UltimateZoneBuilder/Source/Map/Thing.cs
2007-06-14 23:31:57 +00:00

168 lines
3.6 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;
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.Map
{
internal class Thing : IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
// Map
private MapSet map;
// Sector
private Sector sector = null;
// List items
private LinkedListNode<Thing> mainlistitem;
private LinkedListNode<Thing> sectorlistitem;
// Properties
private int type;
private Vector2D pos;
private float angle;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public int Type { get { return type; } }
public Vector2D Position { get { return pos; } }
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Thing(MapSet map, LinkedListNode<Thing> listitem, int type, Vector2D pos)
{
// Initialize
this.map = map;
this.mainlistitem = listitem;
this.type = type;
this.pos = pos;
// Determine current sector
DetermineSector();
// 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 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);
}
}
// This copies all properties to another thing
public void CopyPropertiesTo(Thing t)
{
// Copy properties
t.type = type;
t.angle = angle;
}
#endregion
}
}