Fog of War
#5
Okej, to jest moja rozszerzona wersja tego skryptu.

Teraz możesz dodać mgłę wojny do mapy na podstawie jej identyfikatora i przypisać jej dowolną konfigurację!

Niestety nie ma jeszcze opcji odsłaniania mapy poprzez wydarzenia, ale z @DerVVulfman pomocą jest szansa, że możemy to osiągnąć. :)

Code:
#===============================================================================
# ** FOG OF WAR V 2.5
#-------------------------------------------------------------------------------
#  Author   : Wachunga
#-------------------------------------------------------------------------------
#  Website  : None
#-------------------------------------------------------------------------------
#  Contact  : None
#-------------------------------------------------------------------------------
#  Modifier : Tepe
#-------------------------------------------------------------------------------
#  Website  : http://www.rpgmaker.pl
#-------------------------------------------------------------------------------
#  Contact  : simple.pixel.pictures@gmail.com
#-------------------------------------------------------------------------------
#  Support  : DerWulfman (code clarity)
#-------------------------------------------------------------------------------
#  Website  : http://www.save-point.org
#-------------------------------------------------------------------------------
#  Contact  : None
#-------------------------------------------------------------------------------
#  Related modules : None
#-------------------------------------------------------------------------------
#  Description:
=begin
  
   0.8 - original release
   0.85
     - added colour parameter to map names
     - fixed bug where map grids overlapped
   0.9
     - switched over to a tilemap (from a sprite)
     - now more compatible with minimap scripts (but they'll have to take
     extra tilemap into account)
   1.0
     - switched over to an autotile instead of using a custom tileset
       * edges looks nicer, but gradual fading had to be removed
       * colour parameter no longer possible (set by autotile)
     - move event (including jumping and speed changes) bug fixed
     - teleportation bug fixed
     - some optimization
     - made compatible with Cogwheel's Pixel Movement script
      (see http://www.rmxp.net/forums/index.php?showtopic=24716 for details)
   1.01
    - fixed bug when teleporting from map without fow to a map with fow
   2.0
     - now two independent types of fog of war:
       * static, which never returns (i.e. typical RTS "terrain" fog)
       * dynamic, which returns once out of visual range and can optionally
         hide map events (i.e. typical RTS "unit" fog)
     - now using a compact version of Near's Dynamic Maps script
     - fog of war is now above weather and normal fog
     - added support for much larger visual ranges (0 - 9)
     - added support for option to set up fog of war from a call script event
       command
     - optimization
   2.5
     - The ability to assign any fog of war configuration to a map based
       on its ID.

   A map specified as having "fog of war" (fow) has tiles that are (fully or
   partially) obscured until the player gets within visual range. The amount of
   fow to disappear as the player moves depends on the visual range specified.
   Gamers with experience playing Real Time Strategy games like Warcraft, Age of
   Empires, etc. should be quite familiar with the concept.
   This script supports two kinds of fog of war: static and dynamic.
   Static fow is the kind that typically hides terrain in RTS games. It covers
   the entire map until the player explores the area, discovering the underlying
   terrain. Once static fow disappears from an area of the map, it stays gone
   indefinitely (even if loading a saved game, leaving the map and returning
   later, going to the menu, etc).
   Dynamic fow is identical to the static kind except that it doesn't stay gone
   forever: as soon as the player leaves visual range of an explored tile,
   dynamic fow covers it again. This kind of fow is typically used to hide enemy
   units in RTS games.
   SETUP:
    
   Fog can be assigned to any map based on its ID number.
   For each map, any fog configuration can be used.
   To add another map, simply add the following code in the appropriate
   section of the module:
    
     { :map_id => 1, 
       :fow_at_name => 'fow_default',      # Name of the autotile file on map 1   
       :fow_static => true,                # Use static fog on the map
       :fow_static_opacity => 255,         # Opacity of the static fog     
       :fow_dynamic => false,              # Use dynamic fog on the map
       :fow_dynamic_opacity => 100,        # Opacity of the dynamic fog
       :fow_hides_events => false,         # Whether dynamic fog hides events
       :visibility_radius => 3,            # Visibility radius around the player
     },

   Alternatively, fog of war can be setup via a call script event command using
   the fog_of_war global method. Detailed instructions are just before
   the method itself.
   Finally, an edited version of Near Fantastica's Dynamic Maps script needs
   to be below this one. You may find it at the following URL:
   http://www.rmxp.net/forums/index.php?showtopic=24716

   The ranges work as follows:
   range = 0 reveals just the square on which the player stands
   range = 1 is the same as range 0 plus four adjacent tiles
   i.e.   @
         @P@
          @
   range = 2 is the same as range 1 plus eight additional tiles
   i.e.  @
        @@@
       @@P@@
        @@@
         @
   range = 3 (default) is the same as range 2 plus twelve additional tiles
   i.e.  @
        @@@
       @@@@@
      @@@P@@@
       @@@@@
        @@@
         @
   etc.

