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Game.cs
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Game.cs
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// Game.cs
/*
* The monster class. This is where it all happens.
*
* I. DATA
* II. CONSTRUCTORS AND SERIALIZERS
* III. DRAWING ROUTINES
* IV. EVENT HANDLERS
* V. TRAIN MOVEMENT
* VI. BUILDING TRACK
* VII. USER INTERFACE BOUNDARY RECTANGLES
* VIII. TURN MANAGEMENT
* IX. MULTI-LEVEL UNDO FUNCTIONALITY
* X. RANDOM EVENTS
* XI. CONTRACT MANAGEMENT
* XII. COMPUTER INTELLIGENCE
*
*/
using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.IO;
using System.Reflection;
using System.Windows.Forms;
using System.Collections;
using System.Drawing.Imaging;
using System.Security.Cryptography;
namespace Rails
{
public class Game : IDisposable
{
/* CONSTANTS ---------------------------------------------------------------------------------------- */
const int seaMovementCost = 360; // takes six hours to move between sea mileposts
const int loadingTime = 120; // takes two hours to load/unload cargo
const int useTrackCost = 4; // costs 4 to use another player's track
// player colors and color names
public static readonly StaticColorArray TrackColor = new StaticColorArray(new Color[] {Color.Green, Color.Crimson, Color.DodgerBlue, /*Color.MediumOrchid*/ Color.DarkMagenta, Color.FromArgb(255, 177, 0), Color.DarkGray, Color.Black});
public static readonly StaticStringArray ColorName = new StaticStringArray(new string[] {"Green", "Red", "Blue", "Purple", "Gold", "Silver"});
public const int MaxPlayers = 6;
public const int NationalizedTrackColor = 6;
/* PUBLIC FIELDS ------------------------------------------------------------------------------------ */
public Map map; // the map
public GameState state; // the game state (player info, tracks)
/* INTERNAL DATA ------------------------------------------------------------------------------------ */
// USER INTERFACE AND DRAWING
public GameForm form; // the main form
public static Game Current; // the current game
Rectangle statusRect; // the bounds of the game status area (on the right)
bool suppressUI; // prevents mouse clicks while auto-build/auto-move is happening
static Pen[] trackPen = CreatePens(); // Pen objects of each train color
int ptrI = -1, ptrJ = -1; // which milepost the mouse is on
int ptrX = -1, ptrY = -1; // the screen coordinate of the milepost the mouse is on
int mouseCity = -1; // which city the mouse is on
bool mouseCityShow; // whether the mouseover city's commodities are displayed
int mouseContract = -1; // which contract we're mousing over
int mouseCommodity = -1; // which source commodity we're mousing over
int mouseFreight = -1; // which freight car we're mousing over
bool inNextPlayerRect; // if we're in the next-player rectangle
bool inUpgradeRect; // if we're in the upgrade-train rectangle
int contractTop = 214; // the top (y-coord) of the contract display area
int contractHeight = 56; // the height (y-coord) of each contract display rectangle
bool blinkingTrain; // whether or not the train should blink off and on
bool blinkOn; // whether the train is blunked or not (that's a new word)
Timer blinkTimer; // timer to toggle the blinking
// PATH-FINDING FUNCTION POINTERS
FloodMethod trainMovementMethod; // algorithm for finding shortest route for train movement
FloodMethod buildTrackMethod; // algorithm for finding cheapest route for building track
// COMPUTER INTELLIGENCE
bool suspendAI; // causes computer players to pause
Indicator ind; // a display form showing the computer's action
int cilen; // the length of the string describing the action
bool suspendUI; // suppresses display of trains and tracks while computer is experimenting
// MULTI-LEVEL UNDO
Stack UndoStack; // keeps track of game states for Undo feature
// BUILDING TRACK
bool building; // are we currently building track (the left button is down)?
int buildI = -1, buildJ = -1; // the endpoint of the new track
Stack buildStack; // keep track of new track segments so we can abort
int buildCost; // keep track of build cost
// TRAIN MOVEMENT
bool placingLocomotive; // is the user selecting the starting position for their train?
