fix crash in minimap; constrain shroud to edge; fix some render dumbness
This commit is contained in:
@@ -34,6 +34,9 @@ namespace OpenRa.Graphics
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sprite = new Sprite(sheet, rect, TextureChannel.Alpha);
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sprite = new Sprite(sheet, rect, TextureChannel.Alpha);
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mapOnlySprite = new Sprite(mapOnlySheet, rect, TextureChannel.Alpha);
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mapOnlySprite = new Sprite(mapOnlySheet, rect, TextureChannel.Alpha);
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playerColors = Util.MakeArray<Color>(8, b => Color.FromArgb(alpha, Chat.paletteColors[b]));
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shroudColor = Color.FromArgb(alpha, Color.Black);
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}
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}
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public static Rectangle MakeMinimapBounds(Map m)
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public static Rectangle MakeMinimapBounds(Map m)
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@@ -75,12 +78,6 @@ namespace OpenRa.Graphics
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public void Update()
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public void Update()
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{
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{
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if (terrainTypeColors == null)
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{
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playerColors = Util.MakeArray<Color>( 8, b => Color.FromArgb(alpha, Chat.paletteColors[b]) );
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shroudColor = Color.FromArgb(alpha, Color.Black);
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}
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if (terrain == null)
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if (terrain == null)
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terrain = RenderTerrainBitmap(world.Map, world.TileSet);
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terrain = RenderTerrainBitmap(world.Map, world.TileSet);
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@@ -32,7 +32,7 @@ namespace OpenRa
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public Player( World world, int index, Session.Client client )
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public Player( World world, int index, Session.Client client )
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{
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{
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Shroud = new Shroud(this);
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Shroud = new Shroud(this, world.Map);
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this.PlayerActor = world.CreateActor("Player", new int2(int.MaxValue, int.MaxValue), this);
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this.PlayerActor = world.CreateActor("Player", new int2(int.MaxValue, int.MaxValue), this);
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this.Index = index;
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this.Index = index;
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this.InternalName = "Multi{0}".F(index);
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this.InternalName = "Multi{0}".F(index);
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@@ -5,6 +5,7 @@ using System.Text;
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using IjwFramework.Types;
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using IjwFramework.Types;
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using OpenRa.Graphics;
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using OpenRa.Graphics;
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using OpenRa.Traits;
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using OpenRa.Traits;
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using OpenRa.FileFormats;
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namespace OpenRa
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namespace OpenRa
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{
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{
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@@ -16,8 +17,9 @@ namespace OpenRa
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bool dirty = true;
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bool dirty = true;
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bool hasGPS = false;
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bool hasGPS = false;
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Player owner;
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Player owner;
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Map map;
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public Shroud(Player owner) { this.owner = owner; }
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public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
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float gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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float gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int[,] gapField = new int[128, 128];
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int[,] gapField = new int[128, 128];
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@@ -145,15 +147,15 @@ namespace OpenRa
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if (dirty)
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if (dirty)
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{
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{
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dirty = false;
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dirty = false;
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for (int j = 1; j < 127; j++)
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for (int j = map.YOffset; j < map.YOffset + map.Height; j++)
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for (int i = 1; i < 127; i++)
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for (int i = map.XOffset; i < map.XOffset + map.Width; i++)
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sprites[i, j] = ChooseShroud(i, j);
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sprites[i, j] = ChooseShroud(i, j);
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}
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}
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for (var j = 1; j < 127; j++)
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for (var j = map.YOffset; j < map.YOffset + map.Height; j++)
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{
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{
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var starti = 1;
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var starti = map.XOffset;
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for (var i = 1; i < 127; i++)
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for (var i = map.XOffset; i < map.XOffset + map.Width; i++)
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{
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{
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if (sprites[i, j] == shadowBits[0x0f])
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if (sprites[i, j] == shadowBits[0x0f])
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continue;
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continue;
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@@ -173,11 +175,11 @@ namespace OpenRa
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starti = i+1;
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starti = i+1;
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}
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}
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if (starti < 127)
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if (starti < map.XOffset + map.Width)
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r.DrawSprite(sprites[starti, j],
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r.DrawSprite(sprites[starti, j],
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Game.CellSize * new float2(starti, j),
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Game.CellSize * new float2(starti, j),
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PaletteType.Shroud,
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PaletteType.Shroud,
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new float2(Game.CellSize * (127 - starti), Game.CellSize));
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new float2(Game.CellSize * (map.XOffset + map.Width - starti), Game.CellSize));
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}
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}
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}
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}
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}
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}
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@@ -79,10 +79,10 @@ namespace OpenRa
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{
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{
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var min = a - new int2(r, r);
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var min = a - new int2(r, r);
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var max = a + new int2(r, r);
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var max = a + new int2(r, r);
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if (min.X < 0) min.X = 0;
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if (min.X < world.Map.XOffset) min.X = world.Map.XOffset;
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if (min.Y < 0) min.Y = 0;
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if (min.Y < world.Map.YOffset) min.Y = world.Map.YOffset;
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if (max.X > 127) max.X = 127;
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if (max.X > world.Map.XOffset + world.Map.Width - 1) max.X = world.Map.XOffset + world.Map.Width - 1;
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if (max.Y > 127) max.Y = 127;
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if (max.Y > world.Map.YOffset + world.Map.Height - 1) max.Y = world.Map.YOffset + world.Map.Height - 1;
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for (var j = min.Y; j <= max.Y; j++)
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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for (var i = min.X; i <= max.X; i++)
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