   Note: I've taken great pains to optimize this script as much as possible
   (which unfortunately reduces the readability of the code). There shouldn't be
   much visible effect on frame rate.
=end
#===============================================================================
#==============================================================================
# ** Fog_of_War
#------------------------------------------------------------------------------
#  This module handles the flags, tile placement and key values for the fog
#  of war tileset which covers defined maps.
#==============================================================================
module Fog_of_War
#------------------------------------------------------------------------------
  # filename of the fog of war autotile (used for both):
  FOW_AT_NAME_DEFAULT = 'fow_default'
  # the opacity of static (non-returning) and dynamic (returning) fog of war
  # (value between 0 and 255)
  # note that static fow appears on top of its dynamic counterpart (if both on)
  FOW_STATIC_OPACITY_DEFAULT = 255
  FOW_DYNAMIC_OPACITY_DEFAULT = 100
  # whether or not dynamic fow hides map events
  FOW_HIDES_EVENTS_DEFAULT = true
  # default range of fog of war (if not specified in map name)
  FOW_RANGE_DEFAULT = 3

  MAP_OPTIONS = [
    { :map_id => 3,
      :fow_at_name => 'fow_default',      # Name of the autotile file on map 1   
      :fow_static => true,                # Use static fog on the map
      :fow_static_opacity => 255,         # Opacity of the static fog     
      :fow_dynamic => false,              # Use dynamic fog on the map
      :fow_dynamic_opacity => 100,        # Opacity of the dynamic fog
      :fow_hides_events => false,         # Whether dynamic fog hides events
      :visibility_radius => 3,            # Visibility radius around the player
    },
     
    { :map_id => 2,
      :fow_at_name => 'fow_default',      # Name of the autotile file on map 1   
      :fow_static => false,               # Use static fog on the map
      :fow_static_opacity => 255,         # Opacity of the static fog     
      :fow_dynamic => true,               # Use dynamic fog on the map
      :fow_dynamic_opacity => 100,        # Opacity of the dynamic fog
      :fow_hides_events => false,         # Whether dynamic fog hides events
      :visibility_radius => 3,            # Visibility radius around the player
    } 
  ]
  # Method to retrieve settings for a given map
  def self.settings_for_map(map_id)
    option = MAP_OPTIONS.find { |map| map[:map_id] == map_id }
    option || { :fow_static => false }
  end
end
#==============================================================================
# ** Fog_of_War
#------------------------------------------------------------------------------
#  This module handles the flags, tile placement and key values for the fog
#  of war tileset which covers defined maps.
#==============================================================================
module Fog_of_War
  #--------------------------------------------------------------------------
  # * Invariables
  #-------------------------------------------------------------------------- 
  FOW           = 0b00
  REVEALED      = 0b01
  SKIP          = 0b10    # Flag for tiles with no surrounding fog
 
