Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes

This commit is contained in:
Paul Chote
2010-06-26 12:02:30 +12:00
parent bf6b2da1a8
commit 08ee425415
13 changed files with 39 additions and 33 deletions

View File

@@ -34,7 +34,7 @@ namespace OpenRA.Graphics
SpriteRenderer rgbaRenderer;
LineRenderer lineRenderer;
Sprite sprite;
Bitmap terrain, oreLayer;
Bitmap terrain, customLayer;
Rectangle bounds;
Sprite ownedSpawnPoint;
@@ -74,7 +74,7 @@ namespace OpenRA.Graphics
static Color shroudColor;
public void InvalidateOre() { oreLayer = null; }
public void InvalidateCustom() { customLayer = null; }
public static Bitmap RenderTerrainBitmap(Map map, TileSet tileset)
{
@@ -92,28 +92,29 @@ namespace OpenRA.Graphics
}
public void Update()
{
{
if (terrain == null)
terrain = RenderTerrainBitmap(world.Map, world.TileSet);
if (oreLayer == null)
// Custom terrain layer
if (customLayer == null)
{
var res = world.WorldActor.traits.Get<ResourceLayer>();
// This is an ugly hack
Color oreColor = world.TileSet.Terrain["Ore"].Color;
oreLayer = new Bitmap(terrain);
customLayer = new Bitmap(terrain);
for (var x = world.Map.TopLeft.X; x < world.Map.BottomRight.X; x++)
for (var y = world.Map.TopLeft.Y; y < world.Map.BottomRight.Y; y++)
if (res.GetResource(new int2(x,y)) != null)
oreLayer.SetPixel(x, y, Color.FromArgb(alpha, oreColor));
{
var customTerrain = world.WorldActor.traits.WithInterface<ITerrainTypeModifier>()
.Select( t => t.GetTerrainType(new int2(x,y)) )
.FirstOrDefault( t => t != null );
if (customTerrain == null) continue;
customLayer.SetPixel(x, y, Color.FromArgb(alpha, world.TileSet.Terrain[customTerrain].Color));
}
}
if (!world.GameHasStarted || !world.Queries.OwnedBy[world.LocalPlayer].WithTrait<ProvidesRadar>().Any())
return;
var bitmap = new Bitmap(oreLayer);
var bitmap = new Bitmap(customLayer);
var bitmapData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
@@ -135,11 +136,8 @@ namespace OpenRA.Graphics
}
var b = world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(new int2(x, y));
// This is an even worse hack than the ore!
var treeColor = world.TileSet.Terrain["tree"].Color;
if (b != null)
*(c + (y * bitmapData.Stride >> 2) + x) =
(b.Owner != null ? Color.FromArgb(alpha, b.Owner.Color) : Color.FromArgb(alpha, treeColor)).ToArgb();
*(c + (y * bitmapData.Stride >> 2) + x) = Color.FromArgb(alpha, b.Owner.Color).ToArgb();
}
}