, bool> f in flags)
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{
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s.wString(f.Key);
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s.wBool(f.Value);
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}
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}
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else
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{
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int c; s.rInt(out c);
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flags = new Dictionary<string, bool>(c, StringComparer.Ordinal);
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for(int i = 0; i < c; i++)
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{
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string t; s.rString(out t);
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bool b; s.rBool(out b);
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flags.Add(t, b);
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}
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}
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s.rwInt(ref fixedindex);
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s.rwInt(ref floorheight);
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s.rwInt(ref ceilheight);
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s.rwString(ref floortexname);
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s.rwString(ref ceiltexname);
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s.rwLong(ref longfloortexname);
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s.rwLong(ref longceiltexname);
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s.rwInt(ref effect);
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s.rwInt(ref brightness);
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//mxd. (Re)store tags
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if(s.IsWriting)
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{
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s.wInt(tags.Count);
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foreach(int tag in tags) s.wInt(tag);
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}
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else
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{
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int c;
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s.rInt(out c);
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tags = new List<int>(c);
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for(int i = 0; i < c; i++)
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{
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int t;
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s.rInt(out t);
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tags.Add(t);
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}
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}
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//mxd. Slopes
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s.rwFloat(ref flooroffset);
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s.rwVector3D(ref floorslope);
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s.rwFloat(ref ceiloffset);
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s.rwVector3D(ref ceilslope);
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}
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// After deserialization
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internal void PostDeserialize(MapSet map)
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{
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triangles.PostDeserialize(map);
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updateneeded = true;
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triangulationneeded = true;
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}
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// This copies all properties to another sector
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public void CopyPropertiesTo(Sector s)
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{
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s.BeforePropsChange();
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// Copy properties
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s.ceilheight = ceilheight;
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s.ceiltexname = ceiltexname;
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s.longceiltexname = longceiltexname;
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s.floorheight = floorheight;
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s.floortexname = floortexname;
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s.longfloortexname = longfloortexname;
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s.effect = effect;
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s.tags = new List<int>(tags); //mxd
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s.flags = new Dictionary<string, bool>(flags); //mxd
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s.brightness = brightness;
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s.flooroffset = flooroffset; //mxd
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s.floorslope = floorslope; //mxd
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s.ceiloffset = ceiloffset; //mxd
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s.ceilslope = ceilslope; //mxd
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s.updateneeded = true;
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base.CopyPropertiesTo(s);
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}
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// This attaches a sidedef and returns the listitem
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internal LinkedListNode<Sidedef> AttachSidedefP(Sidedef sd)
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{
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updateneeded = true;
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triangulationneeded = true;
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return sidedefs.AddLast(sd);
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}
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// This detaches a sidedef
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internal void DetachSidedefP(LinkedListNode<Sidedef> l)
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{
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// Not disposing?
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if(!isdisposed)
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{
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// Remove sidedef
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updateneeded = true;
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triangulationneeded = true;
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sidedefs.Remove(l);
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// No more sidedefs left?
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if((sidedefs.Count == 0) && map.AutoRemove)
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{
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// This sector is now useless, dispose it
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this.Dispose();
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}
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}
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}
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// This triangulates the sector geometry
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internal void Triangulate()
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{
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if(updateneeded)
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{
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// Triangulate again?
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if(triangulationneeded || (triangles == null))
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{
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// Triangulate sector
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triangles = Triangulation.Create(this);
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triangulationneeded = false;
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updateneeded = true;
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// Make label positions
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labels = Array.AsReadOnly(Tools.FindLabelPositions(this).ToArray());
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// Number of vertices changed?
