// This makes sure we are updated with the source linedef information
        public override void Update()
        {
            //mxd. Skip if arg0 is 0.
            if (thing.Args[0] == 0)
            {
                return;
            }

            ThingData td = data.Mode.GetThingData(thing);
            Thing     t  = thing;
            Linedef   ld = sidedef.Line;

            if (ld != null)
            {
                if (t.Type == 9500)
                {
                    SectorData sd = data.Mode.GetSectorData(sidedef.Sector);
                    Vector3D   v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, sd.Floor.plane.GetZ(ld.Start.Position));
                    Vector3D   v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, sd.Floor.plane.GetZ(ld.End.Position));
                    Vector3D   v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + sd.Floor.plane.GetZ(t.Position));
                    sd.AddUpdateSector(data.Sector, true);
                    if (!sd.Updated)
                    {
                        sd.Update();
                    }
                    td.AddUpdateSector(sidedef.Sector, true);
                    sd.Floor.plane = new Plane(v1, v2, v3, true);
                }
                else if (t.Type == 9501)
                {
                    SectorData sd = data.Mode.GetSectorData(sidedef.Sector);
                    Vector3D   v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, sd.Ceiling.plane.GetZ(ld.Start.Position));
                    Vector3D   v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, sd.Ceiling.plane.GetZ(ld.End.Position));
                    Vector3D   v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + sd.Ceiling.plane.GetZ(t.Position));
                    sd.AddUpdateSector(data.Sector, true);
                    if (!sd.Updated)
                    {
                        sd.Update();
                    }
                    td.AddUpdateSector(sidedef.Sector, true);
                    sd.Ceiling.plane = new Plane(v1, v2, v3, false);
                }
            }
        }
Example #2
0
        // This makes sure we are updated with the source linedef information
        public override void Update()
        {
            // Create vertices in clockwise order
            Vector3D[] verts = new Vector3D[3];
            int        index = 0;

            foreach (Sidedef sd in data.Sector.Sidedefs)
            {
                Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;

                // Presume not sloped
                if (slopefloor)
                {
                    verts[index] = new Vector3D(v.Position.x, v.Position.y, data.Floor.plane.GetZ(v.Position));
                }
                else
                {
                    verts[index] = new Vector3D(v.Position.x, v.Position.y, data.Ceiling.plane.GetZ(v.Position));
                }

                //mxd. UDMF vertex offset overrides this effect
                if (General.Map.UDMF)
                {
                    if ((slopefloor && !float.IsNaN(v.ZFloor)) || !float.IsNaN(v.ZCeiling))
                    {
                        index++;
                        continue;
                    }
                }

                // Find the thing at this position
                foreach (Thing t in things)
                {
                    if ((Vector2D)t.Position == v.Position)
                    {
                        ThingData td = data.Mode.GetThingData(t);
                        td.AddUpdateSector(data.Sector, true);
                        verts[index] = t.Position;
                    }
                }

                index++;
            }

            // Make new plane
            if (slopefloor)
            {
                data.Floor.plane = new Plane(verts[0], verts[1], verts[2], true);
            }
            else
            {
                data.Ceiling.plane = new Plane(verts[0], verts[2], verts[1], false);
            }
        }
Example #3
0
        // This makes sure we are updated with the source linedef information
        public override void Update()
        {
            ThingData td = data.Mode.GetThingData(thing);
            Thing     t  = thing;

            // Floor slope thing
            if (t.Type == 9502)
            {
                t.DetermineSector(data.Mode.BlockMap);
                if (t.Sector != null)
                {
                    //mxd. Vertex zheight overrides this effect
                    if (General.Map.UDMF && t.Sector.Sidedefs.Count == 3)
                    {
                        foreach (Sidedef side in t.Sector.Sidedefs)
                        {
                            if (!double.IsNaN(side.Line.Start.ZFloor) || !double.IsNaN(side.Line.End.ZFloor))
                            {
                                return;
                            }
                        }
                    }

                    double   angle         = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle));
                    double   vangle        = Angle2D.DegToRad(General.Clamp(t.Args[0], 0, 180));            //mxd. Don't underestimate user stupidity (or curiosity)!
                    Vector2D point         = new Vector2D(t.Position.x + Math.Cos(angle) * Math.Sin(vangle), t.Position.y + Math.Sin(angle) * Math.Sin(vangle));
                    Vector2D perpendicular = new Line2D(t.Position, point).GetPerpendicular();

                    Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);

                    Vector3D v2 = new Vector3D(
                        point.x + perpendicular.x,
                        point.y + perpendicular.y,
                        t.Position.z + t.Sector.FloorHeight + Math.Cos(vangle)
                        );

                    Vector3D v3 = new Vector3D(
                        point.x - perpendicular.x,
                        point.y - perpendicular.y,
                        t.Position.z + t.Sector.FloorHeight + Math.Cos(vangle)
                        );

