public override void Draw(GameObject obj, DrawingSurface ds, bool shadows = true) { terrainShp = new ShpDrawable(Rules, Art); terrainShp.OwnerCollection = OwnerCollection; terrainShp.LoadFromArtEssential(); terrainShp.Props = Props; terrainShp.Shp = VFS.Open <ShpFile>(terrainShp.GetFilename()); foreach (var sub in SubDrawables.OfType <AlphaDrawable>()) { sub.Draw(obj, ds, false); } if (shadows) { terrainShp.DrawShadow(obj, ds); } terrainShp.Draw(obj, ds, false); }
public override void LoadFromRules() { base.LoadFromRules(); IsBuildingPart = true; InvisibleInGame = Rules.ReadBool("InvisibleInGame") || LampNames.Contains(Name.ToUpper()); string foundation = Art.ReadString("Foundation", "1x1"); if (!foundation.Equals("custom", StringComparison.InvariantCultureIgnoreCase)) { int fx = foundation[0] - '0'; int fy = foundation[2] - '0'; Foundation = new Size(fx, fy); } else { int fx = Art.ReadInt("Foundation.X", 1); int fy = Art.ReadInt("Foundation.Y", 1); Foundation = new Size(fx, fy); } Props.SortIndex = Art.ReadInt("NormalYSort") - Art.ReadInt("NormalZAdjust"); // "main" building image before anims _baseShp = new ShpDrawable(Rules, Art); _baseShp.OwnerCollection = OwnerCollection; _baseShp.LoadFromArtEssential(); _baseShp.Props = Props; _baseShp.Shp = VFS.Open <ShpFile>(_baseShp.GetFilename()); var extraProps = Props.Clone(); extraProps.SortIndex = 0; foreach (string extraImage in AnimImages) { var extra = LoadExtraImage(extraImage, extraProps); if (extra != null && extra.Shp != null) { _anims.Add(extra); var extraDmg = LoadExtraImage(extraImage + "Damaged", extra.Props); if (extraDmg != null && extraDmg.Shp != null) { _animsDamaged.Add(extraDmg); } else // no damaged anim --> use normal anim also in damaged state { _animsDamaged.Add(extra); } } } // Starkku: New code for adding fire animations to buildings, supports custom-paletted animations. if (OwnerCollection.Engine >= EngineType.RedAlert2) { LoadFireAnimations(); } // Add turrets if (Rules.ReadBool("Turret") && Rules.HasKey("TurretAnim")) { string turretName = Rules.ReadString("TurretAnim"); Drawable turret = Rules.ReadBool("TurretAnimIsVoxel") ? (Drawable) new VoxelDrawable(VFS.Open <VxlFile>(turretName + ".vxl"), VFS.Open <HvaFile>(turretName + ".hva")) : new ShpDrawable(VFS.Open <ShpFile>(turretName + ".shp")); turret.Props.Offset = Props.Offset + new Size(Rules.ReadInt("TurretAnimX"), Rules.ReadInt("TurretAnimY")); turret.Props.HasShadow = Rules.ReadBool("UseTurretShadow"); turret.Props.FrameDecider = FrameDeciders.TurretFrameDecider; turret.Props.ZAdjust = Rules.ReadInt("TurretAnimZAdjust"); SubDrawables.Add(turret); if (turret is VoxelDrawable && turretName.ToUpper().Contains("TUR")) { string barrelName = turretName.Replace("TUR", "BARL"); if (VFS.Exists(barrelName + ".vxl")) { var barrel = new VoxelDrawable(VFS.Open <VxlFile>(barrelName + ".vxl"), VFS.Open <HvaFile>(barrelName + ".hva")); SubDrawables.Add(barrel); barrel.Props = turret.Props; } } } // Bib if (Art.HasKey("BibShape")) { var bibImg = Art.ReadString("BibShape") + ".shp"; if (NewTheater) { bibImg = OwnerCollection.ApplyNewTheaterIfNeeded(bibImg, bibImg); } var bibShp = VFS.Open <ShpFile>(bibImg); if (bibShp != null) { var bib = new ShpDrawable(bibShp); bib.Props = this.Props.Clone(); bib.Flat = true; SubDrawables.Add(bib); } } // Powerup slots, at most 3 for (int i = 1; i <= 3; i++) { if (!Art.HasKey(String.Format("PowerUp{0}LocXX", i))) { break; } _powerupSlots.Add(new PowerupSlot { X = Art.ReadInt(String.Format("PowerUp{0}LocXX", i)), Y = Art.ReadInt(String.Format("PowerUp{0}LocYY", i)), Z = Art.ReadInt(String.Format("PowerUp{0}LocZZ", i)), YSort = Art.ReadInt(String.Format("PowerUp{0}LocYSort", i)), }); } }
