#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #endregion using System.Drawing; using OpenRA.FileFormats; using OpenRA.Graphics; namespace OpenRA { public class ShroudRenderer { Traits.Shroud shroud; Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow"); Sprite[,] sprites, fogSprites; bool dirty = true; bool disabled = false; Map map; public Rectangle? Bounds { get { return shroud.exploredBounds; } } public ShroudRenderer(Player owner, Map map) { this.shroud = owner.World.WorldActor.Trait(); 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]; } public bool IsVisible(int2 xy) { return IsVisible(xy.X, xy.Y); } public bool IsVisible(int x, int y) { if (disabled) return true; return shroud.visibleCells[x,y] != 0; } static readonly byte[][] SpecialShroudTiles = { new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 }, new byte[] { 32, 32, 25, 25, 19, 19, 20, 20 }, new byte[] { 33, 33, 33, 33, 26, 26, 26, 26, 21, 21, 21, 21, 23, 23, 23, 23 }, new byte[] { 36, 36, 36, 36, 30, 30, 30, 30 }, new byte[] { 34, 16, 34, 16, 34, 16, 34, 16, 27, 22, 27, 22, 27, 22, 27, 22 }, new byte[] { 44 }, new byte[] { 37, 37, 37, 37, 37, 37, 37, 37, 31, 31, 31, 31, 31, 31, 31, 31 }, new byte[] { 40 }, new byte[] { 35, 24, 17, 18 }, new byte[] { 39, 39, 29, 29 }, new byte[] { 45 }, new byte[] { 43 }, new byte[] { 38, 28 }, new byte[] { 42 }, new byte[] { 41 }, new byte[] { 46 }, }; Sprite ChooseShroud(int i, int j) { if( !shroud.exploredCells[ 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; } 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; 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]; // 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; } 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; return shadowBits[SpecialShroudTiles[u ^ uSides][v]]; } internal void Draw() { if (disabled) return; if (dirty) { dirty = false; for (int i = map.TopLeft.X; i < map.BottomRight.X; i++) for (int j = map.TopLeft.Y; j < map.BottomRight.Y; j++) sprites[i, j] = ChooseShroud(i, j); for (int i = map.TopLeft.X; i < map.BottomRight.X; i++) for (int j = map.TopLeft.Y; j < map.BottomRight.Y; j++) fogSprites[i, j] = ChooseFog(i, j); } var clipRect = Bounds.HasValue ? Rectangle.Intersect(Bounds.Value, map.Bounds) : map.Bounds; var miny = clipRect.Top; var maxy = clipRect.Bottom; var minx = clipRect.Left; var maxx = clipRect.Right; var shroudPalette = "fog"; for (var j = miny; j < maxy; j++) { var starti = minx; for (var i = minx; i < maxx; i++) { if (fogSprites[i, j] == shadowBits[0x0f]) continue; if (starti != i) { Game.Renderer.SpriteRenderer.DrawSprite(fogSprites[starti, j], Game.CellSize * new float2(starti, j), shroudPalette, new float2(Game.CellSize * (i - starti), Game.CellSize)); starti = i+1; } Game.Renderer.SpriteRenderer.DrawSprite(fogSprites[i, j], Game.CellSize * new float2(i, j), shroudPalette); starti = i+1; } if (starti < maxx) Game.Renderer.SpriteRenderer.DrawSprite(fogSprites[starti, j], Game.CellSize * new float2(starti, j), shroudPalette, new float2(Game.CellSize * (maxx - starti), Game.CellSize)); } shroudPalette = "shroud"; for (var j = miny; j < maxy; j++) { var starti = minx; for (var i = minx; i < maxx; i++) { if (sprites[i, j] == shadowBits[0x0f]) continue; if (starti != i) { Game.Renderer.SpriteRenderer.DrawSprite(sprites[starti, j], Game.CellSize * new float2(starti, j), shroudPalette, new float2(Game.CellSize * (i - starti), Game.CellSize)); starti = i + 1; } Game.Renderer.SpriteRenderer.DrawSprite(sprites[i, j], Game.CellSize * new float2(i, j), shroudPalette); starti = i + 1; } if (starti < maxx) Game.Renderer.SpriteRenderer.DrawSprite(sprites[starti, j], Game.CellSize * new float2(starti, j), shroudPalette, new float2(Game.CellSize * (maxx - starti), Game.CellSize)); } } } }