// // Copyright 2020 Electronic Arts Inc. // // The Command & Conquer Map Editor and corresponding source code 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. // The Command & Conquer Map Editor and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection using MobiusEditor.Interface; using MobiusEditor.Render; using System; using System.Drawing; namespace MobiusEditor.Model { public class BuildingType : ICellOverlapper, ICellOccupier, ITechnoType, IBrowsableType { public sbyte ID { get; private set; } public string Name { get; private set; } public string DisplayName { get; private set; } public string Tilename { get; private set; } public Rectangle OverlapBounds => new Rectangle(Point.Empty, new Size(OccupyMask.GetLength(1), OccupyMask.GetLength(0))); public bool[,] OccupyMask { get; private set; } public bool[,] BaseOccupyMask { get; private set; } public Size Size { get; private set; } public bool HasBib { get; private set; } public string OwnerHouse { get; private set; } public TheaterType[] Theaters { get; private set; } public bool IsFake { get; private set; } public bool HasTurret { get; private set; } public string FactoryOverlay { get; private set; } public Image Thumbnail { get; set; } public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, TheaterType[] theaters, bool isFake, bool hasTurret, string factoryOverlay) { ID = id; Name = isFake ? (name.Substring(0, name.Length - 1) + "f") : name; DisplayName = Globals.TheGameTextManager[textId]; Tilename = name; BaseOccupyMask = occupyMask; Size = new Size(BaseOccupyMask.GetLength(1), BaseOccupyMask.GetLength(0)); HasBib = hasBib; OwnerHouse = ownerHouse; Theaters = theaters; IsFake = isFake; HasTurret = hasTurret; FactoryOverlay = factoryOverlay; if (HasBib) { OccupyMask = new bool[BaseOccupyMask.GetLength(0) + 1, BaseOccupyMask.GetLength(1)]; for (var i = 0; i < BaseOccupyMask.GetLength(0) - 1; ++i) { for (var j = 0; j < BaseOccupyMask.GetLength(1); ++j) { OccupyMask[i, j] = BaseOccupyMask[i, j]; } } for (var j = 0; j < OccupyMask.GetLength(1); ++j) { OccupyMask[OccupyMask.GetLength(0) - 2, j] = true; OccupyMask[OccupyMask.GetLength(0) - 1, j] = true; } } else { OccupyMask = BaseOccupyMask; } } public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, bool isFake, bool hasTurret, string factoryOverlay) : this(id, name, textId, occupyMask, hasBib, ownerHouse, null, isFake, hasTurret, factoryOverlay) { } public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse) : this(id, name, textId, occupyMask, hasBib, ownerHouse, null, false, false, null) { } public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, TheaterType[] theaters) : this(id, name, textId, occupyMask, hasBib, ownerHouse, theaters, false, false, null) { } public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, bool isFake) : this(id, name, textId, occupyMask, hasBib, ownerHouse, null, isFake, false, null) { } public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, bool isFake, bool hasTurret) : this(id, name, textId, occupyMask, hasBib, ownerHouse, null, isFake, hasTurret, null) { } public override bool Equals(object obj) { if (obj is BuildingType) { return this == obj; } else if (obj is sbyte) { return ID == (sbyte)obj; } else if (obj is string) { return string.Equals(Name, obj as string, StringComparison.OrdinalIgnoreCase); } return base.Equals(obj); } public override int GetHashCode() { return ID.GetHashCode(); } public override string ToString() { return Name; } public void Init(GameType gameType, TheaterType theater, HouseType house, DirectionType direction) { var mockBuilding = new Building() { Type = this, House = house, Strength = 256, Direction = direction }; var render = MapRenderer.Render(gameType, theater, Point.Empty, Globals.TileSize, Globals.TileScale, mockBuilding); if (!render.Item1.IsEmpty) { var buildingPreview = new Bitmap(render.Item1.Width, render.Item1.Height); using (var g = Graphics.FromImage(buildingPreview)) { render.Item2(g); } Thumbnail = buildingPreview; } } } }