UltimateZoneBuilder/Source/Core/Dehacked/DehackedFrame.cs
2021-09-05 14:59:31 +02:00

122 lines
3.4 KiB
C#

#region ================== Copyright (c) 2021 Boris Iwanski
/*
* This program is free software: you can redistribute it and/or modify
*
* it under the terms of the GNU General Public License as published by
*
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program.If not, see<http://www.gnu.org/licenses/>.
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
#endregion
namespace CodeImp.DoomBuilder.Dehacked
{
public class DehackedFrame
{
#region ================== Variables
private int number;
private int spritenumber;
private long spritesubnumber;
private Dictionary<string, string> props;
private string sprite;
private bool bright;
#endregion
#region ================== Properties
public int Number { get { return number; } internal set { number = value; } }
public int SpriteNumber { get { return spritenumber; } internal set { spritenumber = value; } }
public long SpriteSubNumber { get { return spritesubnumber; } internal set { spritesubnumber = value; } }
public Dictionary<string, string> Props { get { return props; } }
public string Sprite { get { return sprite; } internal set { sprite = value; } }
public bool Bright { get { return bright; } }
#endregion
#region ================== Constructor
internal DehackedFrame(int number)
{
this.number = number;
sprite = string.Empty;
props = new Dictionary<string, string>();
}
internal DehackedFrame(int number, Dictionary<string, string> props) : this(number)
{
foreach (string key in props.Keys)
this.props[key.ToLowerInvariant()] = props[key];
}
#endregion
#region ================== Methods
/// <summary>
/// Processes the frame, setting it up so it can be used by things
/// </summary>
/// <param name="definedsprites">All available Dehacked sprites</param>
/// <param name="baseframe">The base Dehacked frame</param>
internal void Process(Dictionary<int, string> definedsprites, DehackedFrame baseframe)
{
// Copy all missing properties of the base frame
if(baseframe != null)
{
foreach (string key in baseframe.Props.Keys)
if (!props.ContainsKey(key))
props[key] = baseframe.props[key];
}
foreach (KeyValuePair<string, string> kvp in props)
{
string prop = kvp.Key.ToLowerInvariant();
string value = kvp.Value;
switch (prop)
{
case "sprite number":
spritenumber = int.Parse(value);
if (definedsprites.ContainsKey(spritenumber))
sprite = definedsprites[spritenumber];
else
General.ErrorLogger.Add(ErrorType.Error, "Dehacked frame " + number + " is referencing sprite " + spritenumber + " that is not defined.");
break;
case "sprite subnumber":
spritesubnumber = long.Parse(value);
if (spritesubnumber >= 32768)
{
spritesubnumber -= 32768;
bright = true;
}
break;
}
}
}
#endregion
}
}