Allow maps/mods to properly disable fog or shroud (or both).

This commit is contained in:
Paul Chote
2013-04-11 22:29:51 +12:00
parent 2c680a1831
commit 400ad49de0
12 changed files with 77 additions and 93 deletions

View File

@@ -16,6 +16,7 @@ namespace OpenRA.Graphics
public class ShroudRenderer
{
Map map;
ShroudInfo shroudInfo;
Sprite[] shadowBits = Game.modData.SpriteLoader.LoadAllSprites("shadow");
Sprite[,] sprites, fogSprites;
int shroudHash;
@@ -46,6 +47,7 @@ namespace OpenRA.Graphics
public ShroudRenderer(World world)
{
this.map = world.Map;
shroudInfo = Rules.Info["player"].Traits.Get<ShroudInfo>();
sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
@@ -150,7 +152,8 @@ namespace OpenRA.Graphics
{
if (initializePalettes)
{
fogPalette = wr.Palette("fog");
if (shroudInfo.Fog)
fogPalette = wr.Palette("fog");
shroudPalette = wr.Palette("shroud");
initializePalettes = false;
}
@@ -158,8 +161,11 @@ namespace OpenRA.Graphics
GenerateSprites(shroud);
var clipRect = Game.viewport.WorldBounds(wr.world);
// We draw the shroud when disabled to hide the sharp map edges
DrawShroud(wr, clipRect, sprites, shroudPalette);
if (wr.world.WorldActor.HasTrait<Fog>())
if (shroudInfo.Fog)
DrawShroud(wr, clipRect, fogSprites, fogPalette);
}

View File

@@ -182,7 +182,6 @@
<Compile Include="Traits\ValidateOrder.cs" />
<Compile Include="Traits\Waypoint.cs" />
<Compile Include="Traits\World\Country.cs" />
<Compile Include="Traits\World\Fog.cs" />
<Compile Include="Traits\World\PlayerColorPalette.cs" />
<Compile Include="Traits\World\ResourceLayer.cs" />
<Compile Include="Traits\World\ResourceType.cs" />

View File

@@ -1,20 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
[Desc("This tag trait will enable fog of war in ShroudRenderer.",
"Don't forget about HiddenUnderFog and FrozenUnderFog.")]
public class FogInfo : TraitInfo<Fog> { }
public class Fog { }
}

View File

@@ -18,13 +18,16 @@ namespace OpenRA.Traits
{
public class ShroudInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new Shroud(init.self); }
public readonly bool Shroud = true;
public readonly bool Fog = true;
public object Create(ActorInitializer init) { return new Shroud(init.self, this); }
}
public class Shroud
{
Map map;
public ShroudInfo Info;
Actor self;
Map map;
int[,] visibleCells;
bool[,] exploredCells;
@@ -34,8 +37,9 @@ namespace OpenRA.Traits
public int Hash { get; private set; }
public Shroud(Actor self)
public Shroud(Actor self, ShroudInfo info)
{
Info = info;
this.self = self;
map = self.World.Map;
@@ -44,6 +48,9 @@ namespace OpenRA.Traits
foggedCells = new bool[map.MapSize.X, map.MapSize.Y];
self.World.ActorAdded += AddActor;
self.World.ActorRemoved += RemoveActor;
if (!info.Shroud)
ExploredBounds = map.Bounds;
}
void Invalidate()
@@ -270,6 +277,9 @@ namespace OpenRA.Traits
if (!map.IsInMap(x, y))
return false;
if (!Info.Shroud)
return true;
return foggedCells[x,y];
}
@@ -286,6 +296,9 @@ namespace OpenRA.Traits
if (x < 0 || x >= map.MapSize.X || y < 0 || y >= map.MapSize.Y)
return false;
if (!Info.Fog)
return true;
return visibleCells[x,y] != 0;
}