Stack moveStack; // keeps track of train movements for train move automation
Timer moveTimer; // timer for movement animation
bool[,] canReachInTime; // which mileposts could be reached in remaining time
// CONTRACT ANIMATION
DateTime animationStart; // what time we starting animating the contract deletion
TimeSpan animationLength; // how long the contract deletion animation should last
int deadContract = -1; // which contract is being deleted
// RANDOM EVENTS
Random rand; // random number generator for random events
Queue disasters = new Queue(); // the list of currently active random events
// GAME OPTIONS
public Options options; // game variations as selected in the new game dialog
/* CONSTRUCTORS AND SERIALIZERS ---------------------------------------------------------------------- */
// initialize the Pen objects used for drawing the little circle where the mouse is
private static Pen[] CreatePens()
{
Pen[] temp = new Pen[TrackColor.Length];
for (int i=0; i<TrackColor.Length; i++)
temp[i] = new Pen(new SolidBrush(TrackColor[i]), 2.0f);
return temp;
}
void DeserializeGame(BinaryReader reader, bool initialize)
{
int version = reader.ReadInt32();
int mapType;
if (version < 1)
mapType = 0;
else
mapType = reader.ReadInt32();
if (mapType == 0)
{
int seed = reader.ReadInt32();
int width = reader.ReadInt32();
int height = reader.ReadInt32();
if (initialize)
map = new RandomMap(new Size(width, height), seed);
}
else if (mapType == 1)
{
string name = reader.ReadString();
/* int width = */ reader.ReadInt32();
/* int height = */ reader.ReadInt32();
if (initialize)
map = new AuthoredMap(name);
}
else if (mapType == 2)
{
string name = reader.ReadString();
int width = reader.ReadInt32();
int height = reader.ReadInt32();
if (initialize)
map = new RandomMap2(new Size(width, height), name);
}
else if (initialize)
throw new InvalidOperationException();
statusRect.X = reader.ReadInt32();
statusRect.Y = reader.ReadInt32();
statusRect.Width = reader.ReadInt32();
statusRect.Height = reader.ReadInt32();
state = new GameState(reader, map);
Contract.ReadRandom(reader);
options = new Options(reader);
disasters = new Queue();
if (version >= 3)
{
int disasterCount = reader.ReadInt32();
for (int i=0; i<disasterCount; i++)
{
string typeName = reader.ReadString();
Disaster disaster = Disaster.CreateInstance(typeName, reader, map);
if (disaster != null)
disasters.Enqueue(disaster);
}
}
}
private Game()
{
Application.Idle += new EventHandler(Idle);
}
// restore the game from the game save file
public Game(BinaryReader reader) : this()
{
// this.form = form;
Current = this;
DeserializeGame(reader, true);
trainMovementMethod = new FloodMethod(TrainMovementMethod);
buildTrackMethod = new FloodMethod(BuildTrackMethod);
rand = new Random();
UndoStack = new Stack();
}
// write the game to the game save file
public void Save(BinaryWriter writer)
{
writer.Write((int) 3); // version
if (map is RandomMap)
{
writer.Write((int) 0);
writer.Write(((RandomMap) map).Number);
}
else if (map is RandomMap2)
{
writer.Write((int) 2);
writer.Write(((RandomMap2) map).Name);
}
else
{
writer.Write((int) 1);
writer.Write(((AuthoredMap) map).Name);
}
writer.Write(map.ImageSize.Width);
writer.Write(map.ImageSize.Height);
writer.Write(statusRect.X);
writer.Write(statusRect.Y);
writer.Write(statusRect.Width);