  Autotile_Keys = [
    # Set 1
    12346789,
    2346789,
    1246789,
    246789,
    1234678,
    234678,
    124678,
    24678,
    # Set 2
    1234689,
    234689,
    124689,
    24689,
    123468,
    23468,
    12468,
    2468,
    # Set 3
    23689,
    2689,
    2368,
    268,
    46789,
    4678,
    4689,
    468,
    # Set 4
    12478,
    1248,
    2478,
    248,
    12346,
    2346,
    1246,
    246,
    # Set 5
    28,
    46,
    689,
    68,
    478,
    48,
    124,
    24,
    # Set 6
    236,
    26,
    8,
    6,
    2,
    4,
    0
    ]
  # many autotiles handle multiple situations
  # this hash keeps track of which keys are identical
  # to ones already defined above
  Duplicate_Keys = {
    123689 => 23689,
    236789 => 23689,
    1236789 => 23689,
    34689 => 4689,
    14689 => 4689,
    134689 => 4689,
    14678 => 4678,
    34678 => 4678,
    134678 => 4678,
    146789 => 46789,
    346789 => 46789,
    1346789 => 46789,
    23467 => 2346,
    23469 => 2346,
    234679 => 2346,
    123467 => 12346,
    123469 => 12346,
    1234679 => 12346,
    12467 => 1246,
    12469 => 1246,
    124679 => 1246,
    124789 => 12478,
    123478 => 12478,
    1234789 => 12478,
    146 => 46,
    346 => 46,
    467 => 46,
    469 => 46,
    1346 => 46,
    1467 => 46,
    1469 => 46,
    3467 => 46,
    3469 => 46,
    4679 => 46,
    13467 => 46,
    13469 => 46,
    14679 => 46,
    34679 => 46,
    134679 => 46,
    128 => 28,
    238 => 28,
    278 => 28,
    289 => 28,
    1238 => 28,
    1278 => 28,
    1289 => 28,
    2378 => 28,
    2389 => 28,
    2789 => 28,
    12378 => 28,
    12389 => 28,
    12789 => 28,
    23789 => 28,
    123789 => 28,
    1247 => 124,
    2369 => 236,
    147 => 4,
    247 => 24,
    14 => 4,
    47 => 4,
    1478 => 478,
    3478 => 478,
    4789 => 478,
    134789 => 478,
    14789 => 478,
    13478 => 478,
    34789 => 478,
    1234 => 124,
    1247 => 124,
    1249 => 124,
    12347 => 124,
    12349 => 124,
    12479 => 124,
    123479 => 124,
    1236 => 236,
    2367 => 236,
    2369 => 236,
    12367 => 236,
    12369 => 236,
    23679 => 236,
    123679 => 236,
    12368 => 2368,
    23678 => 2368,
    123678 => 2368,
    12348 => 1248,
    12489 => 1248,
    123489 => 1248,
    1689 => 689,
    3689 => 689,
    6789 => 689,
    13689 => 689,
    16789 => 689,
    36789 => 689,
    136789 => 689,
    12689 => 2689,
    26789 => 2689,
    126789 => 2689,
    23478 => 2478,
    24789 => 2478,
    234789 => 2478,
    12 => 2,
    23 => 2,
    27 => 2,
    29 => 2,
    123 => 2,
    127 => 2,
    129 => 2,
    237 => 2,
    239 => 2,
    279 => 2,
    1237 => 2,
    1239 => 2,
    1279 => 2,
    2379 => 2,
    12379 => 2,
    14 => 4,
    47 => 4,
    34 => 4,
    49 => 4,
    147 => 4,
    134 => 4,
    347 => 4,
    349 => 4,
    149 => 4,
    479 => 4,
    1347 => 4,
    1479 => 4,
    1349 => 4,
    3479 => 4,
    13479 => 4,
    16 => 6,
    36 => 6,
    67 => 6,
    69 => 6,
    136 => 6,
    167 => 6,
    169 => 6,
    367 => 6,
    369 => 6,
    679 => 6,
    1369 => 6,
    3679 => 6,
    1367 => 6,
    1679 => 6,
    13679 => 6,
    78 => 8,
    89 => 8,
    18 => 8,
    38 => 8,
    138 => 8,
    789 => 8,
    178 => 8,
    189 => 8,
    378 => 8,
    389 => 8,
    1789 => 8,
    3789 => 8,
    1378 => 8,
    1389 => 8,
    13789 => 8,
    1468 => 468,
    3468 => 468,
    13468 => 468,
    2467 => 246,
    2469 => 246,
    24679 => 246,
    2348 => 248,
    2489 => 248,
    23489 => 248,
    1268 => 268,
    2678 => 268,
    12678 => 268,
    148 => 48,
    348 => 48,
    489 => 48,
    1348 => 48,
    1489 => 48,
    3489 => 48,
    13489 => 48,
    168 => 68,
    368 => 68,
    678 => 68,
    1368 => 68,
    1678 => 68,
    3678 => 68,
    13678 => 68,
    234 => 24,
    247 => 24,
    249 => 24,
    2347 => 24,
    2349 => 24,
    2479 => 24,
    23479 => 24,
    126 => 26,
    267 => 26,
    269 => 26,
    1267 => 26,
    1269 => 26,
    2679 => 26,
    12679 => 26,
    }
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================
class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :fow                      #
  attr_accessor :fow_static               #
  attr_accessor :fow_dynamic              #
  attr_accessor :fow_grid                 #
  attr_accessor :fow_range                #
  attr_accessor :fow_revealed             #
  attr_accessor :fow_last_revealed        #
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias wachunga_fow_gm_setup setup
  #--------------------------------------------------------------------------
  # * Setup
  #     map_id : map ID
  #--------------------------------------------------------------------------
def setup(map_id)
    wachunga_fow_gm_setup(map_id)
    @fow = false
    @fow_dynamic = false
    @fow_static = false
    @fow_grid = nil
    @fow_range = nil
    # Use settings from Fog_of_War module
    settings = Fog_of_War.settings_for_map(map_id)
    @fow = settings[:fow_static]
    @fow_static = true if @fow # default to true if fog of war is enabled
    @fow_dynamic = settings[:fow_dynamic] if settings[:fow_dynamic]
    @fow_range = settings[:visibility_radius] || Fog_of_War::FOW_RANGE_DEFAULT
   
