Beispiel #1
0
 /// <summary>
 /// Clear the passed map mask flags.
 /// </summary>
 /// <param name="flags"></param>
 public void map_clear_mask(MAP_MASK flags)
 {
     int i, j;
     for (i = 0; i < map_w; i++)
         for (j = 0; j < map_h; j++) {
             if ((flags & MAP_MASK.F_FOG) == MAP_MASK.F_FOG)
                 mask [i, j].fog = true;
             if ((flags & MAP_MASK.F_INVERSE_FOG) == MAP_MASK.F_INVERSE_FOG)
                 mask [i, j].fog = false;
             if ((flags & MAP_MASK.F_SPOT) == MAP_MASK.F_SPOT)
                 mask [i, j].spot = false;
             if ((flags & MAP_MASK.F_IN_RANGE) == MAP_MASK.F_IN_RANGE)
                 mask [i, j].in_range = 0;
             if ((flags & MAP_MASK.F_MOUNT) == MAP_MASK.F_MOUNT)
                 mask [i, j].mount = 0;
             if ((flags & MAP_MASK.F_SEA_EMBARK) == MAP_MASK.F_SEA_EMBARK)
                 mask [i, j].sea_embark = false;
             if ((flags & MAP_MASK.F_AUX) == MAP_MASK.F_AUX)
                 mask [i, j].aux = 0;
             if ((flags & MAP_MASK.F_INFL) == MAP_MASK.F_INFL)
                 mask [i, j].infl = 0;
             if ((flags & MAP_MASK.F_INFL_AIR) == MAP_MASK.F_INFL_AIR)
                 mask [i, j].air_infl = 0;
             if ((flags & MAP_MASK.F_VIS_INFL) == MAP_MASK.F_VIS_INFL)
                 mask [i, j].vis_infl = 0;
             if ((flags & MAP_MASK.F_VIS_INFL_AIR) == MAP_MASK.F_VIS_INFL_AIR)
                 mask [i, j].vis_air_infl = 0;
             if ((flags & MAP_MASK.F_BLOCKED) == MAP_MASK.F_BLOCKED)
                 mask [i, j].blocked = false;
             if ((flags & MAP_MASK.F_BACKUP) == MAP_MASK.F_BACKUP)
                 mask [i, j].backup = false;
             if ((flags & MAP_MASK.F_MERGE_UNIT) == MAP_MASK.F_MERGE_UNIT)
                 mask [i, j].merge_unit = null;
             if ((flags & MAP_MASK.F_DEPLOY) == MAP_MASK.F_DEPLOY)
                 mask [i, j].deploy = false;
             if ((flags & MAP_MASK.F_CTRL_GRND) == MAP_MASK.F_CTRL_GRND)
                 mask [i, j].ctrl_grnd = 0;
             if ((flags & MAP_MASK.F_CTRL_AIR) == MAP_MASK.F_CTRL_AIR)
                 mask [i, j].ctrl_air = 0;
             if ((flags & MAP_MASK.F_CTRL_SEA) == MAP_MASK.F_CTRL_SEA)
                 mask [i, j].ctrl_sea = 0;
             if ((flags & MAP_MASK.F_MOVE_COST) == MAP_MASK.F_MOVE_COST)
                 mask [i, j].moveCost = 0;
             if ((flags & MAP_MASK.F_DISTANCE) == MAP_MASK.F_DISTANCE)
                 mask [i, j].distance = -1;
             if ((flags & MAP_MASK.F_DANGER) == MAP_MASK.F_DANGER)
                 mask [i, j].danger = false;
             if ((flags & MAP_MASK.F_SPLIT_UNIT) == MAP_MASK.F_SPLIT_UNIT) {
                 mask [i, j].split_unit = null;
                 mask [i, j].split_okay = false;
             }
         }
 }
Beispiel #2
0
 /*
 ====================================================================
 Set mask::fog (which is the actual fog of the engine) to either
 spot mask, in_range mask (covers sea_embark), merge mask,
 deploy mask.
 ====================================================================
 */
 public void map_set_fog(MAP_MASK type)
 {
     int x, y;
     for (y = 0; y < map_h; y++)
         for (x = 0; x < map_w; x++) {
             switch (type) {
             case MAP_MASK.F_SPOT:
                 mask [x, y].fog = !mask [x, y].spot;
                 break;
             case MAP_MASK.F_IN_RANGE:
                 mask [x, y].fog = ((mask [x, y].in_range == 0 && !mask [x, y].sea_embark) || mask [x, y].blocked);
                 break;
             case MAP_MASK.F_MERGE_UNIT:
                 mask [x, y].fog = (mask [x, y].merge_unit == null);
                 break;
             case MAP_MASK.F_SPLIT_UNIT:
                 mask [x, y].fog = (mask [x, y].split_unit == null) && !mask [x, y].split_okay;
                 break;
             case MAP_MASK.F_DEPLOY:
                 mask [x, y].fog = !mask [x, y].deploy;
                 break;
             default:
                 mask [x, y].fog = false;
                 break;
             }
         }
 }