Merge remote-tracking branch 'refs/remotes/barotrauma/master'

Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/GUI/GUI.cs
	Subsurface/Source/GameMain.cs
	Subsurface/Source/GameSettings.cs
	Subsurface/Source/Items/CharacterInventory.cs
	Subsurface/Source/Items/Components/ItemComponent.cs
	Subsurface/Source/Items/Components/Machines/Pump.cs
	Subsurface/Source/Items/Components/Machines/Radar.cs
	Subsurface/Source/Items/Components/Machines/Steering.cs
	Subsurface/Source/Items/Components/Power/PowerContainer.cs
	Subsurface/Source/Items/Inventory.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Items/ItemSpawner.cs
	Subsurface/Source/Map/Levels/WaterRenderer.cs
	Subsurface/Source/Map/LinkedSubmarine.cs
	Subsurface/Source/Map/Map/Map.cs
	Subsurface/Source/Map/Structure.cs
	Subsurface/Source/Map/Submarine.cs
	Subsurface/Source/Map/WayPoint.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
	Subsurface/Source/Screens/GameScreen.cs
This commit is contained in:
juanjp600
2016-10-11 20:19:25 -03:00
130 changed files with 4428 additions and 67178 deletions

View File

@@ -52,7 +52,10 @@ namespace Barotrauma
List<Body> bodies;
//sections of the wall that are supposed to be rendered
private WallSection[] sections;
public WallSection[] sections {
get;
private set;
}
bool isHorizontal;
@@ -62,6 +65,10 @@ namespace Barotrauma
get { return netStateID; }
}
public SpriteEffects SpriteEffects = SpriteEffects.None;
private bool flippedX;
public override Sprite Sprite
{
get { return prefab.sprite; }
@@ -74,7 +81,8 @@ namespace Barotrauma
public Direction StairDirection
{
get { return prefab.StairDirection; }
get;
private set;
}
public override string Name
@@ -139,8 +147,24 @@ namespace Barotrauma
}
set
{
Rectangle oldRect = Rect;
base.Rect = value;
if (prefab.HasBody) CreateSections();
else
{
foreach (WallSection sec in sections)
{
Rectangle secRect = sec.rect;
secRect.X -= oldRect.X; secRect.Y -= oldRect.Y;
secRect.X *= value.Width; secRect.X /= oldRect.Width;
secRect.Y *= value.Height; secRect.Y /= oldRect.Height;
secRect.Width *= value.Width; secRect.Width /= oldRect.Width;
secRect.Height *= value.Height; secRect.Height /= oldRect.Height;
secRect.X += value.X; secRect.Y += value.Y;
sec.rect = secRect;
}
}
}
}
@@ -180,6 +204,8 @@ namespace Barotrauma
prefab = sp;
isHorizontal = (rect.Width>rect.Height);
StairDirection = prefab.StairDirection;
if (prefab.HasBody)
{
@@ -211,29 +237,9 @@ namespace Barotrauma
sections = new WallSection[1];
sections[0] = new WallSection(rect);
if (StairDirection!=Direction.None)
if (StairDirection != Direction.None)
{
bodies = new List<Body>();
Body newBody = BodyFactory.CreateRectangle(GameMain.World,
ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) + Submarine.GridSize.X*3.0f),
ConvertUnits.ToSimUnits(10),
1.5f);
newBody.BodyType = BodyType.Static;
Vector2 stairPos = new Vector2(Position.X, rect.Y - rect.Height + rect.Width / 2.0f);
stairPos += new Vector2(
(StairDirection == Direction.Right) ? -Submarine.GridSize.X*1.5f : Submarine.GridSize.X*1.5f,
- Submarine.GridSize.Y*2.0f);
newBody.Position = ConvertUnits.ToSimUnits(stairPos);
newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
newBody.Friction = 0.8f;
newBody.CollisionCategories = Physics.CollisionStairs;
newBody.UserData = this;
bodies.Add(newBody);
CreateStairBodies();
}
}
@@ -246,11 +252,44 @@ namespace Barotrauma
InsertToList();
}
private void CreateStairBodies()
{
bodies = new List<Body>();
Body newBody = BodyFactory.CreateRectangle(GameMain.World,
ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) + Submarine.GridSize.X * 3.0f),
ConvertUnits.ToSimUnits(10),
1.5f);
newBody.BodyType = BodyType.Static;
Vector2 stairPos = new Vector2(Position.X, rect.Y - rect.Height + rect.Width / 2.0f);
stairPos += new Vector2(
(StairDirection == Direction.Right) ? -Submarine.GridSize.X * 1.5f : Submarine.GridSize.X * 1.5f,
-Submarine.GridSize.Y * 2.0f);
newBody.Position = ConvertUnits.ToSimUnits(stairPos);
newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
newBody.Friction = 0.8f;