writer.Write(statusRect.Height);
state.Save(writer, map);
Contract.SaveRandom(writer);
options.Save(writer);
writer.Write(disasters.Count);
foreach (Disaster disaster in disasters)
{
writer.Write(disaster.GetType().FullName);
disaster.Save(writer);
}
// trainMovementMethod = new FloodMethod(TrainMovementMethod);
// buildTrackMethod = new FloodMethod(BuildTrackMethod);
// rand = new Random();
// UndoStack = new Stack();
}
// start a new game with a specified map and list of players
public Game(Map map, Rectangle statusRect, Player[] playerList, GameForm form, Options options) : this()
{
Current = this;
this.map = map;
this.statusRect = statusRect;
this.form = form;
this.options = options;
rand = new Random();
state = new GameState(playerList, map, options, rand);
trainMovementMethod = new FloodMethod(TrainMovementMethod);
buildTrackMethod = new FloodMethod(BuildTrackMethod);
UndoStack = new Stack();
}
public void Dispose()
{
Application.Idle -= new EventHandler(Idle);
Current = null;
GC.SuppressFinalize(this);
if (moveTimer != null)
moveTimer.Dispose();
if (ind != null)
ind.Dispose();
if (blinkTimer != null)
blinkTimer.Dispose();
}
public byte[] GetData()
{
MemoryStream stream = new MemoryStream();
this.Save(new BinaryWriter(stream));
byte[] buffer = stream.GetBuffer();
byte[] data = new byte[stream.Position];
Array.Copy(buffer, data, data.Length);
stream.Close();
return data;
}
/* DRAWING ROUTINES ---------------------------------------------------------------------------------- */
// draw the game map and status area
public void Paint(PaintEventArgs e)
{
// nothing to do if clip rectangle is empty
if (e.ClipRectangle.Width <= 0 || e.ClipRectangle.Height <= 0)
return;
// only update status window if necessary
if (e.ClipRectangle.Right > map.ImageSize.Width)
{
DrawStatus(e.Graphics);
}
// only update map window if necessary
if (e.ClipRectangle.Left < map.ImageSize.Width)
{
// use image buffering to eliminate redraw flicker
Bitmap bmp = new Bitmap(e.ClipRectangle.Width, e.ClipRectangle.Height);
Graphics g = Graphics.FromImage(bmp);
// make sure the hatch brushes don't jiggle
g.RenderingOrigin = new Point(16 - e.ClipRectangle.X % 16, 16 - e.ClipRectangle.Y % 16);
g.TranslateTransform(-e.ClipRectangle.X, -e.ClipRectangle.Y);
Rectangle destRect = e.ClipRectangle;
Rectangle srcRect = e.ClipRectangle;
// draw the background (water and land)
g.DrawImage(map.Background, destRect, srcRect, GraphicsUnit.Pixel);
// then the train range
DrawTrainRange(g);
// then the tracks
if (!suspendUI) DrawTrack(g);
// then the random events
DrawDisasters(g);
// then the incentive cities
DrawIncentives(g);
// then the foreground (cities, mileposts)
g.DrawImage(map.Foreground, destRect, srcRect, GraphicsUnit.Pixel);
// then the little circle where the mouse is
DrawPointer(g);
// then the highlighted commodity supply locations
DrawProductIcons(g);
// then the train indicators
if (!suspendUI) DrawTrains(g);
// the the highlighted city commodities
DrawMouseCity(g);
// the player comparison plaque
DrawPlaque(g);
g.Dispose();
e.Graphics.DrawImageUnscaled(bmp, e.ClipRectangle.X, e.ClipRectangle.Y);
bmp.Dispose();
}
}
// Draw the little circle where the mouse is, or if we're placing the train, draw the train
// where the mouse is. If we're building track, also draw the cumulative cost so far.