public override void LoadFromRules() { base.LoadFromRules(); IsBuildingPart = true; InvisibleInGame = Rules.ReadBool("InvisibleInGame") || LampNames.Contains(Name.ToUpper()); string foundation = Art.ReadString("Foundation", "1x1"); if (!foundation.Equals("custom", StringComparison.InvariantCultureIgnoreCase)) { int fx = foundation[0] - '0'; int fy = foundation[2] - '0'; Foundation = new Size(fx, fy); } else { int fx = Art.ReadInt("Foundation.X", 1); int fy = Art.ReadInt("Foundation.Y", 1); Foundation = new Size(fx, fy); } Props.SortIndex = Art.ReadInt("NormalYSort") - Art.ReadInt("NormalZAdjust"); // "main" building image before anims Props.ZShapePointMove = Art.ReadPoint("ZShapePointMove"); _baseShp = new ShpDrawable(Rules, Art); _baseShp.OwnerCollection = OwnerCollection; _baseShp.LoadFromArtEssential(); _baseShp.Props = Props; _baseShp.Shp = VFS.Open<ShpFile>(_baseShp.GetFilename()); var extraProps = Props.Clone(); extraProps.SortIndex = 0; foreach (string extraImage in AnimImages) { var extra = LoadExtraImage(extraImage, extraProps); if (extra != null && extra.Shp != null) { _anims.Add(extra); var extraDmg = LoadExtraImage(extraImage + "Damaged", extra.Props); if (extraDmg != null && extraDmg.Shp != null) _animsDamaged.Add(extraDmg); else // no damaged anim --> use normal anim also in damaged state _animsDamaged.Add(extra); } } // Starkku: New code for adding fire animations to buildings, supports custom-paletted animations. if (OwnerCollection.Engine >= EngineType.RedAlert2) LoadFireAnimations(); // Add turrets if (Rules.ReadBool("Turret") && Rules.HasKey("TurretAnim")) { string turretName = Rules.ReadString("TurretAnim"); // Starkku: NewTheater/generic image fallback support for turrets. string turretNameShp = NewTheater ? OwnerCollection.ApplyNewTheaterIfNeeded(turretName, turretName) : turretName; turretNameShp += ".shp"; Drawable turret = Rules.ReadBool("TurretAnimIsVoxel") ? (Drawable)new VoxelDrawable(VFS.Open<VxlFile>(turretName + ".vxl"), VFS.Open<HvaFile>(turretName + ".hva")) : new ShpDrawable(VFS.Open<ShpFile>(turretNameShp)); turret.Props.Offset = Props.Offset + new Size(Rules.ReadInt("TurretAnimX"), Rules.ReadInt("TurretAnimY")); turret.Props.HasShadow = Rules.ReadBool("UseTurretShadow"); turret.Props.FrameDecider = FrameDeciders.TurretFrameDecider; turret.Props.ZAdjust = Rules.ReadInt("TurretAnimZAdjust"); SubDrawables.Add(turret); if (turret is VoxelDrawable && turretName.ToUpper().Contains("TUR")) { string barrelName = turretName.Replace("TUR", "BARL"); if (VFS.Exists(barrelName + ".vxl")) { var barrel = new VoxelDrawable(VFS.Open<VxlFile>(barrelName + ".vxl"), VFS.Open<HvaFile>(barrelName + ".hva")); SubDrawables.Add(barrel); barrel.Props = turret.Props; } } } // Bib if (Art.HasKey("BibShape")) { var bibImg = Art.ReadString("BibShape") + ".shp"; if (NewTheater) bibImg = OwnerCollection.ApplyNewTheaterIfNeeded(bibImg, bibImg); var bibShp = VFS.Open<ShpFile>(bibImg); if (bibShp != null) { var bib = new ShpDrawable(bibShp); bib.Props = this.Props.Clone(); bib.Flat = true; SubDrawables.Add(bib); } } // Powerup slots, at most 3 for (int i = 1; i <= 3; i++) { if (!Art.HasKey(String.Format("PowerUp{0}LocXX", i))) break; _powerupSlots.Add(new PowerupSlot { X = Art.ReadInt(String.Format("PowerUp{0}LocXX", i)), Y = Art.ReadInt(String.Format("PowerUp{0}LocYY", i)), Z = Art.ReadInt(String.Format("PowerUp{0}LocZZ", i)), YSort = Art.ReadInt(String.Format("PowerUp{0}LocYSort", i)), }); } }