#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; #endregion namespace CodeImp.DoomBuilder.Map { internal class Thing : IDisposable { #region ================== Constants public static readonly byte[] EMPTY_ARGS = new byte[5]; #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 int flags; private int tag; private int action; private byte[] args; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public MapSet Map { get { return map; } } public int Type { get { return type; } } public Vector3D Position { get { return pos; } } public bool IsDisposed { get { return isdisposed; } } public float Angle { get { return angle; } } public int Flags { get { return flags; } } #endregion #region ================== Constructor / Disposer // Constructor public Thing(MapSet map, LinkedListNode listitem) { // Initialize this.map = map; this.mainlistitem = listitem; // We have no destructor GC.SuppressFinalize(this); } // Diposer 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); // Remove from sector if(sector != null) sector.DetachThing(sectorlistitem); // Clean up mainlistitem = null; sectorlistitem = null; map = null; sector = null; } } #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 = flags; t.tag = tag; t.action = action; t.args = EMPTY_ARGS; args.CopyTo(t.args, 0); } // This determines which sector the thing is in and links it public void DetermineSector() { Sector newsector = null; Vertex nv; Linedef nl; // Find the nearest vertex on the map nv = map.NearestVertex(pos); if(nv != null) { // Find the nearest linedef on the vertex nl = nv.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 pos = newpos; } // This rotates the thing public void Rotate(float newangle) { // Change angle angle = newangle; } // This updates all properties // NOTE: This does not update sector! (call DetermineSector) public void Update(int type, Vector3D pos, float angle, int flags, int tag, int action, byte[] args) { // Apply changes this.type = type; this.pos = pos; this.angle = angle; this.flags = flags; this.tag = tag; this.action = action; this.args = args; } #endregion } }