void DrawPointer(Graphics g)
{
if (ptrI == -1)
return;
if (placingLocomotive)
{
DrawTrain(g, ptrX, ptrY, 1, state.CurrentPlayer);
return;
}
g.DrawEllipse(trackPen[state.PlayerInfo[state.CurrentPlayer].TrackColor], ptrX - 5, ptrY - 5, 11, 11);
if (building && state.AccumCost + buildCost > 0)
{
Font f = new Font("Tahoma", 13.0f, FontStyle.Bold);
string s = (state.AccumCost + buildCost).ToString(System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
int px = ptrX + 8;
int py = ptrY + 8;
Utility.DrawStringOutlined(g, s, f, Brushes.Black, Brushes.White, px, py);
f.Dispose();
}
}
// determine whether to hide or display the commodities available at the city where the mouse is
void ShowMouseCity(bool show)
{
City city = map.Cities[mouseCity];
int x, y;
if (!map.GetCoord(city.X, city.Y, out x, out y))
return;
Rectangle r;
if (city.Products.Count == 2)
r = new Rectangle(x - 24, y - 58, 83, 67);
else
r = new Rectangle(x + 10, y - 40, 48, 48);
mouseCityShow = show;
form.Invalidate();
}
// hide or display the commodities available at the city where the mouse is
void DrawMouseCity(Graphics g)
{
if (mouseCity == -1 || !mouseCityShow || building)
return;
ArrayList products = map.Cities[mouseCity].Products;
if (products.Count == 0)
return;
if (products.Count == 1)
DrawCityCommodities(g, (int) products[0]);
else
DrawCityCommodities(g, (int) products[0], (int) products[1]);
}
// draw all the track segments
void DrawTrack(Graphics g)
{
int xmin, xmax, ymin, ymax;
int i, j, xx, yy, ii, jj;
// determine which mileposts fall within the clip rectangle and only draw those
RectangleF rect = g.VisibleClipBounds;
map.GetNearest((int) rect.X, (int) rect.Y, out xmin, out ymin);
xmin--;
ymin--;
map.GetNearest((int) rect.Right, (int) rect.Bottom, out xmax, out ymax);
xmax++;
ymax++;
for (int x=xmin; x<=xmax; x++)
for (int y=ymin; y<=ymax; y++)
if (map.GetCoord(x, y, out xx, out yy))
{
for (int d=0; d<3; d++)
if (state.Track[x,y,d] != -1)
if (map.GetAdjacent(x, y, d, out i, out j))
if (map.GetCoord(i, j, out ii, out jj))
{
int pl = state.Track[x, y, d];
int tc;
if (pl == state.NumPlayers)
tc = NationalizedTrackColor;
else
tc = state.PlayerInfo[pl].TrackColor;
// draw either a regular track segment or a bridge segment
if ((map[x, y].WaterMask & (WaterMasks.RiverMask[d] | WaterMasks.InletMask[d])) == 0)
g.DrawImageUnscaled(Images.TrackBitmap[tc, d], (xx+ii)/2-11, (yy+jj)/2-11);
else
g.DrawImageUnscaled(Images.BridgeBitmap[tc, d], (xx+ii)/2-11, (yy+jj)/2-11);
}
}
}
// display the status area to the right of the map
void DrawStatus(Graphics gr)
{
int x = 8;
int lh = 14;
// initialize graphics objects
Bitmap bmp = new Bitmap(statusRect.Width, statusRect.Height); // buffer to eliminate flicker
Graphics g = Graphics.FromImage(bmp);
Font font = new Font("Tahoma", 8.5f);
Font bold = new Font("Tahoma", 8.5f, FontStyle.Bold);
Font small = new Font("Tahoma", 6.0f);
// erase the background
g.FillRectangle(Brushes.Black, 0, 0, bmp.Width, bmp.Height);
// display the turn and player stats
Player pl = state.PlayerInfo[state.CurrentPlayer];
// background color
int colorIndex = pl.TrackColor;
using (Brush brush = new SolidBrush(TrackColor[colorIndex]))
{
g.FillRectangle(brush, 0, 0, statusRect.Width, 64);
}
if (inNextPlayerRect)
{
using (Brush brush = new SolidBrush(Color.FromArgb(64, Color.Black)))
{
g.FillRectangle(brush, NextPlayerRect);
}
}
