Introducing per-player shrouds.

- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
This commit is contained in:
Kenny
2012-12-13 15:16:56 -08:00
parent 5249a17d48
commit f41fb32d60
48 changed files with 351 additions and 159 deletions

View File

@@ -139,7 +139,7 @@ namespace OpenRA.Graphics
foreach (var t in world.ActorsWithTrait<IRadarSignature>())
{
if (!world.LocalShroud.IsVisible(t.Actor))
if (!world.RenderedShroud.IsVisible(t.Actor))
continue;
var color = t.Trait.RadarSignatureColor(t.Actor);
@@ -158,7 +158,7 @@ namespace OpenRA.Graphics
var map = world.Map;
var size = Exts.NextPowerOf2(Math.Max(map.Bounds.Width, map.Bounds.Height));
var bitmap = new Bitmap(size, size);
if (world.LocalShroud.Disabled)
if (world.RenderedShroud.Disabled)
return bitmap;
var bitmapData = bitmap.LockBits(bitmap.Bounds(),
@@ -176,9 +176,9 @@ namespace OpenRA.Graphics
{
var mapX = x + map.Bounds.Left;
var mapY = y + map.Bounds.Top;
if (!world.LocalShroud.IsExplored(mapX, mapY))
if (!world.RenderedShroud.IsExplored(mapX, mapY))
*(c + (y * bitmapData.Stride >> 2) + x) = shroud;
else if (!world.LocalShroud.IsVisible(mapX,mapY))
else if (!world.RenderedShroud.IsVisible(mapX,mapY))
*(c + (y * bitmapData.Stride >> 2) + x) = fog;
}
}

View File

@@ -15,21 +15,25 @@ namespace OpenRA.Graphics
{
public class ShroudRenderer
{
Traits.Shroud shroud;
World world;
Traits.Shroud shroud {
get {
return world.RenderedShroud;
}
}
Sprite[] shadowBits = Game.modData.SpriteLoader.LoadAllSprites("shadow");
Sprite[,] sprites, fogSprites;
bool dirty = true;
Map map;
public ShroudRenderer(World world)
{
this.shroud = world.LocalShroud;
this.world = world;
this.map = world.Map;
sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
shroud.Dirty += () => dirty = true;
}
static readonly byte[][] SpecialShroudTiles =
@@ -103,9 +107,9 @@ namespace OpenRA.Graphics
internal void Draw( WorldRenderer wr )
{
if (dirty)
if (shroud != null && shroud.dirty)
{
dirty = false;
shroud.dirty = false;
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
sprites[i, j] = ChooseShroud(i, j);

View File

@@ -72,9 +72,9 @@ namespace OpenRA.Graphics
if (firstRow < 0) firstRow = 0;
if (lastRow > map.Bounds.Height) lastRow = map.Bounds.Height;
if (world.LocalPlayer != null && !world.LocalShroud.Disabled && world.LocalShroud.Bounds.HasValue)
if (world.RenderedPlayer != null && !world.RenderedShroud.Disabled && world.RenderedShroud.Bounds.HasValue)
{
var r = world.LocalShroud.Bounds.Value;
var r = world.RenderedShroud.Bounds.Value;
if (firstRow < r.Top - map.Bounds.Top)
firstRow = r.Top - map.Bounds.Top;

View File

@@ -202,7 +202,7 @@ namespace OpenRA.Graphics
cachedScroll = scrollPosition;
}
var b = world.LocalShroud.Bounds;
var b = world.RenderedShroud.Bounds;
return (b.HasValue) ? Rectangle.Intersect(cachedRect, b.Value) : cachedRect;
}
}