Files
OpenRA/OpenRA.Game/Shroud.cs
2010-02-27 21:10:22 +13:00

233 lines
6.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA
{
public class Shroud
{
bool[,] explored = new bool[128, 128];
Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow");
Sprite[,] sprites = new Sprite[128, 128];
bool dirty = true;
bool hasGPS = false;
Player owner;
Map map;
public Rectangle? bounds;
public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
int gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
int gapTicks;
int[,] gapField = new int[128, 128];
bool[,] gapActive = new bool[128, 128];
public bool HasGPS
{
get { return hasGPS; }
set { hasGPS = value; dirty = true;}
}
public void Tick( World world )
{
if (gapTicks > 0) { --gapTicks; return; }
// Clear active flags
gapActive = new bool[128, 128];
foreach (var a in world.Queries.WithTrait<GeneratesGap>().Where(a => owner != a.Actor.Owner))
foreach (var t in a.Trait.GetShroudedTiles())
{
gapActive[t.X, t.Y] = true;
explored[t.X, t.Y] = false;
dirty = true;
}
gapTicks = gapOpaqueTicks;
}
public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); }
public bool IsExplored(int x, int y)
{
if (gapField[ x, y ] > 0)
return false;
if (hasGPS)
return true;
return explored[ x, y ];
}
public bool DisplayOnRadar(int x, int y)
{
// Active gap is never shown on radar, even if a unit is in range
if (gapActive[x , y])
return false;
return IsExplored(x,y);
}
Rectangle MakeRect(int2 center, int range)
{
return new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
}
public void Explore(World w, int2 center, int range)
{
if (range == 0)
return;
var box = MakeRect(center, range);
bounds = bounds.HasValue ?
Rectangle.Union(bounds.Value, box) : box;
foreach (var t in w.FindTilesInCircle(center, range))
{
explored[t.X, t.Y] = true;
gapField[t.X, t.Y] = 0;
}
dirty = true;
}
public void Explore(Actor a)
{
var sight = a.Info.Traits.Get<OwnedActorInfo>().Sight;
// Buildings: explore from each cell in the footprint
if (a.Info.Traits.Contains<BuildingInfo>())
{
var bi = a.Info.Traits.Get<BuildingInfo>();
foreach (var t in Footprint.Tiles(a.Info.Name, bi, a.Location))
Explore(a.World, t, sight);
}
else
{
var mobile = a.traits.GetOrDefault<Mobile>();
if (mobile != null)
{
Explore(a.World, mobile.fromCell, sight);
Explore(a.World, mobile.toCell, sight);
}
else
Explore(a.World,
(1f / Game.CellSize * a.CenterLocation).ToInt2(),
sight);
}
}
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( !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( !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( !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 ] ];
}
internal void Draw(SpriteRenderer r)
{
if (dirty)
{
dirty = false;
for (int j = map.YOffset; j < map.YOffset + map.Height; j++)
for (int i = map.XOffset; i < map.XOffset + map.Width; i++)
sprites[i, j] = ChooseShroud(i, j);
}
var miny = bounds.HasValue ? Math.Max(map.YOffset, bounds.Value.Top) : map.YOffset;
var maxy = bounds.HasValue ? Math.Min(map.YOffset + map.Height, bounds.Value.Bottom) : map.YOffset + map.Height;
var minx = bounds.HasValue ? Math.Max(map.XOffset, bounds.Value.Left) : map.XOffset;
var maxx = bounds.HasValue ? Math.Min(map.XOffset + map.Width, bounds.Value.Right) : map.XOffset + map.Width;
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)
{
r.DrawSprite(sprites[starti,j],
Game.CellSize * new float2(starti, j),
"shroud",
new float2(Game.CellSize * (i - starti), Game.CellSize));
starti = i+1;
}
r.DrawSprite(sprites[i, j],
Game.CellSize * new float2(i, j),
"shroud");
starti = i+1;
}
if (starti < maxx)
r.DrawSprite(sprites[starti, j],
Game.CellSize * new float2(starti, j),
"shroud",
new float2(Game.CellSize * (maxx - starti), Game.CellSize));
}
}
}
}