// turn number
System.Globalization.NumberFormatInfo numberFormat = System.Globalization.CultureInfo.InvariantCulture.NumberFormat;
g.DrawString("Turn " + state.Turn.ToString(numberFormat), bold, Brushes.White, x, 8);
// species and icon
bool human = pl.Human;
g.DrawString(state.ThisPlayer.Name, font, Brushes.White, x, 8 + lh);
Icon icon = human ? Images.HumanIcon : Images.ComputerIcon;
g.DrawImage(icon.ToBitmap(), statusRect.Width - 40, 8, 32, 32);
// funds
int funds = pl.Funds;
string fundsStr = Utility.CurrencyString(Math.Abs(funds)) + " in " + (funds < 0 ? "debt" : "the bank");
g.DrawString(fundsStr, font, Brushes.White, 8, 8 + 2*lh);
// loco or placement button
Rectangle rect = TrainUpgradeRect;
if (pl.X == -1)
{
if (inUpgradeRect)
g.FillRectangle(Brushes.DarkBlue, rect);
else
g.FillRectangle(Brushes.DimGray, rect);
g.DrawRectangle(Pens.Black, rect);
g.DrawLine(Pens.White, rect.Left+1, rect.Bottom-1, rect.Left+1, rect.Top+1);
g.DrawLine(Pens.White, rect.Left+1, rect.Top+1, rect.Right-1, rect.Top+1);
g.DrawLine(Pens.DarkSlateGray, rect.Right-1, rect.Top+1, rect.Right-1, rect.Bottom-1);
g.DrawLine(Pens.DarkSlateGray, rect.Right-1, rect.Bottom-1, rect.Left+1, rect.Bottom-1);
StringFormat fmt = new StringFormat();
fmt.Alignment = StringAlignment.Center;
fmt.LineAlignment = StringAlignment.Center;
RectangleF r = RectangleF.FromLTRB(rect.Left, rect.Top, rect.Right, rect.Bottom);
string s = placingLocomotive ? "Now click a map location" : "Click here to place train";
g.DrawString(s, font, Brushes.White, r, fmt);
fmt.Dispose();
}
else
{
if (inUpgradeRect)
g.FillRectangle(Brushes.DarkBlue, rect);
int tux = (rect.Left + rect.Right) / 2;
int tuy = (rect.Top + rect.Bottom) / 2;
g.DrawImageUnscaled(Images.LocoBitmap, tux - Images.LocoBitmap.Width/2, tuy - Images.LocoBitmap.Height/2);
string locoStr = Engine.Description[pl.EngineType] + ": " + Engine.SpeedString[pl.EngineType] + " / dot";
SizeF size = g.MeasureString(locoStr, font);
int lsw = (int) size.Width/2;
int lsh = (int) size.Height/2;
Utility.DrawStringOutlined(g, locoStr, font, Brushes.White, Brushes.Black, tux - lsw, tuy - lsh);
}
// cargo
for (int i=0; i<pl.Cars; i++)
{
rect = FreightRect(i);
if (i == mouseFreight)
g.FillRectangle(Brushes.DarkBlue, rect);
else
g.FillRectangle(Brushes.DimGray, rect);
int product = pl.Cargo[i];
if (product == -1)
g.DrawString("empty", small, Brushes.White, rect.X + 4, rect.Y + 10);
else
g.DrawImage(Products.Icon[product], rect);
}
// map position
int posY = 142;
if (pl.X == -1)
{
g.DrawString("Train not yet positioned", font, Brushes.White, x, posY);
}
else if (map.IsSea(pl.X, pl.Y))
{
g.DrawString("Cargo is aboard ship", font, Brushes.White, x, posY);
}
else if (!map.IsCity(pl.X, pl.Y))
{
g.DrawString("Train is en route", font, Brushes.White, x, posY);
}
else
{
// commodities available at current city
int ci = map[pl.X, pl.Y].CityIndex;
City city = map.Cities[ci];
g.DrawString("At " + city.Name, font, Brushes.White, x, posY);
if (city.Products.Count == 0)
g.DrawString("No commodities", font, Brushes.White, x, posY + lh);
else
{
for (int i=0; i < city.Products.Count; i++)
{
rect = CommodityRect(i);
if (i == mouseCommodity)
g.FillRectangle(Brushes.DarkBlue, rect);
g.DrawImage(Products.Icon[(int) city.Products[i]], rect);
}
}
}
// time remaining
