#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.Geometry; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Config; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.Map { public sealed class Thing : MapElement { #region ================== Constants public const int NUM_ARGS = 5; public static readonly int[] EMPTY_ARGS = new int[NUM_ARGS]; #endregion #region ================== Variables // Map private MapSet map; // Sector private Sector sector = null; // List items private LinkedListNode mainlistitem; private LinkedListNode sectorlistitem; // Properties private int type; private Vector3D pos; private float angle; private Dictionary flags; private int tag; private int action; private int[] args; private int x, y, zoffset; // Configuration private float size; private PixelColor color; private float iconoffset; // Arrow or dot coordinate offset on the texture // Selections private bool selected; private bool marked; #endregion #region ================== Properties public MapSet Map { get { return map; } } public int Type { get { return type; } set { type = value; } } public Vector3D Position { get { return pos; } } public float Angle { get { return angle; } } public int AngleDeg { get { return (int)Angle2D.RadToDeg(angle); } } public Dictionary Flags { get { return flags; } } public int Action { get { return action; } set { action = value; } } public int[] Args { get { return args; } } public bool Selected { get { return selected; } set { selected = value; } } public bool Marked { get { return marked; } set { marked = value; } } public float Size { get { return size; } } public float IconOffset { get { return iconoffset; } } public PixelColor Color { get { return color; } } public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } } public Sector Sector { get { return sector; } } #endregion #region ================== Constructor / Disposer // Constructor internal Thing(MapSet map, LinkedListNode listitem) { // Initialize this.map = map; this.mainlistitem = listitem; this.flags = new Dictionary(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override 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); // Remove from sector if(sector != null) sector.DetachThing(sectorlistitem); // Clean up mainlistitem = null; sectorlistitem = null; map = null; sector = null; // Dispose base base.Dispose(); } } #endregion #region ================== Management // This copies all properties to another thing public void CopyPropertiesTo(Thing t) { // Copy properties t.type = type; t.angle = angle; t.pos = pos; t.flags = new Dictionary(flags); t.tag = tag; t.action = action; t.args = EMPTY_ARGS; t.size = size; t.color = color; t.iconoffset = iconoffset; args.CopyTo(t.args, 0); t.selected = selected; CopyFieldsTo(t); } // This determines which sector the thing is in and links it public void DetermineSector() { Sector newsector = null; Linedef nl; // Find the nearest linedef on the map nl = map.NearestLinedef(pos); if(nl != null) { // Check what side of line we are at if(nl.SideOfLine(pos) < 0f) { // Front side if(nl.Front != null) newsector = nl.Front.Sector; } else { // Back side if(nl.Back != null) newsector = nl.Back.Sector; } } // Currently attached to a sector and sector changes? if((sector != null) && (newsector != sector)) { // Remove from current sector sector.DetachThing(sectorlistitem); sectorlistitem = null; sector = null; } // Attach to new sector? if((newsector != null) && (newsector != sector)) { // Attach to new sector sector = newsector; sectorlistitem = sector.AttachThing(this); } } #endregion #region ================== Changes // This moves the thing // NOTE: This does not update sector! (call DetermineSector) public void Move(Vector3D newpos) { // Change position this.pos = newpos; } // This moves the thing // NOTE: This does not update sector! (call DetermineSector) public void Move(Vector2D newpos) { // Change position this.pos = new Vector3D(newpos.x, newpos.y, zoffset); } // This moves the thing // NOTE: This does not update sector! (call DetermineSector) public void Move(float x, float y, float zoffset) { // Change position this.pos = new Vector3D(x, y, zoffset); } // This rotates the thing public void Rotate(float newangle) { // Change angle this.angle = newangle; } // This updates all properties // NOTE: This does not update sector! (call DetermineSector) public void Update(int type, float x, float y, float zoffset, float angle, Dictionary flags, int tag, int action, int[] args) { // Apply changes this.type = type; this.angle = angle; this.flags = new Dictionary(flags); this.tag = tag; this.action = action; this.args = new int[NUM_ARGS]; args.CopyTo(this.args, 0); this.Move(x, y, zoffset); } // This updates the settings from configuration public void UpdateConfiguration() { ThingTypeInfo ti; // Lookup settings ti = General.Map.Config.GetThingInfo(type); // Apply size size = ti.Width; // Color valid? if((ti.Color >= 0) && (ti.Color < ColorCollection.NUM_THING_COLORS)) { // Apply color color = General.Colors.Colors[ti.Color + ColorCollection.THING_COLORS_OFFSET]; } else { // Unknown thing color color = General.Colors.Colors[ColorCollection.THING_COLORS_OFFSET]; } // Apply icon offset (arrow or dot) if(ti.Arrow) iconoffset = 0f; else iconoffset = 0.25f; } #endregion #region ================== Methods // This snaps the vertex to the grid public void SnapToGrid() { // Calculate nearest grid coordinates this.Move(General.Map.Grid.SnappedToGrid((Vector2D)pos)); } // This snaps the vertex to the map format accuracy public void SnapToAccuracy() { // Round the coordinates Vector3D newpos = new Vector3D((float)Math.Round(pos.x, General.Map.FormatInterface.VertexDecimals), (float)Math.Round(pos.y, General.Map.FormatInterface.VertexDecimals), (float)Math.Round(pos.z, General.Map.FormatInterface.VertexDecimals)); this.Move(newpos); } // This returns the distance from given coordinates public float DistanceToSq(Vector2D p) { Vector2D delta = p - (Vector2D)pos; return delta.GetLengthSq(); } // This returns the distance from given coordinates public float DistanceTo(Vector2D p) { Vector2D delta = p - (Vector2D)pos; return delta.GetLength(); } #endregion } }