using System; using System.Collections.Generic; using System.ComponentModel; using System.Linq; using System.Xml.Linq; using FarseerPhysics; using FarseerPhysics.Dynamics; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Lidgren.Network; using Barotrauma.Networking; namespace Barotrauma { partial class Hull : MapEntity, IPropertyObject, IServerSerializable { public static WaterRenderer renderer; private Sound currentFlowSound; private int soundIndex; private float soundVolume; public override bool IsMouseOn(Vector2 position) { if (!GameMain.DebugDraw && !ShowHulls) return false; return (Submarine.RectContains(WorldRect, position) && !Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position)); } public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true) { //if (back) return; Rectangle drawRect; if (!Visible) { drawRect = Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height); GUI.DrawRectangle(spriteBatch, new Vector2(drawRect.X, -drawRect.Y), new Vector2(rect.Width, rect.Height), Color.Black, true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f)); } if (!ShowHulls && !GameMain.DebugDraw) return; if (!editing && !GameMain.DebugDraw) return; if (aiTarget != null) aiTarget.Draw(spriteBatch); drawRect = Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height); GUI.DrawRectangle(spriteBatch, new Vector2(drawRect.X, -drawRect.Y), new Vector2(rect.Width, rect.Height), Color.Blue, false, (ID % 255) * 0.000001f, (int)Math.Max((1.5f / Screen.Selected.Cam.Zoom), 1.0f)); GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height), Color.Red * ((100.0f - OxygenPercentage) / 400.0f), true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f)); if (GameMain.DebugDraw) { GUI.SmallFont.DrawString(spriteBatch, "Pressure: " + ((int)pressure - rect.Y).ToString() + " - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 5, -drawRect.Y + 5), Color.White); GUI.SmallFont.DrawString(spriteBatch, volume + " / " + FullVolume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White); foreach (FireSource fs in fireSources) { GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.WorldPosition.X, (int)-fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y), Color.Orange, false); } } if ((IsSelected || isHighlighted) && editing) { GUI.DrawRectangle(spriteBatch, new Vector2(drawRect.X + 5, -drawRect.Y + 5), new Vector2(rect.Width - 10, rect.Height - 10), isHighlighted ? Color.LightBlue * 0.5f : Color.Red * 0.5f, true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f)); } } public void Render(GraphicsDevice graphicsDevice, Camera cam) { if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return; Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition; //calculate where the surface should be based on the water volume float top = rect.Y + submarinePos.Y; float bottom = top - rect.Height; float drawSurface = surface + submarinePos.Y; Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f; if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return; if (!update) { // create the four corners of our triangle. Vector3[] corners = new Vector3[4]; corners[0] = new Vector3(rect.X, rect.Y, 0.0f); corners[1] = new Vector3(rect.X + rect.Width, rect.Y, 0.0f); corners[2] = new Vector3(corners[1].X, rect.Y - rect.Height, 0.0f); corners[3] = new Vector3(corners[0].X, corners[2].Y, 0.0f); Vector2[] uvCoords = new Vector2[4]; for (int i = 0; i < 4; i++) { corners[i] += new Vector3(submarinePos, 0.0f); uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform); } renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]); renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]); renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]); renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]); renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]); renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]); renderer.PositionInBuffer += 6; return; } float x = rect.X + Submarine.DrawPosition.X; int start = (int)Math.Floor((cam.WorldView.X - x) / WaveWidth); start = Math.Max(start, 0); int end = (waveY.Length - 1) - (int)Math.Floor((float)((x + rect.Width) - (cam.WorldView.X + cam.WorldView.Width)) / WaveWidth); end = Math.Min(end, waveY.Length - 1); x += start * WaveWidth; for (int i = start; i < end; i++) { if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return; Vector3[] corners = new Vector3[4]; corners[0] = new Vector3(x, top, 0.0f); corners[3] = new Vector3(corners[0].X, drawSurface + waveY[i], 0.0f); //skip adjacent "water rects" if the surface of the water is roughly at the same position int width = WaveWidth; while (i < end - 1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f) { width += WaveWidth; i++; } corners[1] = new Vector3(x + width, top, 0.0f); corners[2] = new Vector3(corners[1].X, drawSurface + waveY[i + 1], 0.0f); Vector2[] uvCoords = new Vector2[4]; for (int n = 0; n < 4; n++) { uvCoords[n] = Vector2.Transform(new Vector2(corners[n].X, -corners[n].Y), transform); } renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]); renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]); renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]); renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]); renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]); renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]); renderer.PositionInBuffer += 6; x += width; } } public override XElement Save(XElement parentElement) { XElement element = new XElement("Hull"); element.Add ( new XAttribute("ID", ID), new XAttribute("rect", (int)(rect.X - Submarine.HiddenSubPosition.X) + "," + (int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," + rect.Width + "," + rect.Height), new XAttribute("water", volume) ); parentElement.Add(element); return element; } } }