string timeStr = string.Format(System.Globalization.CultureInfo.InvariantCulture, "Time: {0:00}:{1:00} Spent: {2}", state.AccumTime / 60, state.AccumTime % 60, Utility.CurrencyString(state.AccumCost));
g.DrawString(timeStr, font, Brushes.White, 8, contractTop - lh - 8);
// list the contracts
int y = statusRect.Y + contractTop;
int dx = 52;
int dy = contractHeight;
string to = Resource.GetString("Game.To");
float wto = gr.MeasureString(to, font).Width;
// calculate dead-contract animation variables
double clock;
int voffset = 0;
int fade = 0;
int hole = 0;
if (deadContract != -1)
{
clock = 1.0 * (DateTime.Now - animationStart).TotalMilliseconds / animationLength.TotalMilliseconds;
if (clock > 1.0) clock = 1.0;
clock = clock * clock * (3 - 2 * clock);
voffset = (int) (clock * dy);
fade = (int) (255 * clock);
if (options.GroupedContracts)
hole = 3 * (deadContract / 3);
}
if (deadContract == -1)
{
// highlight the mouseover contract unless we're animating a contract deletion
if (mouseContract != -1)
{
g.FillRectangle(Brushes.DarkBlue, 0, y + dy * mouseContract - 4, statusRect.Width, dy);
}
}
// display each contract
Font af = new Font("Tahoma", 14);
for (int i=Player.NumContracts-1; i>=0; i--)
{
// calculate the vertical position
int cy = y + dy * i;
// slide it down if we're animating a contract deletion
if (deadContract != -1 && i < deadContract && i >= hole)
cy += voffset;
// get the contract info
Contract contract = state.ThisPlayer.Contracts[i];
int product = contract.Product;
// draw a green background if we're carrying that product
bool has = false;
for (int j=0; j<state.ThisPlayer.Cars; j++)
if (product == state.ThisPlayer.Cargo[j])
has = true;
if (has)
g.FillRectangle(Brushes.DarkGreen, 0, cy - 4, statusRect.Width, dy);
else if (state.Availability[product] == 0)
// draw a red background if the product is unavailable
g.FillRectangle(Brushes.DarkRed, 0, cy - 4, statusRect.Width, dy);
// get the destination city info
City destination = map.Cities[contract.Destination];
// draw the product icon
g.DrawImageUnscaled(Products.Icon[product], x, cy);
// draw the availability
if (options.LimitedCommodities)
Utility.DrawStringOutlined(g, state.Availability[product].ToString(numberFormat), af, Brushes.Red, Brushes.Black, x, cy);
// draw the name of the product
g.DrawString(Products.Name[product], font, Brushes.White, x + dx, cy);
// draw the name of the destination, with special treatment for major cities
if (map.IsCapital(destination.X, destination.Y))
{
g.DrawString(to, font, Brushes.White, x + dx, cy + lh);
g.DrawString(destination.Name, bold, Brushes.Gold, x + dx + wto , cy + lh);
}
else
g.DrawString(to + destination.Name, font, Brushes.White, x + dx, cy + lh);
// draw the payoff amount
g.DrawString("for " + Utility.CurrencyString(contract.Payoff), font, Brushes.White, x + dx, cy + 2*lh);
// fade out the contract being deleted
if (i == deadContract)
{
Brush dim = new SolidBrush(Color.FromArgb(fade, Color.Black));
g.FillRectangle(dim, 0, cy - 4, statusRect.Width, dy);
dim.Dispose();
}
}
// draw contract group borders
if (this.options.GroupedContracts)
{
using (Pen pen = new Pen(Color.Gray, 1))
{
pen.DashStyle = DashStyle.Dash;
for (int i=3; i<Player.NumContracts; i+=3)
{
int cy = y + dy * i - 4;
g.DrawLine(pen, 0, cy, statusRect.Width, cy);
}
}
}
// clean up
af.Dispose();
font.Dispose();
bold.Dispose();
g.Dispose();
gr.DrawImageUnscaled(bmp, statusRect.X, statusRect.Y);
bmp.Dispose();
