Begin refactoring Shroud. ShroudRenderer is now internal to WorldRenderer; all traits interact with Shroud directly. Gives soft-edges at the map border for free, but breaks shellmap and observers.

This commit is contained in:
Paul Chote
2010-11-26 15:11:25 +13:00
parent b423889c06
commit 41fd19c766
7 changed files with 73 additions and 59 deletions

View File

@@ -10,6 +10,7 @@
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA
{
@@ -20,46 +21,28 @@ namespace OpenRA
Sprite[,] sprites, fogSprites;
bool dirty = true;
bool disabled = false;
Map map;
public Rectangle? Bounds { get { return shroud.exploredBounds; } }
public ShroudRenderer(Player owner, Map map)
public ShroudRenderer(Traits.Shroud shroud, Map map)
{
this.shroud = owner.World.WorldActor.Trait<Traits.Shroud>();
this.shroud = shroud;
this.map = map;
sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
shroud.Dirty += () => dirty = true;
}
public bool Disabled
{
get { return disabled; }
set { disabled = value; dirty = true;}
}
public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); }
public bool IsExplored(int x, int y)
{
if (disabled)
return true;
return shroud.exploredCells[x,y];
{
return (shroud == null) ? true : shroud.IsExplored(x,y);
}
public bool IsVisible(int2 xy) { return IsVisible(xy.X, xy.Y); }
public bool IsVisible(int x, int y)
{
if (disabled)
return true;
if (!map.IsInMap(x, y))
return false;
return shroud.visibleCells[x,y] != 0;
return (shroud == null) ? true : shroud.IsVisible(x,y);
}
static readonly byte[][] SpecialShroudTiles =
{
new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },
@@ -79,61 +62,58 @@ namespace OpenRA
new byte[] { 41 },
new byte[] { 46 },
};
Sprite ChooseShroud(int i, int j)
{
if( !shroud.exploredCells[ i, j ] ) return shadowBits[ 0xf ];
if( !IsExplored( i, j ) ) return shadowBits[ 0xf ];
// bits are for unexploredness: up, right, down, left
var v = 0;
// bits are for unexploredness: TL, TR, BR, BL
var u = 0;
if( !shroud.exploredCells[ i, j - 1 ] ) { v |= 1; u |= 3; }
if( !shroud.exploredCells[ i + 1, j ] ) { v |= 2; u |= 6; }
if( !shroud.exploredCells[ i, j + 1 ] ) { v |= 4; u |= 12; }
if( !shroud.exploredCells[ i - 1, j ] ) { v |= 8; u |= 9; }
if( !IsExplored( i, j - 1 ) ) { v |= 1; u |= 3; }
if( !IsExplored( i + 1, j ) ) { v |= 2; u |= 6; }
if( !IsExplored( i, j + 1 ) ) { v |= 4; u |= 12; }
if( !IsExplored( i - 1, j ) ) { v |= 8; u |= 9; }
var uSides = u;
if( !shroud.exploredCells[ i - 1, j - 1 ] ) u |= 1;
if( !shroud.exploredCells[ i + 1, j - 1 ] ) u |= 2;
if( !shroud.exploredCells[ i + 1, j + 1 ] ) u |= 4;
if( !shroud.exploredCells[ i - 1, j + 1 ] ) u |= 8;
if( !IsExplored( i - 1, j - 1 ) ) u |= 1;
if( !IsExplored( i + 1, j - 1 ) ) u |= 2;
if( !IsExplored( i + 1, j + 1 ) ) u |= 4;
if( !IsExplored( i - 1, j + 1 ) ) u |= 8;
return shadowBits[ SpecialShroudTiles[ u ^ uSides ][ v ] ];
}
Sprite ChooseFog(int i, int j)
{
if (shroud.visibleCells[i, j] == 0) return shadowBits[0xf];
if (!shroud.exploredCells[i, j]) return shadowBits[0xf];
if (!IsVisible(i,j)) return shadowBits[0xf];
if (!IsExplored(i, j)) return shadowBits[0xf];
// bits are for unexploredness: up, right, down, left
var v = 0;
// bits are for unexploredness: TL, TR, BR, BL
var u = 0;
if (shroud.visibleCells[i, j - 1] == 0) { v |= 1; u |= 3; }
if (shroud.visibleCells[i + 1, j] == 0) { v |= 2; u |= 6; }
if (shroud.visibleCells[i, j + 1] == 0) { v |= 4; u |= 12; }
if (shroud.visibleCells[i - 1, j] == 0) { v |= 8; u |= 9; }
if (!IsVisible(i, j - 1)) { v |= 1; u |= 3; }
if (!IsVisible(i + 1, j)) { v |= 2; u |= 6; }
if (!IsVisible(i, j + 1)) { v |= 4; u |= 12; }
if (!IsVisible(i - 1, j)) { v |= 8; u |= 9; }
var uSides = u;
if (shroud.visibleCells[i - 1, j - 1] == 0) u |= 1;
if (shroud.visibleCells[i + 1, j - 1] == 0) u |= 2;
if (shroud.visibleCells[i + 1, j + 1] == 0) u |= 4;
if (shroud.visibleCells[i - 1, j + 1] == 0) u |= 8;
if (!IsVisible(i - 1, j - 1)) u |= 1;
if (!IsVisible(i + 1, j - 1)) u |= 2;
if (!IsVisible(i + 1, j + 1)) u |= 4;
if (!IsVisible(i - 1, j + 1)) u |= 8;
return shadowBits[SpecialShroudTiles[u ^ uSides][v]];
}
internal void Draw( WorldRenderer wr )
{
if (disabled)
return;
{
if (dirty)
{
dirty = false;
@@ -146,7 +126,7 @@ namespace OpenRA
fogSprites[i, j] = ChooseFog(i, j);
}
var clipRect = Bounds.HasValue ? Rectangle.Intersect(Bounds.Value, map.Bounds) : map.Bounds;
var clipRect = (shroud != null && shroud.Bounds.HasValue) ? Rectangle.Intersect(shroud.Bounds.Value, map.Bounds) : map.Bounds;
clipRect = Rectangle.Intersect(Game.viewport.ViewBounds(), clipRect);
var miny = clipRect.Top;
var maxy = clipRect.Bottom;