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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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138 lines
3.6 KiB
C#
Executable file
138 lines
3.6 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using CodeImp.DoomBuilder.Data;
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using System.Collections.Generic;
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using System.IO;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public class StateStructure
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{
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#region ================== FrameInfo (mxd)
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public class FrameInfo
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{
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public string Sprite;
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public string LightName;
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public bool Bright;
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public int Duration; // this is used for TrimLeft
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public bool IsEmpty()
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{
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return (Sprite.StartsWith("TNT1") || Duration == 0);
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}
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}
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#endregion
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#region ================== Variables
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// All we care about is the first sprite in the sequence
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internal List<FrameInfo> sprites;
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internal StateGoto gotostate;
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#endregion
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#region ================== Properties
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public int SpritesCount { get { return sprites.Count; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal StateStructure()
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{
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this.gotostate = null;
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this.sprites = new List<FrameInfo>();
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}
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//mxd
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internal StateStructure(string spritename)
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{
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this.gotostate = null;
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this.sprites = new List<FrameInfo> { new FrameInfo { Sprite = spritename } };
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}
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#endregion
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#region ================== Methods
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// This removes useless images from the start of the state (TNT1)
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protected void TrimLeft() // :)
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{
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// postprocess: if there are only TNT1 sprites, do nothing. however, if there were normal sprites as well, use these.
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int firstNonEmpty = -1;
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for (int i = 0; i < sprites.Count; i++)
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{
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if (!sprites[i].IsEmpty())
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{
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firstNonEmpty = i;
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break;
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}
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}
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if (firstNonEmpty > 0)
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sprites.RemoveRange(0, firstNonEmpty);
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}
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// This finds the first valid sprite and returns it
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public FrameInfo GetSprite(int index)
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{
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return GetSprite(index, new HashSet<StateStructure>());
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}
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// This version of GetSprite uses a callstack to check if it isn't going into an endless loop
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private FrameInfo GetSprite(int index, HashSet<StateStructure> prevstates)
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{
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// If we have sprite of our own, see if we can return this index
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if(index < sprites.Count) return sprites[index];
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// Otherwise, continue searching where goto tells us to go
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if(gotostate != null)
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{
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// Find the class
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ActorStructure a = General.Map.Data.GetZDoomActor(gotostate.ClassName);
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if(a != null)
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{
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StateStructure s = a.GetState(gotostate.StateName);
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if((s != null) && !prevstates.Contains(s))
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{
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prevstates.Add(this);
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return s.GetSprite(gotostate.SpriteOffset, prevstates);
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}
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}
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}
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// If there is no goto keyword used, just give us one of our sprites if we can
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if(sprites.Count > 0)
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{
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// The following behavior should really depend on the flow control keyword (loop or stop) but who cares.
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return sprites[0];
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}
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return new FrameInfo();
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}
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#endregion
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}
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}
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