Everything is now OpenRA, not OpenRa
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114
OpenRA.Game/Graphics/OverlayRenderer.cs
Executable file
114
OpenRA.Game/Graphics/OverlayRenderer.cs
Executable file
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#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.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Graphics
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{
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class OverlayRenderer
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{
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static string[] overlaySpriteNames =
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{
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"sbag", "cycl", "brik", "fenc", "wood",
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"gold01", "gold02", "gold03", "gold04",
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"gem01", "gem02", "gem03", "gem04",
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"v12", "v13", "v14", "v15", "v16", "v17", "v18",
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"fpls", "wcrate", "scrate", "barb", "sbag",
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};
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static string[] smudgeSpriteNames =
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{
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"bib3", "bib2", "bib1", "sc1", "sc2", "sc3", "sc4", "sc5", "sc6",
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"cr1", "cr2", "cr3", "cr4", "cr5", "cr6",
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};
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readonly Sprite[][] overlaySprites;
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readonly Sprite[] smudgeSprites;
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SpriteRenderer spriteRenderer;
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Map map;
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public OverlayRenderer( Renderer renderer, Map map )
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{
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this.spriteRenderer = new SpriteRenderer( renderer, true );
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this.map = map;
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overlaySprites = overlaySpriteNames.Select(f => SpriteSheetBuilder.LoadAllSprites(f)).ToArray();
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smudgeSprites = smudgeSpriteNames.SelectMany(f => SpriteSheetBuilder.LoadAllSprites(f)).ToArray();
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}
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public void Draw()
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{
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var shroud = Game.world.LocalPlayer.Shroud;
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for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
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for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
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{
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if (!shroud.IsExplored(new int2(x,y))) continue;
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var tr = map.MapTiles[x,y];
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if (tr.smudge != 0 && tr.smudge <= smudgeSprites.Length)
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{
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var location = new int2(x, y);
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spriteRenderer.DrawSprite(smudgeSprites[tr.smudge - 1],
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Game.CellSize * (float2)location, "terrain");
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}
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var o = tr.overlay;
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if (o < overlaySprites.Length)
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{
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var location = new int2(x, y);
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var sprites = overlaySprites[o];
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var spriteIndex = 0;
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if (Ore.overlayIsFence[o]) spriteIndex = NearbyFences(x, y);
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else if (Ore.overlayIsOre[o]) spriteIndex = map.MapTiles[x,y].density - 1;
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else if (Ore.overlayIsGems[o]) spriteIndex = map.MapTiles[x,y].density - 1;
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spriteRenderer.DrawSprite(sprites[spriteIndex],
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Game.CellSize * (float2)location, "terrain");
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}
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}
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spriteRenderer.Flush();
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}
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bool IsFence( int x, int y )
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{
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var o = map.MapTiles[ x, y ].overlay;
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if (o < Ore.overlayIsFence.Length)
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return Ore.overlayIsFence[o];
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return false;
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}
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int NearbyFences( int x, int y )
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{
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int ret = 0;
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if( IsFence( x, y - 1 ) )
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ret |= 1;
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if( IsFence( x + 1, y ) )
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ret |= 2;
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if( IsFence( x, y + 1 ) )
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ret |= 4;
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if( IsFence( x - 1, y ) )
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ret |= 8;
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return ret;
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}
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}
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}
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