233 lines
6.6 KiB
C#
233 lines
6.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public class Shroud
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{
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bool[,] explored = new bool[128, 128];
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Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow");
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Sprite[,] sprites = new Sprite[128, 128];
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bool dirty = true;
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bool hasGPS = false;
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Player owner;
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Map map;
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public Rectangle? bounds;
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public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
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int gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapTicks;
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int[,] gapField = new int[128, 128];
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bool[,] gapActive = new bool[128, 128];
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public bool HasGPS
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{
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get { return hasGPS; }
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set { hasGPS = value; dirty = true;}
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}
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public void Tick( World world )
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{
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if (gapTicks > 0) { --gapTicks; return; }
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// Clear active flags
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gapActive = new bool[128, 128];
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foreach (var a in world.Queries.WithTrait<GeneratesGap>().Where(a => owner != a.Actor.Owner))
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foreach (var t in a.Trait.GetShroudedTiles())
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{
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gapActive[t.X, t.Y] = true;
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explored[t.X, t.Y] = false;
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dirty = true;
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}
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gapTicks = gapOpaqueTicks;
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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 (gapField[ x, y ] > 0)
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return false;
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if (hasGPS)
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return true;
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return explored[ x, y ];
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}
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public bool DisplayOnRadar(int x, int y)
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{
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// Active gap is never shown on radar, even if a unit is in range
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if (gapActive[x , y])
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return false;
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return IsExplored(x,y);
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}
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Rectangle MakeRect(int2 center, int range)
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{
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return new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
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}
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public void Explore(World w, int2 center, int range)
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{
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if (range == 0)
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return;
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var box = MakeRect(center, range);
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bounds = bounds.HasValue ?
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Rectangle.Union(bounds.Value, box) : box;
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foreach (var t in w.FindTilesInCircle(center, range))
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{
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explored[t.X, t.Y] = true;
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gapField[t.X, t.Y] = 0;
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}
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dirty = true;
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}
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public void Explore(Actor a)
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{
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var sight = a.Info.Traits.Get<OwnedActorInfo>().Sight;
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// Buildings: explore from each cell in the footprint
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if (a.Info.Traits.Contains<BuildingInfo>())
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{
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var bi = a.Info.Traits.Get<BuildingInfo>();
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foreach (var t in Footprint.Tiles(a.Info.Name, bi, a.Location))
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Explore(a.World, t, sight);
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}
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else
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{
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var mobile = a.traits.GetOrDefault<Mobile>();
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if (mobile != null)
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{
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Explore(a.World, mobile.fromCell, sight);
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Explore(a.World, mobile.toCell, sight);
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}
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else
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Explore(a.World,
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(1f / Game.CellSize * a.CenterLocation).ToInt2(),
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sight);
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}
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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( !IsExplored( 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( !IsExplored( i, j - 1 ) ) { v |= 1; u |= 3; }
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if( !IsExplored( i + 1, j ) ) { v |= 2; u |= 6; }
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if( !IsExplored( i, j + 1 ) ) { v |= 4; u |= 12; }
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if( !IsExplored( i - 1, j ) ) { v |= 8; u |= 9; }
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var uSides = u;
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if( !IsExplored( i - 1, j - 1 ) ) u |= 1;
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if( !IsExplored( i + 1, j - 1 ) ) u |= 2;
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if( !IsExplored( i + 1, j + 1 ) ) u |= 4;
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if( !IsExplored( i - 1, j + 1 ) ) u |= 8;
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return shadowBits[ SpecialShroudTiles[ u ^ uSides ][ v ] ];
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}
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internal void Draw(SpriteRenderer r)
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{
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if (dirty)
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{
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dirty = false;
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for (int j = map.YOffset; j < map.YOffset + map.Height; j++)
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for (int i = map.XOffset; i < map.XOffset + map.Width; i++)
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sprites[i, j] = ChooseShroud(i, j);
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}
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var miny = bounds.HasValue ? Math.Max(map.YOffset, bounds.Value.Top) : map.YOffset;
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var maxy = bounds.HasValue ? Math.Min(map.YOffset + map.Height, bounds.Value.Bottom) : map.YOffset + map.Height;
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var minx = bounds.HasValue ? Math.Max(map.XOffset, bounds.Value.Left) : map.XOffset;
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var maxx = bounds.HasValue ? Math.Min(map.XOffset + map.Width, bounds.Value.Right) : map.XOffset + map.Width;
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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 (sprites[i, j] == shadowBits[0x0f])
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continue;
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if (starti != i)
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{
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r.DrawSprite(sprites[starti,j],
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Game.CellSize * new float2(starti, j),
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"shroud",
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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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r.DrawSprite(sprites[i, j],
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Game.CellSize * new float2(i, j),
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"shroud");
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starti = i+1;
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}
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if (starti < maxx)
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r.DrawSprite(sprites[starti, j],
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Game.CellSize * new float2(starti, j),
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"shroud",
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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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