Files
OpenRA/OpenRa.Game/Game.cs
Bob 6dec94d00e added units.ini (and campaignUnits.ini), and IniFile got support for load/merging multiple files.
- Rules can now handle map-specific rules changes
    - units.ini replaces {buildings,units,infantry}.txt (or will replace; sidebar still uses them)
    - Added support for loading map-placed units/structures - try scg11eb.ini
        - added FCOM
2009-10-20 17:16:45 +13:00

148 lines
4.1 KiB
C#

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<int, Player> players = new Dictionary<int, Player>();
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<string, ISoundSource>(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<string, ISoundSource> 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<Actor> 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)));
}
}
}