UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/Effect3DFloor.cs

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#region === Copyright (c) 2010 Pascal van der Heiden ===
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
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{
internal class Effect3DFloor : SectorEffect
{
// Linedef that is used to create this effect
// The sector can be found by linedef.Front.Sector
private Linedef linedef;
// Floor and ceiling planes
private SectorLevel floor;
private SectorLevel ceiling;
// Alpha transparency
private int alpha;
// Vavoom type?
private bool vavoomtype;
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// Properties
public int Alpha { get { return alpha; } }
public SectorLevel Floor { get { return floor; } }
public SectorLevel Ceiling { get { return ceiling; } }
public Linedef Linedef { get { return linedef; } }
public bool VavoomType { get { return vavoomtype; } }
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// Constructor
public Effect3DFloor(SectorData data, Linedef sourcelinedef) : base(data)
{
linedef = sourcelinedef;
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// New effect added: This sector needs an update!
if(data.Mode.VisualSectorExists(data.Sector))
{
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
vs.UpdateSectorGeometry(true);
}
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}
// This makes sure we are updated with the source linedef information
public override void Update()
{
SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector);
if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, true);
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// Check if this effect still exists
int sectortag = linedef.Args[0] + (linedef.Args[4] << 8);
if(linedef.IsDisposed || (linedef.Action != 160) || (sectortag != data.Sector.Tag))
{
// When the effect is no longer exists, we must remove it and update sectors
}
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if(floor == null)
{
floor = new SectorLevel(sd.Floor);
data.AddSectorLevel(floor);
}
if(ceiling == null)
{
ceiling = new SectorLevel(sd.Ceiling);
data.AddSectorLevel(ceiling);
}
// For non-vavoom types, we must switch the level types
int argtype = (linedef.Args[1] & 0x03);
if(argtype != 0)
{
vavoomtype = false;
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alpha = linedef.Args[3];
sd.Ceiling.CopyProperties(floor);
sd.Floor.CopyProperties(ceiling);
floor.type = SectorLevelType.Floor;
floor.plane = sd.Ceiling.plane.GetInverted();
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ceiling.type = SectorLevelType.Ceiling;
ceiling.plane = sd.Floor.plane.GetInverted();
// A 3D floor's color is always that of the sector it is placed in
floor.color = 0;
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}
else
{
vavoomtype = true;
/*
sd.Ceiling.CopyProperties(floor);
sd.Floor.CopyProperties(ceiling);
*/
floor.type = SectorLevelType.Ceiling;
floor.plane = sd.Ceiling.plane;
ceiling.type = SectorLevelType.Floor;
ceiling.plane = sd.Floor.plane;
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alpha = 255;
// A 3D floor's color is always that of the sector it is placed in
ceiling.color = 0;
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}
// Apply alpha
floor.alpha = alpha;
ceiling.alpha = alpha;
// Do not adjust light? (works only for non-vavoom types)
if(((linedef.Args[2] & 1) != 0) && !vavoomtype)
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{
floor.brightnessbelow = -1;
floor.colorbelow = PixelColor.FromInt(0);
ceiling.color = 0;
ceiling.brightnessbelow = -1;
ceiling.colorbelow = PixelColor.FromInt(0);
}
}
}
}