mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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187 lines
4.6 KiB
C#
187 lines
4.6 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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internal class Sector : IDisposable
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Map
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private MapSet map;
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// List items
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private LinkedListNode<Sector> mainlistitem;
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// Sidedefs
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private LinkedList<Sidedef> sidedefs;
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// Things
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private LinkedList<Thing> things;
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// Properties
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private int floorheight;
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private int ceilheight;
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private string floortexname;
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private string ceiltexname;
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private int special;
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private int tag;
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private int brightness;
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// Selections
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private int selected;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public MapSet Map { get { return map; } }
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public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
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public bool IsDisposed { get { return isdisposed; } }
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public int FloorHeight { get { return floorheight; } }
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public int CeilHeight { get { return ceilheight; } }
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public string FloorTexture { get { return floortexname; } }
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public string CeilTexture { get { return ceiltexname; } }
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public int Special { get { return special; } }
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public int Tag { get { return tag; } }
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public int Brightness { get { return brightness; } }
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public int Selected { get { return selected; } set { selected = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Sector(MapSet map, LinkedListNode<Sector> listitem)
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{
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// Initialize
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this.map = map;
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this.mainlistitem = listitem;
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this.sidedefs = new LinkedList<Sidedef>();
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this.things = new LinkedList<Thing>();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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// Remove from main list
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mainlistitem.List.Remove(mainlistitem);
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// Dispose the sidedefs that are attached to this sector
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// because a sidedef cannot exist without reference to its sector.
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foreach(Sidedef sd in sidedefs) sd.Dispose();
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// Determine new sector references on things
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foreach(Thing t in things) t.DetermineSector();
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// Clean up
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mainlistitem = null;
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sidedefs = null;
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things = null;
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map = null;
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}
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}
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#endregion
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#region ================== Management
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// This attaches a sidedef and returns the listitem
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public LinkedListNode<Sidedef> AttachSidedef(Sidedef sd) { return sidedefs.AddLast(sd); }
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// This detaches a sidedef
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public void DetachSidedef(LinkedListNode<Sidedef> l)
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{
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// Not disposing?
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if(!isdisposed)
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{
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// Remove sidedef
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sidedefs.Remove(l);
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// No more sidedefs left?
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if(sidedefs.Count == 0)
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{
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// This sector is now useless, dispose it
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this.Dispose();
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}
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}
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}
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// This attaches a thing and returns the listitem
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public LinkedListNode<Thing> AttachThing(Thing t) { return things.AddLast(t); }
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// This detaches a thing
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public void DetachThing(LinkedListNode<Thing> l) { if(!isdisposed) things.Remove(l); }
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// This copies all properties to another sector
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public void CopyPropertiesTo(Sector s)
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{
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// Copy properties
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s.ceilheight = ceilheight;
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s.ceiltexname = ceiltexname;
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s.floorheight = floorheight;
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s.floortexname = floortexname;
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s.special = special;
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s.tag = tag;
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s.brightness = brightness;
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}
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#endregion
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#region ================== Changes
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// This updates all properties
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public void Update(int hfloor, int hceil, string tfloor, string tceil, int special, int tag, int brightness)
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{
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// Apply changes
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this.floorheight = hfloor;
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this.ceilheight = hceil;
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this.floortexname = tfloor;
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this.ceiltexname = tceil;
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this.special = special;
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this.tag = tag;
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this.brightness = brightness;
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}
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#endregion
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}
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}
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