#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA 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. * * OpenRA 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 OpenRA. If not, see . */ #endregion using System; using System.Linq; using System.Drawing; using OpenRA.Graphics; using OpenRA.FileFormats; namespace OpenRA.Traits { class SmudgeLayerInfo : ITraitInfo { public readonly string Type = "Scorch"; public readonly string[] Types = {"sc1", "sc2", "sc3", "sc4", "sc5", "sc6"}; public readonly int[] Depths = {1,1,1,1,1,1}; public object Create(Actor self) { return new SmudgeLayer(self, this); } } class SmudgeLayer: IRenderOverlay, ILoadWorldHook { public SmudgeLayerInfo Info; SpriteRenderer spriteRenderer; TileReference[,] tiles; Sprite[][] smudgeSprites; World world; public SmudgeLayer(Actor self, SmudgeLayerInfo info) { spriteRenderer = new SpriteRenderer( Game.renderer, true ); this.Info = info; smudgeSprites = Info.Types.Select(x => SpriteSheetBuilder.LoadAllSprites(x)).ToArray(); } public void WorldLoaded(World w) { world = w; tiles = new TileReference[w.Map.MapSize.X,w.Map.MapSize.Y]; // TODO: Parse map and add initial smudges } public void AddSmudge(int2 loc) { // No smudge; create a new one if (tiles[loc.X, loc.Y].type == 0) { byte st = (byte)(1 + world.SharedRandom.Next(Info.Types.Length - 1)); tiles[loc.X,loc.Y] = new TileReference(st,(byte)0); return; } // Existing smudge; make it deeper int depth = Info.Depths[tiles[loc.X, loc.Y].type-1]; if (tiles[loc.X, loc.Y].image >= depth - 1) return; /* Smudge is at maximum depth */ tiles[loc.X,loc.Y].image++; } public void Render() { var shroud = world.LocalPlayer.Shroud; var tl = world.Map.TopLeft; var br = world.Map.BottomRight; for (int x = tl.X; x < br.X; x++) for (int y = tl.Y; y < br.Y; y++) { var t = new int2(x, y); if (!shroud.IsExplored(t) || tiles[x,y].type == 0) continue; spriteRenderer.DrawSprite(smudgeSprites[tiles[x,y].type- 1][tiles[x,y].image], Game.CellSize * (float2)t, "terrain"); } spriteRenderer.Flush(); } } }