UltimateZoneBuilder/Source/Map/Sector.cs

186 lines
4.6 KiB
C#

#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;
#endregion
namespace CodeImp.DoomBuilder.Map
{
internal class Sector : IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
// Map
private MapSet map;
// List items
private LinkedListNode<Sector> mainlistitem;
// Sidedefs
private LinkedList<Sidedef> sidedefs;
// Things
private LinkedList<Thing> things;
// Properties
private int floorheight;
private int ceilheight;
private string floortexname;
private string ceiltexname;
private int special;
private int tag;
private int brightness;
// Selections
private int selected;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public bool IsDisposed { get { return isdisposed; } }
public int FloorHeight { get { return floorheight; } }
public int CeilHeight { get { return ceilheight; } }
public string FloorTexture { get { return floortexname; } }
public string CeilTexture { get { return ceiltexname; } }
public int Special { get { return special; } }
public int Tag { get { return tag; } }
public int Brightness { get { return brightness; } }
public int Selected { get { return selected; } set { selected = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Sector(MapSet map, LinkedListNode<Sector> listitem)
{
// Initialize
this.map = map;
this.mainlistitem = listitem;
this.sidedefs = new LinkedList<Sidedef>();
this.things = new LinkedList<Thing>();
// 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);
// 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();
// Determine new sector references on things
foreach(Thing t in things) t.DetermineSector();
// Clean up
mainlistitem = null;
sidedefs = null;
things = null;
map = null;
}
}
#endregion
#region ================== Management
// This attaches a sidedef and returns the listitem
public LinkedListNode<Sidedef> AttachSidedef(Sidedef sd) { return sidedefs.AddLast(sd); }
// This detaches a sidedef
public void DetachSidedef(LinkedListNode<Sidedef> l)
{
// Not disposing?
if(!isdisposed)
{
// Remove sidedef
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<Thing> AttachThing(Thing t) { return things.AddLast(t); }
// This detaches a thing
public void DetachThing(LinkedListNode<Thing> l) { if(!isdisposed) things.Remove(l); }
// This copies all properties to another sector
public void CopyPropertiesTo(Sector s)
{
// Copy properties
s.ceilheight = ceilheight;
s.ceiltexname = ceiltexname;
s.floorheight = floorheight;
s.floortexname = floortexname;
s.special = special;
s.tag = tag;
s.brightness = brightness;
}
#endregion
#region ================== Changes
// This updates all properties
public void Update(int hfloor, int hceil, string tfloor, string tceil, int special, int tag, int brightness)
{
// Apply changes
this.floorheight = hfloor;
this.ceilheight = hceil;
this.floortexname = tfloor;
this.ceiltexname = tceil;
this.special = special;
this.tag = tag;
this.brightness = brightness;
}
#endregion
}
}