                    SectorData sd = data.Mode.GetSectorData(t.Sector);
                    sd.AddUpdateSector(data.Sector, true);
                    if (!sd.Updated)
                    {
                        sd.Update();
                    }
                    td.AddUpdateSector(t.Sector, true);
                    sd.Floor.plane = new Plane(v1, v2, v3, true);
                }
            }
            // Ceiling slope thing
            else if (t.Type == 9503)
            {
                t.DetermineSector(data.Mode.BlockMap);
                if (t.Sector != null)
                {
                    //mxd. Vertex zheight overrides this effect
                    if (General.Map.UDMF && t.Sector.Sidedefs.Count == 3)
                    {
                        foreach (Sidedef side in t.Sector.Sidedefs)
                        {
                            if (!double.IsNaN(side.Line.Start.ZCeiling) || !double.IsNaN(side.Line.End.ZCeiling))
                            {
                                return;
                            }
                        }
                    }

                    double   angle         = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle));
                    double   vangle        = Angle2D.DegToRad(General.Clamp(t.Args[0], 0, 180));            //mxd. Don't underestimate user stupidity (or curiosity)!
                    Vector2D point         = new Vector2D(t.Position.x + Math.Cos(angle) * Math.Sin(vangle), t.Position.y + Math.Sin(angle) * Math.Sin(vangle));
                    Vector2D perpendicular = new Line2D(t.Position, point).GetPerpendicular();

                    Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.CeilHeight);

                    Vector3D v2 = new Vector3D(
                        point.x + perpendicular.x,
                        point.y + perpendicular.y,
                        t.Position.z + t.Sector.CeilHeight + Math.Cos(vangle)
                        );

                    Vector3D v3 = new Vector3D(
                        point.x - perpendicular.x,
                        point.y - perpendicular.y,
                        t.Position.z + t.Sector.CeilHeight + Math.Cos(vangle)
                        );

                    SectorData sd = data.Mode.GetSectorData(t.Sector);
                    sd.AddUpdateSector(data.Sector, true);
                    if (!sd.Updated)
                    {
                        sd.Update();
                    }
                    td.AddUpdateSector(t.Sector, true);
                    sd.Ceiling.plane = new Plane(v1, v2, v3, false);
                }
            }
        }
Example #4
0
        // This makes sure we are updated with the source linedef information
        public override void Update()
        {
            //mxd. Skip if arg0 is 0.
            if (thing.Args[0] == 0)
            {
                return;
            }

            ThingData td = data.Mode.GetThingData(thing);
            Thing     t  = thing;

            // Find the tagged line
            Linedef ld = null;

            foreach (Linedef l in General.Map.Map.Linedefs)
            {
                if (l.Tags.Contains(t.Args[0]))
                {
                    ld = l;
                    break;
                }
            }

            if (ld != null)
            {
                if (t.Type == 9500)
                {
                    // Slope the floor from the linedef to thing
                    t.DetermineSector(data.Mode.BlockMap);
                    if (t.Sector != null)
                    {
                        Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);
                        if (ld.SideOfLine(t.Position) < 0.0f)
                        {
                            Vector3D   v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.FloorHeight);
                            Vector3D   v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.FloorHeight);
                            SectorData sd = data.Mode.GetSectorData(ld.Front.Sector);
                            sd.AddUpdateSector(data.Sector, true);
                            if (!sd.Updated)
                            {
                                sd.Update();
                            }
                            td.AddUpdateSector(ld.Front.Sector, true);
                            sd.Floor.plane = new Plane(v1, v2, v3, true);
                        }
                        else
                        {
                            Vector3D   v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.FloorHeight);
                            Vector3D   v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.FloorHeight);
                            SectorData sd = data.Mode.GetSectorData(ld.Back.Sector);
                            sd.AddUpdateSector(data.Sector, true);
                            if (!sd.Updated)
                            {
                                sd.Update();
                            }
                            td.AddUpdateSector(ld.Back.Sector, true);
                            sd.Floor.plane = new Plane(v2, v1, v3, true);
                        }
                    }
                }
                else if (t.Type == 9501)
                {
                    // Slope the ceiling from the linedef to thing
                    t.DetermineSector(data.Mode.BlockMap);
                    if (t.Sector != null)
                    {
                        td.AddUpdateSector(t.Sector, true);
                        Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.CeilHeight);
                        if (ld.SideOfLine(t.Position) < 0.0f)
                        {
                            Vector3D   v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.CeilHeight);
                            Vector3D   v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.CeilHeight);
                            SectorData sd = data.Mode.GetSectorData(ld.Front.Sector);
                            sd.AddUpdateSector(data.Sector, true);
                            td.AddUpdateSector(ld.Front.Sector, true);
                            if (!sd.Updated)
                            {
                                sd.Update();
                            }
                            sd.Ceiling.plane = new Plane(v1, v2, v3, false);
                        }
                        else
                        {
                            Vector3D   v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.CeilHeight);
                            Vector3D   v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.CeilHeight);
                            SectorData sd = data.Mode.GetSectorData(ld.Back.Sector);
                            sd.AddUpdateSector(data.Sector, true);
                            td.AddUpdateSector(ld.Back.Sector, true);
                            if (!sd.Updated)
                            {
                                sd.Update();
                            }
                            sd.Ceiling.plane = new Plane(v2, v1, v3, false);
                        }
                    }
                }
            }
        }