mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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216 lines
4.8 KiB
C#
216 lines
4.8 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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using CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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internal class Thing : IDisposable
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{
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#region ================== Constants
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public static readonly byte[] EMPTY_ARGS = new byte[5];
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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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// Sector
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private Sector sector = null;
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// List items
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private LinkedListNode<Thing> mainlistitem;
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private LinkedListNode<Thing> sectorlistitem;
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// Properties
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private int type;
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private Vector3D pos;
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private float angle;
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private int flags;
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private int tag;
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private int action;
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private byte[] args;
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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 int Type { get { return type; } }
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public Vector3D Position { get { return pos; } }
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public bool IsDisposed { get { return isdisposed; } }
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public float Angle { get { return angle; } }
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public int Flags { get { return flags; } }
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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 Thing(MapSet map, LinkedListNode<Thing> 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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// 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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// Remove from sector
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if(sector != null) sector.DetachThing(sectorlistitem);
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// Clean up
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mainlistitem = null;
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sectorlistitem = null;
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map = null;
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sector = 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 copies all properties to another thing
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public void CopyPropertiesTo(Thing t)
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{
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// Copy properties
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t.type = type;
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t.angle = angle;
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t.pos = pos;
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t.flags = flags;
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t.tag = tag;
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t.action = action;
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t.args = EMPTY_ARGS;
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args.CopyTo(t.args, 0);
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}
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// This determines which sector the thing is in and links it
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public void DetermineSector()
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{
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Sector newsector = null;
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Vertex nv;
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Linedef nl;
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// Find the nearest vertex on the map
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nv = map.NearestVertex(pos);
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if(nv != null)
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{
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// Find the nearest linedef on the vertex
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nl = nv.NearestLinedef(pos);
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if(nl != null)
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{
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// Check what side of line we are at
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if(nl.SideOfLine(pos) < 0f)
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{
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// Front side
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if(nl.Front != null) newsector = nl.Front.Sector;
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}
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else
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{
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// Back side
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if(nl.Back != null) newsector = nl.Back.Sector;
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}
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}
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}
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// Currently attached to a sector and sector changes?
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if((sector != null) && (newsector != sector))
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{
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// Remove from current sector
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sector.DetachThing(sectorlistitem);
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sectorlistitem = null;
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sector = null;
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}
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// Attach to new sector?
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if((newsector != null) && (newsector != sector))
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{
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// Attach to new sector
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sector = newsector;
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sectorlistitem = sector.AttachThing(this);
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}
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}
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#endregion
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#region ================== Changes
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// This moves the thing
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// NOTE: This does not update sector! (call DetermineSector)
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public void Move(Vector3D newpos)
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{
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// Change position
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pos = newpos;
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}
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// This rotates the thing
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public void Rotate(float newangle)
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{
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// Change angle
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angle = newangle;
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}
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// This updates all properties
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// NOTE: This does not update sector! (call DetermineSector)
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public void Update(int type, Vector3D pos, float angle,
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int flags, int tag, int action, byte[] args)
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{
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// Apply changes
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this.type = type;
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this.pos = pos;
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this.angle = angle;
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this.flags = flags;
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this.tag = tag;
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this.action = action;
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this.args = args;
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}
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#endregion
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}
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}
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