Exemplo n.º 1
0
        //-----------------------------------------------------------------------------
        // Static Methods
        //-----------------------------------------------------------------------------
        public static DungeonMapRoom Create(Room room, DungeonMapFloor floor)
        {
            // Don't show empty rooms.
            if (IsRoomEmpty(room))
                return null;

            // Create the map room object.
            DungeonMapRoom mapRoom = new DungeonMapRoom() {
                room			= room,
                hasTreasure		= room.HasUnopenedTreasure(),
                isDiscovered	= room.IsDiscovered,
                isBossRoom		= room.IsBossRoom,
                location		= room.Location,
                sprite			= null,
                floor			= floor,
            };

            // Determine the sprite to draw for this room based on its connections.
            Sprite[] connectedSprites = new Sprite[16] {
                GameData.SPR_UI_MAP_ROOM_NONE,
                GameData.SPR_UI_MAP_ROOM_RIGHT,
                GameData.SPR_UI_MAP_ROOM_UP,
                GameData.SPR_UI_MAP_ROOM_UP_RIGHT,
                GameData.SPR_UI_MAP_ROOM_LEFT,
                GameData.SPR_UI_MAP_ROOM_LEFT_RIGHT,
                GameData.SPR_UI_MAP_ROOM_LEFT_UP,
                GameData.SPR_UI_MAP_ROOM_LEFT_UP_RIGHT,
                GameData.SPR_UI_MAP_ROOM_DOWN,
                GameData.SPR_UI_MAP_ROOM_DOWN_RIGHT,
                GameData.SPR_UI_MAP_ROOM_DOWN_UP,
                GameData.SPR_UI_MAP_ROOM_DOWN_UP_RIGHT,
                GameData.SPR_UI_MAP_ROOM_DOWN_LEFT,
                GameData.SPR_UI_MAP_ROOM_DOWN_LEFT_RIGHT,
                GameData.SPR_UI_MAP_ROOM_DOWN_LEFT_UP,
                GameData.SPR_UI_MAP_ROOM_DOWN_LEFT_UP_RIGHT,
            };

            // Check for room connections.
            int[] connected = new int[] { 0, 0, 0, 0 };
            for (int y = 0; y < room.Height; y++) {
                bool freeOnRight = true;
                bool freeOnLeft = true;
                for (int i = 0; i < room.LayerCount; i++) {
                    TileDataInstance left = room.GetTile(0, y, i);
                    if (left != null && left.SolidType != TileSolidType.NotSolid && !typeof(TileDoor).IsAssignableFrom(left.Type))
                        freeOnLeft = false;
                    TileDataInstance right = room.GetTile(room.Width - 1, y, i);
                    if (right != null && right.SolidType != TileSolidType.NotSolid && !typeof(TileDoor).IsAssignableFrom(right.Type))
                        freeOnRight = false;;
                }
                if (freeOnRight)
                    connected[Directions.Right] = 1;
                if (freeOnLeft)
                    connected[Directions.Left] = 1;
            }
            for (int x = 0; x < room.Width; x++) {
                bool freeOnUp = true;
                bool freeOnDown = true;
                for (int i = 0; i < room.LayerCount; i++) {
                    TileDataInstance up = room.GetTile(x, 0, i);
                    TileDataInstance down = room.GetTile(x, room.Height - 1, i);
                    if (up != null && up.SolidType != TileSolidType.NotSolid && !typeof(TileDoor).IsAssignableFrom(up.Type))
                        freeOnUp = false;
                    if (down != null && down.SolidType != TileSolidType.NotSolid && !typeof(TileDoor).IsAssignableFrom(down.Type))
                        freeOnDown = false;
                }
                if (freeOnUp)
                    connected[Directions.Up] = 1;
                if (freeOnDown)
                    connected[Directions.Down] = 1;
            }

            int spiteIndex = (connected[0]) + (connected[1] << 1) + (connected[2] << 2) + (connected[3] << 3);
            mapRoom.sprite = connectedSprites[spiteIndex];

            return mapRoom;
        }