108 lines
2.8 KiB
C#
Executable File
108 lines
2.8 KiB
C#
Executable File
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.FileFormats;
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namespace OpenRa.Game.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 bool[] overlayIsFence =
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{
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true, true, true, true, true,
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false, false, false, false,
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false, false, false, false,
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false, false, false, false, false, false, false,
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false, false, false, true, true,
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};
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static bool[] overlayIsOre =
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{
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false, false, false, false, false,
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true, true, true, true,
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false, false, false, false,
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false, false, false, false, false, false, false,
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false, false, false, false, false,
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};
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static bool[] overlayIsGems =
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{
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false, false, false, false, false,
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false, false, false, false,
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true, true, true, true,
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false, false, false, false, false, false, false,
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false, false, false, false, false,
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};
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Sprite[][] overlaySprites;
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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 = new Sprite[ overlaySpriteNames.Length ][];
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for( int i = 0 ; i < overlaySpriteNames.Length ; i++ )
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overlaySprites[ i ] = SpriteSheetBuilder.LoadAllSprites( overlaySpriteNames[ i ], ".shp", ".tem", ".sno" );
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}
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public void Draw()
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{
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for( int y = 0 ; y < 128 ; y++ )
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{
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for( int x = 0 ; x < 128 ; x++ )
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{
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if( map.MapTiles[ x, y ].overlay < overlaySprites.Length )
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{
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var location = new int2( x, y );
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var sprites = overlaySprites[ map.MapTiles[ x, y ].overlay ];
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var spriteIndex = 0;
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if( overlayIsFence[ map.MapTiles[ x, y ].overlay ] )
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spriteIndex = NearbyFences( x, y );
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else if( overlayIsOre[ map.MapTiles[ x, y ].overlay ] )
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spriteIndex = 11;
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else if( overlayIsGems[ map.MapTiles[ x, y ].overlay ] )
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spriteIndex = 2;
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spriteRenderer.DrawSprite( sprites[ spriteIndex ], 24 * (float2)( location - map.Offset ), 0 );
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}
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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 < overlayIsFence.Length )
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return 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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