Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.

This commit is contained in:
Paul Chote
2010-11-26 16:56:33 +13:00
parent 41fd19c766
commit 7c5c989eb2
25 changed files with 88 additions and 161 deletions

View File

@@ -140,7 +140,7 @@ namespace OpenRA.Graphics
foreach (var t in world.Queries.WithTraitMultiple<IRadarSignature>())
{
if (!t.Actor.IsVisible(player))
if (!world.LocalShroud.IsVisible(t.Actor))
continue;
var color = t.Trait.RadarSignatureColor(t.Actor);
@@ -159,7 +159,7 @@ namespace OpenRA.Graphics
var map = world.Map;
var size = Util.NextPowerOf2(Math.Max(map.Bounds.Width, map.Bounds.Height));
Bitmap bitmap = new Bitmap(size, size);
if (world.LocalPlayer == null || world.LocalPlayer.Shroud == null)
if (world.LocalShroud.Disabled)
return bitmap;
var bitmapData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
@@ -167,8 +167,6 @@ namespace OpenRA.Graphics
var shroud = Color.Black.ToArgb();
var fog = Color.FromArgb(128, Color.Black).ToArgb();
var playerShroud = world.LocalPlayer.Shroud;
unsafe
{
@@ -179,9 +177,9 @@ namespace OpenRA.Graphics
{
var mapX = x + map.Bounds.Left;
var mapY = y + map.Bounds.Top;
if (!playerShroud.IsExplored(mapX, mapY))
if (!world.LocalShroud.IsExplored(mapX, mapY))
*(c + (y * bitmapData.Stride >> 2) + x) = shroud;
else if (!playerShroud.IsVisible(mapX,mapY))
else if (!world.LocalShroud.IsVisible(mapX,mapY))
*(c + (y * bitmapData.Stride >> 2) + x) = fog;
}
}

View File

@@ -79,9 +79,9 @@ namespace OpenRA.Graphics
if (firstRow < 0) firstRow = 0;
if (lastRow > map.Bounds.Height) lastRow = map.Bounds.Height;
if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.Disabled && world.LocalPlayer.Shroud.Bounds.HasValue)
if (world.LocalPlayer != null && !world.LocalShroud.Disabled && world.LocalShroud.Bounds.HasValue)
{
var r = world.LocalPlayer.Shroud.Bounds.Value;
var r = world.LocalShroud.Bounds.Value;
if (firstRow < r.Top - map.Bounds.Top)
firstRow = r.Top - map.Bounds.Top;

View File

@@ -125,11 +125,9 @@ namespace OpenRA.Graphics
public Rectangle ShroudBounds( World world )
{
var localPlayer = world.LocalPlayer;
if( localPlayer == null ) return world.Map.Bounds;
if( localPlayer.Shroud.Disabled ) return world.Map.Bounds;
if( !localPlayer.Shroud.Bounds.HasValue ) return world.Map.Bounds;
return Rectangle.Intersect( localPlayer.Shroud.Bounds.Value, world.Map.Bounds );
if( world.LocalShroud.Disabled || !world.LocalShroud.Bounds.HasValue )
return world.Map.Bounds;
return Rectangle.Intersect( world.LocalShroud.Bounds.Value, world.Map.Bounds );
}
public Rectangle ViewBounds()

View File

@@ -31,7 +31,7 @@ namespace OpenRA.Graphics
this.world = world;
terrainRenderer = new TerrainRenderer(world, this);
shroudRenderer = new ShroudRenderer(world.WorldActor.Trait<Shroud>(), world.Map);
shroudRenderer = new ShroudRenderer(world);
uiOverlay = new UiOverlay();
palette = new HardwarePalette(world.Map);
@@ -53,9 +53,8 @@ namespace OpenRA.Graphics
Rectangle GetBoundsRect()
{
var r = (world.LocalPlayer != null && !world.LocalPlayer.Shroud.Disabled && world.LocalPlayer.Shroud.Bounds.HasValue)?
world.LocalPlayer.Shroud.Bounds.Value : world.Map.Bounds;
r.Intersect(world.Map.Bounds);
var r = (!world.LocalShroud.Disabled && world.LocalShroud.Bounds.HasValue)?
Rectangle.Intersect(world.LocalShroud.Bounds.Value,world.Map.Bounds) : world.Map.Bounds;
var left = (int)(Game.CellSize * r.Left - Game.viewport.Location.X);
var top = (int)(Game.CellSize * r.Top - Game.viewport.Location.Y);
@@ -135,20 +134,6 @@ namespace OpenRA.Graphics
Game.Renderer.LineRenderer.DrawLine(a, a + c, color, color);
}
void DrawBins(RectangleF bounds)
{
DrawBox(bounds, Color.Red);
if (world.LocalPlayer != null)
DrawBox(world.LocalPlayer.Shroud.Bounds.Value, Color.Blue);
for (var j = 0; j < world.Map.MapSize.Y;
j += world.WorldActor.Info.Traits.Get<SpatialBinsInfo>().BinSize)
{
Game.Renderer.LineRenderer.DrawLine(new float2(0, j * Game.CellSize), new float2(world.Map.MapSize.X * Game.CellSize, j * Game.CellSize), Color.Black, Color.Black);
Game.Renderer.LineRenderer.DrawLine(new float2(j * Game.CellSize, 0), new float2(j * Game.CellSize, world.Map.MapSize.Y * Game.CellSize), Color.Black, Color.Black);
}
}
public void DrawSelectionBox(Actor selectedUnit, Color c)
{
var bounds = selectedUnit.GetBounds(true);