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if(triangles.Vertices.Count != surfaceentries.totalvertices)
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General.Map.CRenderer2D.Surfaces.FreeSurfaces(surfaceentries);
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}
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}
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}
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// This makes new vertices as well as floor and ceiling surfaces
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internal void CreateSurfaces()
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{
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if(updateneeded)
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{
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// Brightness color
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int brightint = General.Map.Renderer2D.CalculateBrightness(brightness);
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// Make vertices
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flatvertices = new FlatVertex[triangles.Vertices.Count];
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for(int i = 0; i < triangles.Vertices.Count; i++)
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{
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flatvertices[i].x = triangles.Vertices[i].x;
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flatvertices[i].y = triangles.Vertices[i].y;
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flatvertices[i].z = 1.0f;
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flatvertices[i].c = brightint;
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flatvertices[i].u = triangles.Vertices[i].x;
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flatvertices[i].v = triangles.Vertices[i].y;
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}
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// Create bounding box
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bbox = CreateBBox();
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// Make update info (this lets the plugin fill in texture coordinates and such)
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SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, true, true);
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flatvertices.CopyTo(updateinfo.floorvertices, 0);
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General.Plugins.OnSectorFloorSurfaceUpdate(this, ref updateinfo.floorvertices);
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flatvertices.CopyTo(updateinfo.ceilvertices, 0);
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General.Plugins.OnSectorCeilingSurfaceUpdate(this, ref updateinfo.ceilvertices);
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updateinfo.floortexture = longfloortexname;
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updateinfo.ceiltexture = longceiltexname;
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// Update surfaces
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General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
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// Updated
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updateneeded = false;
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}
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}
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// This updates the floor surface
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public void UpdateFloorSurface()
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{
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if(flatvertices == null) return;
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// Create floor vertices
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SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, true, false);
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flatvertices.CopyTo(updateinfo.floorvertices, 0);
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General.Plugins.OnSectorFloorSurfaceUpdate(this, ref updateinfo.floorvertices);
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updateinfo.floortexture = longfloortexname;
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// Update entry
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General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
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General.Map.CRenderer2D.Surfaces.UnlockBuffers();
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}
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// This updates the ceiling surface
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public void UpdateCeilingSurface()
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{
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if(flatvertices == null) return;
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// Create ceiling vertices
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SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, false, true);
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flatvertices.CopyTo(updateinfo.ceilvertices, 0);
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General.Plugins.OnSectorCeilingSurfaceUpdate(this, ref updateinfo.ceilvertices);
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updateinfo.ceiltexture = longceiltexname;
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// Update entry
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General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
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General.Map.CRenderer2D.Surfaces.UnlockBuffers();
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}
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// This updates the sector when changes have been made
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public void UpdateCache()
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{
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// Update if needed
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if(updateneeded)
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{
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Triangulate();
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CreateSurfaces();
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General.Map.CRenderer2D.Surfaces.UnlockBuffers();
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}
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}
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// Selected
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protected override void DoSelect()
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{
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base.DoSelect();
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selecteditem = map.SelectedSectors.AddLast(this);
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}
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// Deselect
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protected override void DoUnselect()
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{
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base.DoUnselect();
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if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
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selecteditem = null;
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}
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// This removes UDMF stuff (mxd)
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internal void TranslateFromUDMF()
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{
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// Clear UDMF-related properties (but keep VirtualSectorField!)
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bool isvirtual = this.Fields.ContainsKey(MapSet.VirtualSectorField);
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this.Fields.Clear();
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if(isvirtual) this.Fields.Add(MapSet.VirtualSectorField, MapSet.VirtualSectorValue);
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this.Flags.Clear();
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hasFogColor = false;
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useOutsideFog = false;
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// Reset Slopes
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floorslope = new Vector3D();
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flooroffset = 0;
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ceilslope = new Vector3D();
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ceiloffset = 0;
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}
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#endregion
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#region ================== Methods
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// This checks and returns a flag without creating it
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public bool IsFlagSet(string flagname)
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{
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return flags.ContainsKey(flagname) && flags[flagname];
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}
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// This sets a flag
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public void SetFlag(string flagname, bool value)
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{
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if(!flags.ContainsKey(flagname) || (IsFlagSet(flagname) != value))
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{
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BeforePropsChange();
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flags[flagname] = value;
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}
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}
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// This returns a copy of the flags dictionary
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public Dictionary<string, bool> GetFlags()
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{
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return new Dictionary<string, bool>(flags);
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}
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// This clears all flags
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public void ClearFlags()
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{
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BeforePropsChange();
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flags.Clear();
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}
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// This checks if the given point is inside the sector polygon
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public bool Intersect(Vector2D p)
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{
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//mxd. Check bounding box first
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if(p.x < bbox.Left || p.x > bbox.Right || p.y < bbox.Top || p.y > bbox.Bottom) return false;
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uint c = 0;
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// Go for all sidedefs
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foreach(Sidedef sd in sidedefs)
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{
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// Get vertices
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Vector2D v1 = sd.Line.Start.Position;
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Vector2D v2 = sd.Line.End.Position;
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//mxd. On top of a vertex?
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if(p == v1 || p == v2) return true;
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// Determine min/max values
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float miny = Math.Min(v1.y, v2.y);
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float maxy = Math.Max(v1.y, v2.y);
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float maxx = Math.Max(v1.x, v2.x);
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// Check for intersection
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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...
|
|
// MascaraSnake: Handle slopes
|
|
if(side.Line.IsRegularSlope && ((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...
|
|
// MascaraSnake: Handle slopes
|
|
if(side.Line.IsRegularSlope && ((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()
|
|
{
|
|
// Sector uses outisde fog when it's ceiling is sky or Sector_Outside effect (87) is set
|
|
useOutsideFog = (General.Map.Data.MapInfo.HasOutsideFogColor && (ceiltexname == General.Map.Config.SkyFlatName || (effect == 87 && General.Map.Config.SectorEffects.ContainsKey(effect))));
|
|
|
|
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
|
|
}
|
|
}
|