UltimateZoneBuilder/Source/Map/Sector.cs
2008-10-03 14:31:25 +00:00

331 lines
8.8 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.IO;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Sector : MapElement
{
#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 index;
private int floorheight;
private int ceilheight;
private string floortexname;
private string ceiltexname;
private long longfloortexname;
private long longceiltexname;
private int effect;
private int tag;
private int brightness;
// Selections
private bool selected;
private bool marked;
// Cloning
private Sector clone;
// Triangulation
private bool updateneeded;
private bool triangulationneeded;
private TriangleList triverts;
private FlatVertex[] vertices;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
public ICollection<Thing> Things { get { return things; } }
public int Index { get { return index; } }
public int FloorHeight { get { return floorheight; } set { floorheight = value; } }
public int CeilHeight { get { return ceilheight; } set { ceilheight = value; } }
public string FloorTexture { get { return floortexname; } }
public string CeilTexture { get { return ceiltexname; } }
public long LongFloorTexture { get { return longfloortexname; } }
public long LongCeilTexture { get { return longceiltexname; } }
public int Effect { get { return effect; } set { effect = value; } }
public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
public int Brightness { get { return brightness; } set { brightness = value; updateneeded = true; } }
public bool Selected { get { return selected; } set { selected = value; } }
public bool Marked { get { return marked; } set { marked = value; } }
public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; triangulationneeded |= value; } }
public Sector Clone { get { return clone; } set { clone = value; } }
public FlatVertex[] Vertices { get { return vertices; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Sector(MapSet map, LinkedListNode<Sector> listitem, int index)
{
// Initialize
this.map = map;
this.mainlistitem = listitem;
this.sidedefs = new LinkedList<Sidedef>();
this.things = new LinkedList<Thing>();
this.index = index;
this.floortexname = "-";
this.ceiltexname = "-";
this.longfloortexname = MapSet.EmptyLongName;
this.longceiltexname = MapSet.EmptyLongName;
this.triangulationneeded = true;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override 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);
// Register the index as free
map.AddSectorIndexHole(index);
// 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();
// Clean up
mainlistitem = null;
sidedefs = null;
things = null;
map = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Management
// This copies all properties to another sector
public void CopyPropertiesTo(Sector s)
{
// Copy properties
s.ceilheight = ceilheight;
s.ceiltexname = ceiltexname;
s.longceiltexname = longceiltexname;
s.floorheight = floorheight;
s.floortexname = floortexname;
s.longfloortexname = longfloortexname;
s.effect = effect;
s.tag = tag;
s.brightness = brightness;
s.selected = selected;
s.updateneeded = true;
CopyFieldsTo(s);
}
// This attaches a sidedef and returns the listitem
public LinkedListNode<Sidedef> AttachSidedef(Sidedef sd)
{
updateneeded = true;
triangulationneeded = true;
return sidedefs.AddLast(sd);
}
// This detaches a sidedef
public void DetachSidedef(LinkedListNode<Sidedef> l)
{
// Not disposing?
if(!isdisposed)
{
// Remove sidedef
updateneeded = true;
triangulationneeded = true;
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 updates the sector when changes have been made
public void UpdateCache()
{
// Update if needed
if(updateneeded)
{
// Triangulate again?
if(triangulationneeded || (triverts == null))
{
// Triangulate sector
triverts = General.EarClipper.PerformTriangulation(this);
}
// Brightness color (alpha is opaque)
byte clampedbright = 0;
if((brightness >= 0) && (brightness <= 255)) clampedbright = (byte)brightness;
else if(brightness > 255) clampedbright = 255;
PixelColor brightcolor = new PixelColor(255, clampedbright, clampedbright, clampedbright);
int brightint = brightcolor.ToInt();
// Make vertices
vertices = new FlatVertex[triverts.Count];
for(int i = 0; i < triverts.Count; i++)
{
vertices[i].x = triverts[i].x;
vertices[i].y = triverts[i].y;
vertices[i].z = 1.0f;
vertices[i].c = brightint;
vertices[i].u = triverts[i].x;
vertices[i].v = triverts[i].y;
}
// Updated
updateneeded = false;
}
}
#endregion
#region ================== Methods
// This creates a bounding box rectangle
// This requires the sector polygon to be up-to-date!
public RectangleF CreateBBox()
{
// Setup
float left = float.MaxValue;
float top = float.MaxValue;
float right = float.MinValue;
float bottom = float.MinValue;
// Go for vertices
foreach(FlatVertex v in vertices)
{
// Update rect
if(v.x < left) left = v.x;
if(v.y < top) top = v.y;
if(v.x > right) right = v.x;
if(v.y > bottom) bottom = v.y;
}
// Return rectangle
return new RectangleF(left, top, right - left, bottom - top);
}
// This joins the sector with another sector
// This sector will be disposed
public void Join(Sector other)
{
// Any sidedefs to move?
if(sidedefs.Count > 0)
{
// Change secter reference on my sidedefs
// This automatically disposes this sector
while(sidedefs != null)
sidedefs.First.Value.ChangeSector(other);
}
else
{
// No sidedefs attached
// Dispose manually
this.Dispose();
}
}
#endregion
#region ================== Changes
// This updates all properties
public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, int tag, int brightness)
{
// Apply changes
this.floorheight = hfloor;
this.ceilheight = hceil;
SetFloorTexture(tfloor);
SetCeilTexture(tceil);
this.effect = effect;
this.tag = tag;
this.brightness = brightness;
updateneeded = true;
}
// This sets texture
public void SetFloorTexture(string name)
{
floortexname = name;
longfloortexname = Lump.MakeLongName(name);
updateneeded = true;
}
// This sets texture
public void SetCeilTexture(string name)
{
ceiltexname = name;
longceiltexname = Lump.MakeLongName(name);
updateneeded = true;
}
#endregion
}
}