mirror of
https://github.com/electronicarts/CnC_Remastered_Collection
synced 2024-04-30 02:12:36 +12:00
e37e174be1
Initial commit of C&C Remastered Map Editor code
167 lines
6.1 KiB
C#
167 lines
6.1 KiB
C#
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// The Command & Conquer Map Editor and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// The Command & Conquer Map Editor and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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using MobiusEditor.Interface;
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using MobiusEditor.Render;
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using System;
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using System.Drawing;
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namespace MobiusEditor.Model
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{
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public class BuildingType : ICellOverlapper, ICellOccupier, ITechnoType, IBrowsableType
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{
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public sbyte ID { get; private set; }
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public string Name { get; private set; }
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public string DisplayName { get; private set; }
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public string Tilename { get; private set; }
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public Rectangle OverlapBounds => new Rectangle(Point.Empty, new Size(OccupyMask.GetLength(1), OccupyMask.GetLength(0)));
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public bool[,] OccupyMask { get; private set; }
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public bool[,] BaseOccupyMask { get; private set; }
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public Size Size { get; private set; }
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public bool HasBib { get; private set; }
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public string OwnerHouse { get; private set; }
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public TheaterType[] Theaters { get; private set; }
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public bool IsFake { get; private set; }
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public bool HasTurret { get; private set; }
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public string FactoryOverlay { get; private set; }
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public Image Thumbnail { get; set; }
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public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, TheaterType[] theaters, bool isFake, bool hasTurret, string factoryOverlay)
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{
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ID = id;
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Name = isFake ? (name.Substring(0, name.Length - 1) + "f") : name;
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DisplayName = Globals.TheGameTextManager[textId];
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Tilename = name;
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BaseOccupyMask = occupyMask;
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Size = new Size(BaseOccupyMask.GetLength(1), BaseOccupyMask.GetLength(0));
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HasBib = hasBib;
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OwnerHouse = ownerHouse;
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Theaters = theaters;
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IsFake = isFake;
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HasTurret = hasTurret;
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FactoryOverlay = factoryOverlay;
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if (HasBib)
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{
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OccupyMask = new bool[BaseOccupyMask.GetLength(0) + 1, BaseOccupyMask.GetLength(1)];
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for (var i = 0; i < BaseOccupyMask.GetLength(0) - 1; ++i)
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{
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for (var j = 0; j < BaseOccupyMask.GetLength(1); ++j)
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{
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OccupyMask[i, j] = BaseOccupyMask[i, j];
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}
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}
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for (var j = 0; j < OccupyMask.GetLength(1); ++j)
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{
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OccupyMask[OccupyMask.GetLength(0) - 2, j] = true;
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OccupyMask[OccupyMask.GetLength(0) - 1, j] = true;
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}
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}
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else
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{
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OccupyMask = BaseOccupyMask;
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}
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}
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public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, bool isFake, bool hasTurret, string factoryOverlay)
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: this(id, name, textId, occupyMask, hasBib, ownerHouse, null, isFake, hasTurret, factoryOverlay)
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{
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}
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public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse)
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: this(id, name, textId, occupyMask, hasBib, ownerHouse, null, false, false, null)
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{
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}
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public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, TheaterType[] theaters)
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: this(id, name, textId, occupyMask, hasBib, ownerHouse, theaters, false, false, null)
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{
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}
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public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, bool isFake)
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: this(id, name, textId, occupyMask, hasBib, ownerHouse, null, isFake, false, null)
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{
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}
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public BuildingType(sbyte id, string name, string textId, bool[,] occupyMask, bool hasBib, string ownerHouse, bool isFake, bool hasTurret)
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: this(id, name, textId, occupyMask, hasBib, ownerHouse, null, isFake, hasTurret, null)
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{
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}
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public override bool Equals(object obj)
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{
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if (obj is BuildingType)
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{
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return this == obj;
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}
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else if (obj is sbyte)
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{
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return ID == (sbyte)obj;
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}
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else if (obj is string)
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{
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return string.Equals(Name, obj as string, StringComparison.OrdinalIgnoreCase);
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}
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return base.Equals(obj);
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}
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public override int GetHashCode()
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{
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return ID.GetHashCode();
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}
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public override string ToString()
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{
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return Name;
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}
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public void Init(GameType gameType, TheaterType theater, HouseType house, DirectionType direction)
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{
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var mockBuilding = new Building()
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{
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Type = this,
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House = house,
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Strength = 256,
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Direction = direction
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};
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var render = MapRenderer.Render(gameType, theater, Point.Empty, Globals.TileSize, Globals.TileScale, mockBuilding);
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if (!render.Item1.IsEmpty)
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{
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var buildingPreview = new Bitmap(render.Item1.Width, render.Item1.Height);
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using (var g = Graphics.FromImage(buildingPreview))
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{
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render.Item2(g);
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}
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Thumbnail = buildingPreview;
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}
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}
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}
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}
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