Files
OpenRA/OpenRA.Mods.RA/World/SmudgeLayer.cs

94 lines
2.7 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
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 object Create(ActorInitializer init) { return new SmudgeLayer(this); }
}
public class SmudgeLayer: IRenderOverlay, IWorldLoaded
{
public SmudgeLayerInfo Info;
Dictionary<int2,TileReference<byte,byte>> tiles;
Sprite[][] smudgeSprites;
World world;
public SmudgeLayer(SmudgeLayerInfo info)
{
this.Info = info;
smudgeSprites = Info.Types.Select(x => SpriteSheetBuilder.LoadAllSprites(x)).ToArray();
}
public void WorldLoaded(World w)
{
world = w;
tiles = new Dictionary<int2,TileReference<byte,byte>>();
// Add map smudges
foreach (var s in w.Map.Smudges.Where( s => Info.Types.Contains(s.Type )))
tiles.Add(s.Location,new TileReference<byte,byte>((byte)Array.IndexOf(Info.Types,s.Type),
(byte)s.Depth));
}
public void AddSmudge(int2 loc)
{
if (!world.GetTerrainInfo(loc).AcceptSmudge)
return;
// 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<byte,byte>(st,(byte)0));
return;
}
var tile = tiles[loc];
// Existing smudge; make it deeper
int depth = Info.Depths[tile.type-1];
if (tile.image < depth - 1)
{
tile.image++;
tiles[loc] = tile; // struct semantics.
}
}
public void Render()
{
var cliprect = Game.viewport.ShroudBounds().HasValue
? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
cliprect = Rectangle.Intersect(Game.viewport.ViewBounds(), cliprect);
foreach (var kv in tiles)
{
if (!cliprect.Contains(kv.Key.X,kv.Key.Y))
continue;
if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(kv.Key))
continue;
smudgeSprites[kv.Value.type- 1][kv.Value.image].DrawAt(
Game.CellSize * kv.Key, "terrain");
}
}
}
}