#region === Copyright (c) 2010 Pascal van der Heiden === using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class SectorLevel { // Type of level public SectorLevelType type; //mxd. Type of extralight public LightLevelType lighttype = LightLevelType.UNKNOWN; // Sector where this level originates from public Sector sector; // Plane in the sector public Plane plane; // Alpha for translucency (255=opaque) public int alpha; // Color of the plane (includes brightness) // When this is 0, it takes the color from the sector above public int color; // Color and brightness below the plane // When this is 0, it takes the color from the sector above public int brightnessbelow; public PixelColor colorbelow; public bool disablelighting; //mxd public bool restrictlighting; //mxd public bool resetlighting; //mxd public bool affectedbyglow; //mxd public bool extrafloor; //mxd public bool splitsides; //mxd // Constructor public SectorLevel(Sector s, SectorLevelType type) { this.type = type; this.sector = s; this.alpha = 255; this.splitsides = true; //mxd } // Copy constructor public SectorLevel(SectorLevel source) { source.CopyProperties(this); } // Copy properties public void CopyProperties(SectorLevel target) { target.sector = this.sector; target.type = this.type; target.lighttype = this.lighttype; //mxd target.plane = this.plane; target.alpha = this.alpha; target.color = this.color; target.brightnessbelow = this.brightnessbelow; target.colorbelow = this.colorbelow; target.affectedbyglow = this.affectedbyglow; //mxd target.disablelighting = this.disablelighting; //mxd target.restrictlighting = this.restrictlighting; //mxd target.resetlighting = this.resetlighting; //mxd target.splitsides = this.splitsides; //mxd } //mxd. Compare light properties public bool LightPropertiesMatch(SectorLevel other) { return (this.type == other.type && this.lighttype == other.lighttype && this.alpha == other.alpha && this.splitsides == other.splitsides && this.color == other.color && this.brightnessbelow == other.brightnessbelow && this.colorbelow.ToInt() == other.colorbelow.ToInt() && this.disablelighting == other.disablelighting && this.restrictlighting == other.restrictlighting && this.resetlighting == other.resetlighting); } #if DEBUG //mxd. Handy when debugging public override string ToString() { switch(type) { case SectorLevelType.Ceiling: return (extrafloor ? "ExtraCeiling" : "Ceiling"); case SectorLevelType.Floor: return (extrafloor ? "ExtraFloor" : "Floor"); case SectorLevelType.Glow: return "Glow Level"; case SectorLevelType.Light: return "Light Level (" + GetLightType() + ")"; default: return "Unknown Level Type!!!"; } } //mxd. Handy when debugging private string GetLightType() { switch(lighttype) { case LightLevelType.TYPE0: return "Type 0"; case LightLevelType.TYPE1: return "Type 1"; case LightLevelType.TYPE1_BOTTOM: return "Type 1 (bottom)"; case LightLevelType.TYPE2: return "Type 2"; default: return "Unknown"; } } #endif } }