}
void DrawCityCommodities(Graphics g, params int[] products)
{
const int radius = 30;
int x, y;
foreach (City city in map.Cities)
if (city.Products.Count > 0)
{
int n = 0;
int whichOne = 0;
for (int p=0; p<city.Products.Count; p++)
foreach (int product in products)
if ((int) city.Products[p] == product)
{
n++;
whichOne = p;
}
if (n == 0)
continue;
if (!map.GetCoord(city.X, city.Y, out x, out y))
continue;
int dx = map.Background.Width / 2 - x;
int dy = map.Background.Height / 2 - y;
int dr = (int) Math.Sqrt(dx * dx + dy * dy);
dx = dx * radius / dr;
dy = dy * radius / dr;
if (n == 1) // draw one icon
{
Bitmap icon = Products.Icon[(int) city.Products[whichOne]];
g.DrawImageUnscaled(icon, x + dx - icon.Width / 2, y + dy - icon.Height / 2, icon.Width, icon.Height);
}
else // draw both icons
{
Bitmap icon = Products.Icon[(int) city.Products[0]];
g.DrawImageUnscaled(icon, x + dx + dy - icon.Width / 2, y + dy - dx - icon.Height / 2, icon.Width, icon.Height);
icon = Products.Icon[(int) city.Products[1]];
g.DrawImageUnscaled(icon, x + dx - dy - icon.Width / 2, y + dy + dx - icon.Height / 2, icon.Width, icon.Height);
}
}
}
// if the mouse is hovering over a contract, indicate the sources and the destinations
void DrawProductIcons(Graphics g)
{
if (mouseContract == -1)
return; // we're not doing that
Contract contract = state.ThisPlayer.Contracts[mouseContract];
int product = contract.Product;
DrawCityCommodities(g, product);
// highlight the destination city with a blue glow
int x, y;
if (map.GetCoord(map.Cities[contract.Destination].X, map.Cities[contract.Destination].Y, out x, out y))
{
g.DrawImageUnscaled(Images.Glow, x - Images.Glow.Width / 2, y - Images.Glow.Height / 2, Images.Glow.Width, Images.Glow.Height);
}
}
// draw all the current disasters
void DrawDisasters(Graphics g)
{
if (disasters.Count == 0)
return;
foreach (Disaster disaster in disasters)
disaster.Draw(g);
}
// show the remaining range of movement for the current player's train
void DrawTrainRange(Graphics g)
{
if (canReachInTime == null)
return;
int xx, yy, R = 8;
Brush brush = new SolidBrush(Color.FromArgb(128, TrackColor[state.ThisPlayer.TrackColor]));
for (int x=0; x<map.GridSize.Width; x++)
for (int y=0; y<map.GridSize.Height; y++)
if (canReachInTime[x, y])
if (map.GetCoord(x, y, out xx, out yy))
g.FillEllipse(brush, xx - R, yy - R, 2 * R, 2 * R);
brush.Dispose();
}
// draw the train indicator
void DrawTrain(Graphics g, int x, int y, int d, int p)
{
g.DrawImageUnscaled(Images.TrainPointer[d], x - 10, y - 10);
g.DrawImageUnscaled(Images.TrainDot[state.PlayerInfo[p].TrackColor], x - 3, y - 3);
}
// draw all the train indicators
void DrawTrains(Graphics g)
{
for (int i=0; i<state.NumPlayers; i++)
{
int j = (state.CurrentPlayer + 1 + i) % state.NumPlayers;
Player pl = state.PlayerInfo[j];
if (pl.X == -1)
continue;
if (j == state.CurrentPlayer && !TrainIsVisible)
continue;
int x, y;
if (map.GetCoord(pl.X, pl.Y, out x, out y))
DrawTrain(g, x, y, pl.D, j);
}
}
// set whether or not the current player's train should be blinking
void BlinkTrain(bool blink)
{
blinkingTrain = blink;
if (blink)
{
if (blinkTimer == null)
{
blinkTimer = new Timer();
blinkTimer.Tick += new EventHandler(BlinkEventHandler);
blinkTimer.Interval = 250;
}
blinkTimer.Start();
}
else
{
if (blinkTimer != null)
blinkTimer.Stop();
}
}
// toggle the train blink state and update the display
