104 lines
3.1 KiB
C#
104 lines
3.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Linq;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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class SmudgeLayerInfo : ITraitInfo
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{
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public readonly string Type = "Scorch";
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public readonly string[] Types = {"sc1", "sc2", "sc3", "sc4", "sc5", "sc6"};
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public readonly int[] Depths = {1,1,1,1,1,1};
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public object Create(Actor self) { return new SmudgeLayer(self, this); }
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}
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class SmudgeLayer: IRenderOverlay, ILoadWorldHook
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{
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public SmudgeLayerInfo Info;
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SpriteRenderer spriteRenderer;
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TileReference<byte,byte>[,] tiles;
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Sprite[][] smudgeSprites;
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World world;
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public SmudgeLayer(Actor self, SmudgeLayerInfo info)
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{
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spriteRenderer = new SpriteRenderer( Game.renderer, true );
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this.Info = info;
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smudgeSprites = Info.Types.Select(x => SpriteSheetBuilder.LoadAllSprites(x)).ToArray();
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}
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public void WorldLoaded(World w)
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{
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world = w;
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tiles = new TileReference<byte,byte>[w.Map.MapSize.X,w.Map.MapSize.Y];
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// Add map smudges
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foreach (var s in w.Map.Smudges)
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{
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if (!Info.Types.Contains(s.Type))
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continue;
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tiles[s.Location.X,s.Location.Y] = new TileReference<byte,byte>((byte)Array.IndexOf(Info.Types,s.Type),
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(byte)s.Depth);
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}
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}
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public void AddSmudge(int2 loc)
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{
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// No smudge; create a new one
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if (tiles[loc.X, loc.Y].type == 0)
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{
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byte st = (byte)(1 + world.SharedRandom.Next(Info.Types.Length - 1));
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tiles[loc.X,loc.Y] = new TileReference<byte,byte>(st,(byte)0);
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return;
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}
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// Existing smudge; make it deeper
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int depth = Info.Depths[tiles[loc.X, loc.Y].type-1];
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if (tiles[loc.X, loc.Y].image >= depth - 1) return; /* Smudge is at maximum depth */
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tiles[loc.X,loc.Y].image++;
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}
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public void Render()
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{
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var shroud = world.LocalPlayer.Shroud;
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var tl = world.Map.TopLeft;
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var br = world.Map.BottomRight;
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for (int x = tl.X; x < br.X; x++)
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for (int y = tl.Y; y < br.Y; y++)
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{
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var t = new int2(x, y);
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if (!shroud.IsExplored(t) || tiles[x,y].type == 0) continue;
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spriteRenderer.DrawSprite(smudgeSprites[tiles[x,y].type- 1][tiles[x,y].image],
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Game.CellSize * (float2)t, "terrain");
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}
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spriteRenderer.Flush();
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}
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}
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}
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