194 lines
5.6 KiB
C#
194 lines
5.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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namespace OpenRA
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{
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public class ShroudRenderer
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{
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Traits.Shroud shroud;
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Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow");
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Sprite[,] sprites, fogSprites;
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bool dirty = true;
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bool disabled = false;
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Map map;
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public Rectangle? Bounds { get { return shroud.exploredBounds; } }
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public ShroudRenderer(Player owner, Map map)
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{
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this.shroud = owner.World.WorldActor.Trait<Traits.Shroud>();
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this.map = map;
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sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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shroud.Dirty += () => dirty = true;
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}
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public bool Disabled
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{
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get { return disabled; }
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set { disabled = value; dirty = true;}
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}
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public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); }
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public bool IsExplored(int x, int y)
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{
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if (disabled)
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return true;
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return shroud.exploredCells[x,y];
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}
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public bool IsVisible(int2 xy) { return IsVisible(xy.X, xy.Y); }
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public bool IsVisible(int x, int y)
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{
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if (disabled)
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return true;
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return shroud.visibleCells[x,y] != 0;
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}
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static readonly byte[][] SpecialShroudTiles =
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{
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new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },
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new byte[] { 32, 32, 25, 25, 19, 19, 20, 20 },
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new byte[] { 33, 33, 33, 33, 26, 26, 26, 26, 21, 21, 21, 21, 23, 23, 23, 23 },
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new byte[] { 36, 36, 36, 36, 30, 30, 30, 30 },
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new byte[] { 34, 16, 34, 16, 34, 16, 34, 16, 27, 22, 27, 22, 27, 22, 27, 22 },
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new byte[] { 44 },
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new byte[] { 37, 37, 37, 37, 37, 37, 37, 37, 31, 31, 31, 31, 31, 31, 31, 31 },
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new byte[] { 40 },
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new byte[] { 35, 24, 17, 18 },
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new byte[] { 39, 39, 29, 29 },
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new byte[] { 45 },
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new byte[] { 43 },
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new byte[] { 38, 28 },
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new byte[] { 42 },
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new byte[] { 41 },
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new byte[] { 46 },
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};
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Sprite ChooseShroud(int i, int j)
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{
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if( !shroud.exploredCells[ i, j ] ) return shadowBits[ 0xf ];
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// bits are for unexploredness: up, right, down, left
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var v = 0;
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// bits are for unexploredness: TL, TR, BR, BL
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var u = 0;
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if( !shroud.exploredCells[ i, j - 1 ] ) { v |= 1; u |= 3; }
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if( !shroud.exploredCells[ i + 1, j ] ) { v |= 2; u |= 6; }
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if( !shroud.exploredCells[ i, j + 1 ] ) { v |= 4; u |= 12; }
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if( !shroud.exploredCells[ i - 1, j ] ) { v |= 8; u |= 9; }
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var uSides = u;
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if( !shroud.exploredCells[ i - 1, j - 1 ] ) u |= 1;
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if( !shroud.exploredCells[ i + 1, j - 1 ] ) u |= 2;
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if( !shroud.exploredCells[ i + 1, j + 1 ] ) u |= 4;
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if( !shroud.exploredCells[ i - 1, j + 1 ] ) u |= 8;
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return shadowBits[ SpecialShroudTiles[ u ^ uSides ][ v ] ];
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}
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Sprite ChooseFog(int i, int j)
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{
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if (shroud.visibleCells[i, j] == 0) return shadowBits[0xf];
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if (!shroud.exploredCells[i, j]) return shadowBits[0xf];
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// bits are for unexploredness: up, right, down, left
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var v = 0;
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// bits are for unexploredness: TL, TR, BR, BL
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var u = 0;
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if (shroud.visibleCells[i, j - 1] == 0) { v |= 1; u |= 3; }
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if (shroud.visibleCells[i + 1, j] == 0) { v |= 2; u |= 6; }
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if (shroud.visibleCells[i, j + 1] == 0) { v |= 4; u |= 12; }
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if (shroud.visibleCells[i - 1, j] == 0) { v |= 8; u |= 9; }
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var uSides = u;
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if (shroud.visibleCells[i - 1, j - 1] == 0) u |= 1;
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if (shroud.visibleCells[i + 1, j - 1] == 0) u |= 2;
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if (shroud.visibleCells[i + 1, j + 1] == 0) u |= 4;
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if (shroud.visibleCells[i - 1, j + 1] == 0) u |= 8;
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return shadowBits[SpecialShroudTiles[u ^ uSides][v]];
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}
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internal void Draw()
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{
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if (disabled)
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return;
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if (dirty)
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{
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dirty = false;
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for (int i = map.TopLeft.X; i < map.BottomRight.X; i++)
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for (int j = map.TopLeft.Y; j < map.BottomRight.Y; j++)
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sprites[i, j] = ChooseShroud(i, j);
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for (int i = map.TopLeft.X; i < map.BottomRight.X; i++)
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for (int j = map.TopLeft.Y; j < map.BottomRight.Y; j++)
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fogSprites[i, j] = ChooseFog(i, j);
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}
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var clipRect = Bounds.HasValue ? Rectangle.Intersect(Bounds.Value, map.Bounds) : map.Bounds;
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clipRect = Rectangle.Intersect(Game.viewport.ViewBounds(), clipRect);
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var miny = clipRect.Top;
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var maxy = clipRect.Bottom;
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var minx = clipRect.Left;
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var maxx = clipRect.Right;
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DrawShroud( minx, miny, maxx, maxy, fogSprites, "fog" );
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DrawShroud( minx, miny, maxx, maxy, sprites, "shroud" );
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}
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void DrawShroud( int minx, int miny, int maxx, int maxy, Sprite[,] s, string pal )
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{
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var shroudPalette = Game.world.WorldRenderer.GetPaletteIndex(pal);
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for (var j = miny; j < maxy; j++)
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{
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var starti = minx;
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for (var i = minx; i < maxx; i++)
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{
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if (s[i, j] == shadowBits[0x0f])
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continue;
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if (starti != i)
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{
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s[starti, j].DrawAt(
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Game.CellSize * new float2(starti, j),
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shroudPalette,
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new float2(Game.CellSize * (i - starti), Game.CellSize));
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starti = i + 1;
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}
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s[i, j].DrawAt(
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Game.CellSize * new float2(i, j),
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shroudPalette);
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starti = i + 1;
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}
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if (starti < maxx)
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s[starti, j].DrawAt(
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Game.CellSize * new float2(starti, j),
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shroudPalette,
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new float2(Game.CellSize * (maxx - starti), Game.CellSize));
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}
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}
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}
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}
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