// Add room state to active room. private bool ForceAddRoomState(StateType type) { if (ActiveRoom == null) { return(false); } RoomStateHeader newHeader = new RoomStateHeader(); newHeader.SetDefault(); newHeader.HeaderType = type; var newState = new RoomState(); var newLevelData = new LevelData(RoomWidthInScreens, RoomHeightInScreens); var newPlmSet = new PlmSet(); var newEnemySet = new EnemySet(); var newEnemyGfx = new EnemyGfx(); var newFx = new Fx(); newState.SetDefault(); newLevelData.SetDefault(); newPlmSet.SetDefault(); newEnemySet.SetDefault(); newEnemyGfx.SetDefault(); newFx.SetDefault(); newState.SetLevelData(newLevelData, out var ignore1); newState.SetScrollSet(null, out var ignore2); newState.SetPlmSet(newPlmSet, out var ignore3); newState.SetEnemySet(newEnemySet, out var ignore4); newState.SetEnemyGfx(newEnemyGfx, out var ignore5); newState.SetFx(newFx, out var ignore6); newState.SetBackground(null, out var ignore7); newState.SetSetupAsm(null, out var ignore8); newState.SetMainAsm(null, out var ignore9); ActiveRoom.RoomStateHeaders.Insert(0, newHeader); ActiveRoom.RoomStates.Insert(0, newState); LevelDatas.Add(newState.MyLevelData); PlmSets.Add(newState.MyPlmSet); EnemySets.Add(newState.MyEnemySet); EnemyGfxs.Add(newState.MyEnemyGfx); Fxs.Add(newState.MyFx); ChangesMade = true; return(true); }
public void Close() { if (!ProjectLoaded) { return; } Rooms.Clear(); DoorSets.Clear(); Doors.Clear(); ScrollSets.Clear(); PlmSets.Clear(); ScrollPlmDatas.Clear(); Backgrounds.Clear(); Fxs.Clear(); SaveStations.Clear(); LevelDatas.Clear(); EnemySets.Clear(); EnemyGfxs.Clear(); ScrollAsms.Clear(); DoorAsms.Clear(); SetupAsms.Clear(); MainAsms.Clear(); TileSets.Clear(); TileTables.Clear(); TileSheets.Clear(); Palettes.Clear(); AreaMaps.Clear(); PlmTypes.Clear(); EnemyTypes.Clear(); CurrentRom = null; ProjectPath = String.Empty; RomFileName = String.Empty; ProjectFileName = String.Empty; RoomTiles.Clear(); MapTiles.Clear(); BackgroundImage = null; ChangesMade = false; ProjectLoaded = false; ProjectClosed?.Invoke(this, null); }
// Read all PLM sets from ROM. private void ReadPlmSets(Rom rom, List <RoomState> roomStates) { List <int> addressesPC = new List <int> (); foreach (RoomState r in roomStates) { int address = Tools.LRtoPC(r.PlmSetPtr); if (address != 0) { addressesPC.Add(address); } } Tools.RemoveDuplicates(addressesPC); PlmSets.Clear(); for (int n = 0; n < addressesPC.Count; n++) { PlmSets.Add(new PlmSet()); PlmSets [n].ReadFromROM(rom, addressesPC [n]); } }
//======================================================================================== // Object management - tools. private void DeleteData(Data data) { if (data is IReferenceable refdata) { refdata.DetachAllReferences(); } switch (data) { case Room d: Rooms.Remove(d); break; case DoorSet d: DoorSets.Remove(d); break; case Door d: Doors.Remove(d); break; case ScrollSet d: ScrollSets.Remove(d); break; case PlmSet d: PlmSets.Remove(d); break; case ScrollPlmData d: ScrollPlmDatas.Remove(d); break; case Background d: Backgrounds.Remove(d); break; case Fx d: Fxs.Remove(d); break; case SaveStation d: SaveStations.Remove(d); break; case LevelData d: LevelDatas.Remove(d); break; case EnemySet d: EnemySets.Remove(d); break; case EnemyGfx d: EnemyGfxs.Remove(d); break; case ScrollAsm d: ScrollAsms.Remove(d); break; case Asm d: DoorAsms.Remove(d); SetupAsms.Remove(d); MainAsms.Remove(d); break; case TileSet d: TileSets.Remove(d); break; case TileTable d: TileTables.Remove(d); break; case TileSheet d: TileSheets.Remove(d); break; case Palette d: Palettes.Remove(d); break; case AreaMap d: AreaMaps.Remove(d); break; default: break; } ChangesMade = true; }