mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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abfcd8e53b
Added, "Check polyobjects" error check: added a check for matching Polyobject and Mirror Polyobject numbers of Polyobj_StartLine action. Changed, Visual mode: anisotropic filtering is now always applied (previously it was applied only when bilinear filtering was enabled). Fixed, Visual mode: in some cases light values were incorrectly transferred between 3d floors and regular floors/ceilings. Fixed, ACS parser: includes for each library must be stored separately (fixes inability to compile a script with an included library, which in turn includes files already included by the script).
113 lines
3.4 KiB
C#
113 lines
3.4 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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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.BuilderModes
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{
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internal class SectorLevel
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{
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// Type of level
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public SectorLevelType type;
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//mxd. Type of extralight
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public LightLevelType lighttype = LightLevelType.UNKNOWN;
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// Sector where this level originates from
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public Sector sector;
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// Plane in the sector
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public Plane plane;
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// Alpha for translucency (255=opaque)
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public int alpha;
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// Color of the plane (includes brightness)
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// When this is 0, it takes the color from the sector above
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public int color;
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// Color and brightness below the plane
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// When this is 0, it takes the color from the sector above
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public int brightnessbelow;
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public PixelColor colorbelow;
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public bool disablelighting; //mxd
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public bool restrictlighting; //mxd
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public bool resetlighting; //mxd
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public bool affectedbyglow; //mxd
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public bool extrafloor; //mxd
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public bool splitsides; //mxd
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// Constructor
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public SectorLevel(Sector s, SectorLevelType type)
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{
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this.type = type;
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this.sector = s;
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this.alpha = 255;
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this.splitsides = true; //mxd
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}
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// Copy constructor
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public SectorLevel(SectorLevel source)
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{
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source.CopyProperties(this);
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}
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// Copy properties
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public void CopyProperties(SectorLevel target)
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{
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target.sector = this.sector;
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target.type = this.type;
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target.lighttype = this.lighttype; //mxd
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target.plane = this.plane;
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target.alpha = this.alpha;
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target.color = this.color;
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target.brightnessbelow = this.brightnessbelow;
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target.colorbelow = this.colorbelow;
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target.affectedbyglow = this.affectedbyglow; //mxd
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target.disablelighting = this.disablelighting; //mxd
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target.restrictlighting = this.restrictlighting; //mxd
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target.resetlighting = this.resetlighting; //mxd
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target.splitsides = this.splitsides; //mxd
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}
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//mxd. Compare light properties
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public bool LightPropertiesMatch(SectorLevel other)
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{
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return (this.type == other.type && this.lighttype == other.lighttype && this.alpha == other.alpha && this.splitsides == other.splitsides
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&& this.color == other.color && this.brightnessbelow == other.brightnessbelow && this.colorbelow.ToInt() == other.colorbelow.ToInt()
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&& this.disablelighting == other.disablelighting && this.restrictlighting == other.restrictlighting
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&& this.resetlighting == other.resetlighting);
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}
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#if DEBUG
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//mxd. Handy when debugging
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public override string ToString()
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{
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switch(type)
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{
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case SectorLevelType.Ceiling: return (extrafloor ? "ExtraCeiling" : "Ceiling");
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case SectorLevelType.Floor: return (extrafloor ? "ExtraFloor" : "Floor");
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case SectorLevelType.Glow: return "Glow Level";
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case SectorLevelType.Light: return "Light Level (" + GetLightType() + ")";
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default: return "Unknown Level Type!!!";
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}
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}
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//mxd. Handy when debugging
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private string GetLightType()
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{
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switch(lighttype)
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{
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case LightLevelType.TYPE0: return "Type 0";
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case LightLevelType.TYPE1: return "Type 1";
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case LightLevelType.TYPE1_BOTTOM: return "Type 1 (bottom)";
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case LightLevelType.TYPE2: return "Type 2";
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default: return "Unknown";
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}
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}
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#endif
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}
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}
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