UltimateZoneBuilder/Source/Plugins/BuilderModes/General/CopyStructures.cs

210 lines
4.9 KiB
C#
Raw Normal View History

#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.Collections.Generic;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
// Vertex
public class VertexProperties
{
private UniFields fields;
public VertexProperties(Vertex v)
{
fields = new UniFields(v.Fields);
}
public void Apply(Vertex v)
{
v.Fields.BeforeFieldsChange();
v.Fields.Clear();
foreach(KeyValuePair<string, UniValue> uv in fields)
v.Fields.Add(uv.Key, new UniValue(uv.Value));
}
}
// Sector
public class SectorProperties
{
private int floorheight;
private int ceilheight;
private string floortexture;
private string ceilingtexture;
private int effect;
private int brightness;
private int tag;
private UniFields fields;
public SectorProperties(Sector s)
{
floorheight = s.FloorHeight;
ceilheight = s.CeilHeight;
floortexture = s.FloorTexture;
ceilingtexture = s.CeilTexture;
brightness = s.Brightness;
effect = s.Effect;
tag = s.Tag;
fields = new UniFields(s.Fields);
}
public void Apply(Sector s)
{
s.FloorHeight = floorheight;
s.CeilHeight = ceilheight;
s.SetFloorTexture(floortexture);
s.SetCeilTexture(ceilingtexture);
s.Brightness = brightness;
s.Tag = tag;
s.Effect = effect;
s.Fields.BeforeFieldsChange();
s.Fields.Clear();
foreach(KeyValuePair<string, UniValue> v in fields)
s.Fields.Add(v.Key, new UniValue(v.Value));
}
}
// Sidedef
public class SidedefProperties
{
private string hightexture;
private string middletexture;
private string lowtexture;
private int offsetx;
private int offsety;
private UniFields fields;
public SidedefProperties(Sidedef s)
{
hightexture = s.HighTexture;
middletexture = s.MiddleTexture;
lowtexture = s.LowTexture;
offsetx = s.OffsetX;
offsety = s.OffsetY;
fields = new UniFields(s.Fields);
}
public void Apply(Sidedef s)
{
s.SetTextureHigh(hightexture);
s.SetTextureMid(middletexture);
s.SetTextureLow(lowtexture);
s.OffsetX = offsetx;
s.OffsetY = offsety;
s.Fields.BeforeFieldsChange();
s.Fields.Clear();
foreach(KeyValuePair<string, UniValue> v in fields)
s.Fields.Add(v.Key, new UniValue(v.Value));
}
}
// Linedef
public class LinedefProperties
{
private SidedefProperties front;
private SidedefProperties back;
private Dictionary<string, bool> flags;
private int action;
private int activate;
private int tag;
private int[] args;
private UniFields fields;
public LinedefProperties(Linedef l)
{
if(l.Front != null)
front = new SidedefProperties(l.Front);
else
front = null;
if(l.Back != null)
back = new SidedefProperties(l.Back);
else
back = null;
flags = l.GetFlags();
action = l.Action;
activate = l.Activate;
tag = l.Tag;
args = (int[])(l.Args.Clone());
fields = new UniFields(l.Fields);
}
public void Apply(Linedef l)
{
if((front != null) && (l.Front != null)) front.Apply(l.Front);
if((back != null) && (l.Back != null)) back.Apply(l.Back);
l.ClearFlags();
foreach(KeyValuePair<string, bool> f in flags)
l.SetFlag(f.Key, f.Value);
l.Action = action;
l.Activate = activate;
l.Tag = tag;
for(int i = 0; i < l.Args.Length; i++)
l.Args[i] = args[i];
l.Fields.BeforeFieldsChange();
l.Fields.Clear();
foreach(KeyValuePair<string, UniValue> v in fields)
l.Fields.Add(v.Key, new UniValue(v.Value));
}
}
// Thing
public class ThingProperties
{
private int type;
private float angle;
private Dictionary<string, bool> flags;
private int tag;
private int action;
private int[] args;
private UniFields fields;
public ThingProperties(Thing t)
{
type = t.Type;
angle = t.Angle;
flags = t.GetFlags();
tag = t.Tag;
action = t.Action;
args = (int[])(t.Args.Clone());
fields = new UniFields(t.Fields);
}
public void Apply(Thing t)
{
t.Type = type;
t.Rotate(angle);
t.ClearFlags();
foreach(KeyValuePair<string, bool> f in flags)
t.SetFlag(f.Key, f.Value);
t.Tag = tag;
t.Action = action;
for(int i = 0; i < t.Args.Length; i++)
t.Args[i] = args[i];
t.Fields.BeforeFieldsChange();
t.Fields.Clear();
foreach(KeyValuePair<string, UniValue> v in fields)
t.Fields.Add(v.Key, new UniValue(v.Value));
}
}
}