mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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0d8ff97abd
- cleaned up unused variables
266 lines
7 KiB
C#
266 lines
7 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.IO;
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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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public sealed class Sector
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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 index;
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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 long longfloortexname;
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private long longceiltexname;
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private int effect;
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private int tag;
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private int brightness;
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// Selections
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private bool selected;
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// Cloning
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private Sector clone;
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// Triangulation
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private bool updateneeded;
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private TriangleList triangles;
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// Additional fields
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private SortedList<string, object> fields;
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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 ICollection<Thing> Things { get { return things; } }
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public bool IsDisposed { get { return isdisposed; } }
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public int Index { get { return index; } }
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public int FloorHeight { get { return floorheight; } set { floorheight = value; } }
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public int CeilHeight { get { return ceilheight; } set { ceilheight = value; } }
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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 long LongFloorTexture { get { return longfloortexname; } }
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public long LongCeilTexture { get { return longceiltexname; } }
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public int Effect { get { return effect; } set { effect = value; } }
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public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
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public int Brightness { get { return brightness; } set { brightness = value; } }
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public bool Selected { get { return selected; } set { selected = value; } }
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public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; } }
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public Sector Clone { get { return clone; } set { clone = value; } }
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public TriangleList Triangles { get { return triangles; } set { triangles = value; } }
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public SortedList<string, object> Fields { get { return fields; } }
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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, int index)
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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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this.index = index;
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SetCeilTexture("-");
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SetFloorTexture("-");
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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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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// Register the index as free
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map.AddSectorIndexHole(index);
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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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// 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 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.longceiltexname = longceiltexname;
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s.floorheight = floorheight;
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s.floortexname = floortexname;
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s.longfloortexname = longfloortexname;
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s.effect = effect;
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s.tag = tag;
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s.brightness = brightness;
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if(fields != null) s.MakeFields(fields);
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}
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// This attaches a sidedef and returns the listitem
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public LinkedListNode<Sidedef> AttachSidedef(Sidedef sd)
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{
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updateneeded = true;
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return sidedefs.AddLast(sd);
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}
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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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updateneeded = true;
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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 updates the sector when changes have been made
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public void UpdateCache()
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{
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// Update if needed
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if(updateneeded)
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{
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// Triangulate sector again
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triangles = General.EarClipper.PerformTriangulation(this);
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// Updated
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updateneeded = false;
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}
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}
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#endregion
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#region ================== Fields
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// This makes new fields
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public void MakeFields()
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{
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if(fields != null) fields = new SortedList<string, object>();
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}
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// This makes fields from another list of fields
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public void MakeFields(SortedList<string, object> copyfrom)
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{
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if(fields != null) fields = new SortedList<string, object>();
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foreach(KeyValuePair<string, object> f in copyfrom) fields[f.Key] = f.Value;
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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 effect, 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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SetFloorTexture(tfloor);
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SetCeilTexture(tceil);
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this.effect = effect;
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this.tag = tag;
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this.brightness = brightness;
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}
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// This sets texture
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public void SetFloorTexture(string name)
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{
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floortexname = name;
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longfloortexname = Lump.MakeLongName(name);
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}
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// This sets texture
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public void SetCeilTexture(string name)
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{
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ceiltexname = name;
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longceiltexname = Lump.MakeLongName(name);
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}
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#endregion
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}
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}
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