newBody.CollisionCategories = Physics.CollisionStairs;
newBody.UserData = this;
bodies.Add(newBody);
}
private void CreateSections()
{
int xsections = 1, ysections = 1;
int width, height;
if (!HasBody)
{
sections = new WallSection[1];
sections[0] = new WallSection(rect);
return;
}
if (isHorizontal)
{
xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize);
@@ -266,15 +305,33 @@ namespace Barotrauma
height = (int)wallSectionSize;
}
for (int x = 0; x < xsections; x++)
{
for (int y = 0; y < ysections; y++)
{
Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height);
sectionRect.Width -= (int)Math.Max((sectionRect.X + sectionRect.Width) - (rect.X + rect.Width), 0.0f);
sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
if (flippedX)
{
Rectangle sectionRect = new Rectangle(rect.Right - (x + 1) * width, rect.Y - y * height, width, height);
sections[x + y] = new WallSection(sectionRect);
int over = Math.Max(rect.X - sectionRect.X, 0);
sectionRect.X += over;
sectionRect.Width -= over;
sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
sections[xsections - 1 - x + y] = new WallSection(sectionRect);
}
else
{
Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height);
sectionRect.Width -= (int)Math.Max(sectionRect.Right - rect.Right, 0.0f);
sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
sections[x + y] = new WallSection(sectionRect);
}
}
}
}
@@ -428,25 +485,28 @@ namespace Barotrauma
if (prefab.BackgroundSprite != null)
{
prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
Vector2.Zero, color, Point.Zero);
}
}
SpriteEffects oldEffects = prefab.sprite.effects;
prefab.sprite.effects ^= SpriteEffects;
if (back == prefab.sprite.Depth > 0.5f || editing)
{
foreach (WallSection s in sections)
for (int i = 0; i < sections.Length; i++)
{
if (damageEffect != null)
{
float newCutoff = Math.Min((s.damage / prefab.MaxHealth), 0.65f);
float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
if (Math.Abs(newCutoff - prevCutoff) > 0.01f)
{
damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff*1.2f);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
damageEffect.CurrentTechnique.Passes[0].Apply();
@@ -454,10 +514,25 @@ namespace Barotrauma
}
}
Point offset = new Point(Math.Abs(rect.Location.X - s.rect.Location.X), Math.Abs(rect.Location.Y - s.rect.Location.Y));
prefab.sprite.DrawTiled(spriteBatch, new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height), Vector2.Zero, color, offset);
Point textureOffset = new Point(
Math.Abs(rect.Location.X - sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - sections[i].rect.Location.Y));
if (flippedX && isHorizontal)
{
textureOffset.X = rect.Width - textureOffset.X - sections[i].rect.Width;
}
prefab.sprite.DrawTiled(
spriteBatch,
new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
new Vector2(sections[i].rect.Width, sections[i].rect.Height),
Vector2.Zero, color,
textureOffset);
}
}
prefab.sprite.effects = oldEffects;
}
private bool OnWallCollision(Fixture f1, Fixture f2, Contact contact)
@@ -563,6 +638,15 @@ namespace Barotrauma
public int FindSectionIndex(Vector2 displayPos)
{
if (!sections.Any()) return -1;
//if the sub has been flipped horizontally, the first section may be smaller than wallSectionSize
//and we need to adjust the position accordingly
if (sections[0].rect.Width < wallSectionSize)
{
displayPos.X += wallSectionSize - sections[0].rect.Width;
}
int index = (isHorizontal) ?
(int)Math.Floor((displayPos.X - rect.X) / wallSectionSize) :
(int)Math.Floor((rect.Y - displayPos.Y) / wallSectionSize);
@@ -758,6 +842,27 @@ namespace Barotrauma
SetDamage(i, damage);
}
}
public override void FlipX()
{
base.FlipX();
flippedX = !flippedX;
if (prefab.CanSpriteFlipX)
{
SpriteEffects ^= SpriteEffects.FlipHorizontally;
}
if (StairDirection != Direction.None)
{
StairDirection = StairDirection == Direction.Left ? Direction.Right : Direction.Left;
bodies.ForEach(b => GameMain.World.RemoveBody(b));
CreateStairBodies();
}
CreateSections();
}
public override XElement Save(XElement parentElement)
{