using System.Collections.Generic; using OpenRa.FileFormats; using OpenRa.Game.Graphics; using OpenRa.TechTree; using System.Drawing; using System.Linq; using IrrKlang; using IjwFramework.Collections; namespace OpenRa.Game { class Game { public static readonly int CellSize = 24; public readonly World world; public readonly Map map; readonly TreeCache treeCache; public readonly TerrainRenderer terrain; public readonly Viewport viewport; public readonly PathFinder pathFinder; public readonly Network network; public readonly WorldRenderer worldRenderer; public readonly Controller controller; int localPlayerIndex = 0; public readonly Dictionary players = new Dictionary(); public Player LocalPlayer { get { return players[localPlayerIndex]; } } public BuildingInfluenceMap LocalPlayerBuildings; ISoundEngine soundEngine; public Game(string mapName, Renderer renderer, int2 clientSize) { Rules.LoadRules( mapName ); for( int i = 0 ; i < 8 ; i++ ) players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet)); var mapFile = new IniFile( FileSystem.Open( mapName ) ); map = new Map( mapFile ); FileSystem.Mount(new Package(map.Theater + ".mix")); viewport = new Viewport(clientSize, map.Size, renderer); terrain = new TerrainRenderer(renderer, map, viewport); world = new World(this); treeCache = new TreeCache(map); foreach( TreeReference treeReference in map.Trees ) world.Add( new Actor( treeReference, treeCache, map.Offset ) ); LoadMapBuildings( mapFile ); LoadMapUnits( mapFile ); LocalPlayerBuildings = new BuildingInfluenceMap(world, LocalPlayer); pathFinder = new PathFinder(map, terrain.tileSet, LocalPlayerBuildings); network = new Network(); controller = new Controller(this); // CAREFUL THERES AN UGLY HIDDEN DEPENDENCY HERE STILL worldRenderer = new WorldRenderer(renderer, this); soundEngine = new ISoundEngine(); sounds = new Cache(LoadSound); PlaySound("intro.aud", false); } void LoadMapBuildings( IniFile mapfile ) { foreach( var s in mapfile.GetSection( "STRUCTURES", true ) ) { //num=owner,type,health,location,facing,trigger,unknown,shouldRepair var parts = s.Value.ToLowerInvariant().Split( ',' ); var loc = int.Parse( parts[ 3 ] ); world.Add( new Actor( parts[ 1 ], new int2( loc % 128 - map.Offset.X, loc / 128-map.Offset.Y ), players[ 0 ] ) ); } } void LoadMapUnits( IniFile mapfile ) { foreach( var s in mapfile.GetSection( "UNITS", true ) ) { //num=owner,type,health,location,facing,action,trigger var parts = s.Value.ToLowerInvariant().Split( ',' ); var loc = int.Parse( parts[ 3 ] ); world.Add( new Actor( parts[ 1 ], new int2( loc % 128 - map.Offset.X, loc / 128 - map.Offset.Y ), players[ 0 ] ) ); } } readonly Cache sounds; ISoundSource LoadSound(string filename) { var data = AudLoader.LoadSound(FileSystem.Open(filename)); return soundEngine.AddSoundSourceFromPCMData(data, filename, new AudioFormat() { ChannelCount = 1, FrameCount = data.Length / 2, Format = SampleFormat.Signed16Bit, SampleRate = 22050 }); } public void PlaySound(string name, bool loop) { var sound = sounds[name]; // todo: positioning soundEngine.Play2D(sound, loop, false, false); } public void Tick() { var stuffFromOtherPlayers = network.Tick(); // todo: actually use the orders! world.Update(); viewport.DrawRegions(); } public bool IsCellBuildable(int2 a) { if (LocalPlayerBuildings[a] != null) return false; a += map.Offset; return map.IsInMap(a.X, a.Y) && TerrainCosts.Cost(UnitMovementType.Wheel, terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity; } public IEnumerable FindUnits(float2 a, float2 b) { var min = float2.Min(a, b); var max = float2.Max(a, b); var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y); return world.Actors .Where(x => (x.Owner == LocalPlayer) && (x.Bounds.IntersectsWith(rect))); } } }