void BlinkEventHandler(object sender, EventArgs e)
{
blinkOn = !blinkOn;
int xx, yy;
if (map.GetCoord(state.ThisPlayer.X, state.ThisPlayer.Y, out xx, out yy))
form.Invalidate(new Rectangle(xx - 10, yy - 10, 20, 20));
}
// determine if the train should be displayed
bool TrainIsVisible
{
get
{
return (!blinkingTrain || blinkOn);
}
}
void DrawIncentives(Graphics g)
{
int R = 25;
Brush brush;
if (options.CityIncentives)
{
brush = new HatchBrush(HatchStyle.DiagonalCross, Color.YellowGreen, Color.Transparent);
for (int i=0; i<map.CityCount; i++)
if (state.CityIncentive[i])
{
City city = map.Cities[i];
int xx, yy;
if (map.GetCoord(city.X, city.Y, out xx, out yy))
g.FillEllipse(brush, xx - R, yy - R, 2 * R, 2 * R);
}
brush.Dispose();
}
if (options.FirstToCityBonuses)
{
brush = new HatchBrush(HatchStyle.DottedGrid, Color.Purple, Color.Transparent);
for (int i=0; i<map.CityCount; i++)
if (!state.CityWasVisited[i])
{
City city = map.Cities[i];
int xx, yy;
if (map.GetCoord(city.X, city.Y, out xx, out yy))
g.FillEllipse(brush, xx - R, yy - R, 2 * R, 2 * R);
}
brush.Dispose();
}
}
void InvalidateCity(int cityIndex)
{
if (cityIndex == -1) return;
City city = map.Cities[cityIndex];
int xx, yy;
if (map.GetCoord(city.X, city.Y, out xx, out yy))
form.Invalidate(new Rectangle(xx - 30, yy - 30, 60, 60));
}
bool plaqueEnabled = true;
Point plaqueLocation = Point.Empty;
void DeterminePlaqueLocation()
{
if (plaqueLocation == Point.Empty)
{
int[,] f = new int[map.GridSize.Width, map.GridSize.Height];
for (int x=0; x<map.GridSize.Width; x++)
for (int y=0; y<map.GridSize.Height; y++)
if (x==0 || x==map.GridSize.Width-1 || y == 0 || y == map.GridSize.Height - 1 || map[x, y].Terrain != TerrainType.Inaccessible)
f[x, y] = 0;
else
f[x, y] = int.MaxValue;
int c = 0;
bool ok = true;
int bx = -1, by = -1;
while (ok)
{
ok = false;
int i, j;
for (int x=0; x<map.GridSize.Width; x++)
for (int y=0; y<map.GridSize.Height; y++)
if (f[x, y] == c)
for (int d=0; d<6; d++)
if (map.GetAdjacent(x, y, d, out i, out j))
if (f[i, j] == int.MaxValue)
{
f[i, j] = c + 1;
ok = true;
bx = i; by = j;
}
c++;
}
if (f[bx, by] < 5)
{
plaqueEnabled = false;
return;
}
map.GetCoord(bx, by, out bx, out by);
plaqueLocation = new Point(bx, by);
}
}
void UpdatePlaque()
{
DeterminePlaqueLocation();
int x0 = plaqueLocation.X - Images.Plaque.Width / 2;
int y0 = plaqueLocation.Y - Images.Plaque.Height / 2;
form.Invalidate(new Rectangle(new Point(x0, y0), Images.Plaque.Size));
}
void DrawPlaque(Graphics g)
{
if (!plaqueEnabled)
return;
DeterminePlaqueLocation();
int x0 = plaqueLocation.X - Images.Plaque.Width / 2;
int y0 = plaqueLocation.Y - Images.Plaque.Height / 2;
g.DrawImageUnscaled(Images.Plaque, x0, y0);
char curr = Utility.CurrencyString(0)[0];
string cars = "01²³4";
using (Font font = new Font("Tahoma", 9))
using (StringFormat format = new StringFormat())
{
format.Alignment = StringAlignment.Center;
for (int i=0; i<state.NumPlayers; i++)
{
int x = plaqueLocation.X;
int y = plaqueLocation.Y - (15*state.NumPlayers)/2 + 15 * i;
string s = string.Format("{0}{1} {3}{4} {2}C", curr, state.PlayerInfo[i].Funds, citiesReached[i], Engine.Description[state.PlayerInfo[i].EngineType][0], cars[state.PlayerInfo[i].Cars]);
using (Brush brush = new SolidBrush(Game.TrackColor[state.PlayerInfo[i].TrackColor]))
{
g.DrawString(s, font, brush, x, y, format);
}
}
}
}