CnC_Remastered_Collection/CnCTDRAMapEditor/Model/BuildingType.cs
PG-SteveT e37e174be1 C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
2020-09-10 11:12:58 -07:00

167 lines
6.1 KiB
C#

//
// 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;
}
}
}
}