Files
OpenRA/OpenRa.Game/Graphics/OverlayRenderer.cs
2010-02-16 21:20:41 +13:00

115 lines
3.4 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Linq;
using OpenRa.FileFormats;
namespace OpenRa.Graphics
{
class OverlayRenderer
{
static string[] overlaySpriteNames =
{
"sbag", "cycl", "brik", "fenc", "wood",
"gold01", "gold02", "gold03", "gold04",
"gem01", "gem02", "gem03", "gem04",
"v12", "v13", "v14", "v15", "v16", "v17", "v18",
"fpls", "wcrate", "scrate", "barb", "sbag",
};
static string[] smudgeSpriteNames =
{
"bib3", "bib2", "bib1", "sc1", "sc2", "sc3", "sc4", "sc5", "sc6",
"cr1", "cr2", "cr3", "cr4", "cr5", "cr6",
};
readonly Sprite[][] overlaySprites;
readonly Sprite[] smudgeSprites;
SpriteRenderer spriteRenderer;
Map map;
public OverlayRenderer( Renderer renderer, Map map )
{
this.spriteRenderer = new SpriteRenderer( renderer, true );
this.map = map;
overlaySprites = overlaySpriteNames.Select(f => SpriteSheetBuilder.LoadAllSprites(f)).ToArray();
smudgeSprites = smudgeSpriteNames.SelectMany(f => SpriteSheetBuilder.LoadAllSprites(f)).ToArray();
}
public void Draw()
{
var shroud = Game.world.LocalPlayer.Shroud;
for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
{
if (!shroud.IsExplored(new int2(x,y))) continue;
var tr = map.MapTiles[x,y];
if (tr.smudge != 0 && tr.smudge <= smudgeSprites.Length)
{
var location = new int2(x, y);
spriteRenderer.DrawSprite(smudgeSprites[tr.smudge - 1],
Game.CellSize * (float2)location, "terrain");
}
var o = tr.overlay;
if (o < overlaySprites.Length)
{
var location = new int2(x, y);
var sprites = overlaySprites[o];
var spriteIndex = 0;
if (Ore.overlayIsFence[o]) spriteIndex = NearbyFences(x, y);
else if (Ore.overlayIsOre[o]) spriteIndex = map.MapTiles[x,y].density - 1;
else if (Ore.overlayIsGems[o]) spriteIndex = map.MapTiles[x,y].density - 1;
spriteRenderer.DrawSprite(sprites[spriteIndex],
Game.CellSize * (float2)location, "terrain");
}
}
spriteRenderer.Flush();
}
bool IsFence( int x, int y )
{
var o = map.MapTiles[ x, y ].overlay;
if (o < Ore.overlayIsFence.Length)
return Ore.overlayIsFence[o];
return false;
}
int NearbyFences( int x, int y )
{
int ret = 0;
if( IsFence( x, y - 1 ) )
ret |= 1;
if( IsFence( x + 1, y ) )
ret |= 2;
if( IsFence( x, y + 1 ) )
ret |= 4;
if( IsFence( x - 1, y ) )
ret |= 8;
return ret;
}
}
}