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