#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 CodeImp.DoomBuilder.Data; using System.Collections.Generic; using System.IO; #endregion namespace CodeImp.DoomBuilder.ZDoom { public class StateStructure { #region ================== FrameInfo (mxd) public class FrameInfo { public string Sprite; public string LightName; public bool Bright; public int Duration; // this is used for TrimLeft public bool IsEmpty() { return (Sprite.StartsWith("TNT1") || Duration == 0); } } #endregion #region ================== Variables // All we care about is the first sprite in the sequence internal List sprites; internal StateGoto gotostate; #endregion #region ================== Properties public int SpritesCount { get { return sprites.Count; } } #endregion #region ================== Constructor / Disposer // Constructor internal StateStructure() { this.gotostate = null; this.sprites = new List(); } //mxd internal StateStructure(string spritename) { this.gotostate = null; this.sprites = new List { new FrameInfo { Sprite = spritename } }; } #endregion #region ================== Methods // This removes useless images from the start of the state (TNT1) protected void TrimLeft() // :) { // postprocess: if there are only TNT1 sprites, do nothing. however, if there were normal sprites as well, use these. int firstNonEmpty = -1; for (int i = 0; i < sprites.Count; i++) { if (!sprites[i].IsEmpty()) { firstNonEmpty = i; break; } } if (firstNonEmpty > 0) sprites.RemoveRange(0, firstNonEmpty); } // This finds the first valid sprite and returns it public FrameInfo GetSprite(int index) { return GetSprite(index, new HashSet()); } // This version of GetSprite uses a callstack to check if it isn't going into an endless loop private FrameInfo GetSprite(int index, HashSet prevstates) { // If we have sprite of our own, see if we can return this index if(index < sprites.Count) return sprites[index]; // Otherwise, continue searching where goto tells us to go if(gotostate != null) { // Find the class ActorStructure a = General.Map.Data.GetZDoomActor(gotostate.ClassName); if(a != null) { StateStructure s = a.GetState(gotostate.StateName); if((s != null) && !prevstates.Contains(s)) { prevstates.Add(this); return s.GetSprite(gotostate.SpriteOffset, prevstates); } } } // If there is no goto keyword used, just give us one of our sprites if we can if(sprites.Count > 0) { // The following behavior should really depend on the flow control keyword (loop or stop) but who cares. return sprites[0]; } return new FrameInfo(); } #endregion } }