#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Geometry; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.Map { public sealed class Sector { #region ================== Constants #endregion #region ================== Variables // Map private MapSet map; // List items private LinkedListNode mainlistitem; // Sidedefs private LinkedList sidedefs; // Things private LinkedList things; // Properties private int index; private int floorheight; private int ceilheight; private string floortexname; private string ceiltexname; private long longfloortexname; private long longceiltexname; private int effect; private int tag; private int brightness; // Selections private bool selected; private bool marked; // Cloning private Sector clone; // Triangulation private bool updateneeded; private TriangleList triangles; // Additional fields private SortedList fields; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public MapSet Map { get { return map; } } public ICollection Sidedefs { get { return sidedefs; } } public ICollection Things { get { return things; } } public bool IsDisposed { get { return isdisposed; } } public int Index { get { return index; } } public int FloorHeight { get { return floorheight; } set { floorheight = value; } } public int CeilHeight { get { return ceilheight; } set { ceilheight = value; } } public string FloorTexture { get { return floortexname; } } public string CeilTexture { get { return ceiltexname; } } public long LongFloorTexture { get { return longfloortexname; } } public long LongCeilTexture { get { return longceiltexname; } } public int Effect { get { return effect; } set { effect = value; } } public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } } public int Brightness { get { return brightness; } set { brightness = value; } } public bool Selected { get { return selected; } set { selected = value; } } public bool Marked { get { return marked; } set { marked = value; } } public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; } } public Sector Clone { get { return clone; } set { clone = value; } } public TriangleList Triangles { get { return triangles; } set { triangles = value; } } public SortedList Fields { get { return fields; } } #endregion #region ================== Constructor / Disposer // Constructor internal Sector(MapSet map, LinkedListNode listitem, int index) { // Initialize this.map = map; this.mainlistitem = listitem; this.sidedefs = new LinkedList(); this.things = new LinkedList(); this.index = index; this.floortexname = "-"; this.ceiltexname = "-"; this.longfloortexname = map.EmptyLongName; this.longceiltexname = map.EmptyLongName; // We have no destructor GC.SuppressFinalize(this); } // Disposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Already set isdisposed so that changes can be prohibited isdisposed = true; // Remove from main list mainlistitem.List.Remove(mainlistitem); // Register the index as free map.AddSectorIndexHole(index); // Dispose the sidedefs that are attached to this sector // because a sidedef cannot exist without reference to its sector. foreach(Sidedef sd in sidedefs) sd.Dispose(); // Clean up mainlistitem = null; sidedefs = null; things = null; map = null; } } #endregion #region ================== Management // This copies all properties to another sector public void CopyPropertiesTo(Sector s) { // Copy properties s.ceilheight = ceilheight; s.ceiltexname = ceiltexname; s.longceiltexname = longceiltexname; s.floorheight = floorheight; s.floortexname = floortexname; s.longfloortexname = longfloortexname; s.effect = effect; s.tag = tag; s.brightness = brightness; if(fields != null) s.MakeFields(fields); s.selected = selected; } // This attaches a sidedef and returns the listitem public LinkedListNode AttachSidedef(Sidedef sd) { updateneeded = true; return sidedefs.AddLast(sd); } // This detaches a sidedef public void DetachSidedef(LinkedListNode l) { // Not disposing? if(!isdisposed) { // Remove sidedef updateneeded = true; sidedefs.Remove(l); // No more sidedefs left? if(sidedefs.Count == 0) { // This sector is now useless, dispose it this.Dispose(); } } } // This attaches a thing and returns the listitem public LinkedListNode AttachThing(Thing t) { return things.AddLast(t); } // This detaches a thing public void DetachThing(LinkedListNode l) { if(!isdisposed) things.Remove(l); } // This updates the sector when changes have been made public void UpdateCache() { // Update if needed if(updateneeded) { // Triangulate sector again triangles = General.EarClipper.PerformTriangulation(this); // Updated updateneeded = false; } } #endregion #region ================== Fields // This makes new fields public void MakeFields() { if(fields != null) fields = new SortedList(); } // This makes fields from another list of fields public void MakeFields(SortedList copyfrom) { if(fields != null) fields = new SortedList(); foreach(KeyValuePair f in copyfrom) fields[f.Key] = f.Value; } #endregion #region ================== Changes // This updates all properties public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, int tag, int brightness) { // Apply changes this.floorheight = hfloor; this.ceilheight = hceil; SetFloorTexture(tfloor); SetCeilTexture(tceil); this.effect = effect; this.tag = tag; this.brightness = brightness; } // This sets texture public void SetFloorTexture(string name) { floortexname = name; longfloortexname = Lump.MakeLongName(name); } // This sets texture public void SetCeilTexture(string name) { ceiltexname = name; longceiltexname = Lump.MakeLongName(name); } #endregion } }