#region Copyright & License Information /* * Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.FileFormats; using OpenRA.Graphics; using OpenRA.Traits; using OpenRA.Mods.RA.Effects; namespace OpenRA.Mods.RA { public 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 readonly int SmokePercentage = 25; public readonly string SmokeType = "smoke_m"; public object Create(ActorInitializer init) { return new SmudgeLayer(this); } } public class SmudgeLayer: IRenderOverlay, IWorldLoaded { public SmudgeLayerInfo Info; Dictionary> tiles; Sprite[][] smudgeSprites; World world; public SmudgeLayer(SmudgeLayerInfo info) { this.Info = info; smudgeSprites = Info.Types.Select(x => Game.modData.SpriteLoader.LoadAllSprites(x)).ToArray(); } public void WorldLoaded(World w) { world = w; tiles = new Dictionary>(); // Add map smudges foreach (var s in w.Map.Smudges.Value.Where( s => Info.Types.Contains(s.Type ))) tiles.Add((CPos)s.Location, new TileReference((byte)Array.IndexOf(Info.Types, s.Type), (byte)s.Depth)); } public void AddSmudge(CPos loc) { if (Game.CosmeticRandom.Next(0,100) <= Info.SmokePercentage) world.AddFrameEndTask(w => w.Add(new Smoke(w, Traits.Util.CenterOfCell(loc), Info.SmokeType))); // No smudge; create a new one if (!tiles.ContainsKey(loc)) { byte st = (byte)(1 + world.SharedRandom.Next(Info.Types.Length - 1)); tiles.Add(loc, new TileReference(st,(byte)0)); return; } var tile = tiles[loc]; // Existing smudge; make it deeper int depth = Info.Depths[tile.type-1]; if (tile.index < depth - 1) { tile.index++; tiles[loc] = tile; // struct semantics. } } public void Render( WorldRenderer wr ) { var cliprect = Game.viewport.WorldBounds(world); var localPlayer = world.LocalPlayer; foreach (var kv in tiles) { if (!cliprect.Contains(kv.Key.X,kv.Key.Y)) continue; if (localPlayer != null && !localPlayer.Shroud.IsExplored(kv.Key)) continue; smudgeSprites[kv.Value.type- 1][kv.Value.index].DrawAt(wr, kv.Key.ToPPos().ToFloat2(), "terrain"); } } } }