    if @fow
      if @fow_grid == nil # only if not already defined
        @fow_grid = Table.new(@map.width, @map.height, 2)
        for i in 0...@fow_grid.xsize
          for j in 0...@fow_grid.ysize
            @fow_grid[i,j,1] = @fow_grid[i,j,0] = Fog_of_War::FOW
          end
        end
      end
      @fow_revealed = @fow_last_revealed = [] if @fow_dynamic
    end
  end
  #--------------------------------------------------------------------------
  # * Get map name
  #--------------------------------------------------------------------------
  def map_name
    return load_data('Data/MapInfos.rxdata')[@map_id].name
  end
  #--------------------------------------------------------------------------
  # * Frame Update: What tiles have been discovered or not currently covered
  #     px : (Optional) x coordinate for target event revealing map
  #     py : (Optional) y coordinate for target event revealing map
  #--------------------------------------------------------------------------
  def update_fow_grid(px=$game_player.x, py=$game_player.y)
   
    x       = px - @fow_range
    start_y = py
    y       = start_y
    count   = 1
    mod     = 1
   
    # loop through all tiles in visible range
    until x == (px + @fow_range+1)
      #
      i = count
      #
      while i > 0
        if valid?(x,y)
          if @fow_static
            @fow_grid[x,y,1] |= Fog_of_War::REVEALED
          end
          if @fow_dynamic
            if @fow_grid[x,y,0] == Fog_of_War::FOW
              @fow_grid[x,y,0] = Fog_of_War::REVEALED
            end
            @fow_revealed.push([x,y])
          end
        end
        y -= 1
        i -= 1
      end
      #
      if x == px
        mod = -1
      end
      #
      x += 1
      start_y += 1*mod
      y = start_y
      count += 2*mod
      #
    end
   
    if @fow_dynamic
      if @fow_last_revealed != []
        # make dynamic fog return once out of visual range
        for t in @fow_last_revealed - @fow_revealed
          @fow_grid[t[0],t[1],0] = Fog_of_War::FOW
        end
      end
      @fow_last_revealed = @fow_revealed
      @fow_revealed = []
    end
   
  end 
end
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  alias wachunga_fow_gch_initialize initialize
  alias wachunga_fow_gch_update_move update_move
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Perform the original method
    wachunga_fow_gch_initialize
    @last_x = @x
    @last_y = @y
  end
  #--------------------------------------------------------------------------
  # * Update frame (move)
  #--------------------------------------------------------------------------
  def update_move
    # Perform the original method
    wachunga_fow_gch_update_move
    if $game_map.fow
      if $game_map.fow_dynamic and (@x != @last_x or @y != @last_y)\
        and self != $game_player
        # check if character entered/left player's visual range
        $scene.spriteset.update_event_transparency(self)
      end
    end
    @last_x = @x
    @last_y = @y
  end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Frame Update (jump)
  #--------------------------------------------------------------------------
  def update_jump
   
    # Inherit original method statements from the Game_Character superclass
    super
   
    # only update when about to land, not revealing anything jumped over
    if $game_map.fow and @jump_count == 0
      $game_map.update_fow_grid
      $scene.spriteset.update_event_transparency if $game_map.fow_dynamic
      $scene.spriteset.update_fow_tilemap
    end
   
  end
  #--------------------------------------------------------------------------
  # * Update frame (move)
  #--------------------------------------------------------------------------
  def update_move
   
    if $game_map.fow and (@x != @last_x or @y != @last_y)
      unless jumping?
        $game_map.update_fow_grid
        $scene.spriteset.update_event_transparency if $game_map.fow_dynamic
        $scene.spriteset.update_fow_tilemap
      end
    end
   
    # Inherit original method statements from the Game_Character superclass
    super
   
  end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc.
#  It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :fow_tilemap              # Fog of of war tilemap
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias wachunga_fow_ssm_initialize initialize
  alias wachunga_fow_ssm_dispose dispose
  alias wachunga_fow_ssm_update update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Initialize the fog of war if flagged
    initialize_fow if $game_map.fow
    # Perform the original method
    wachunga_fow_ssm_initialize
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    # Dispose of fog of war if it exists
    @fow_tilemap.dispose if @fow_tilemap != nil
    # Perform the original method
    wachunga_fow_ssm_dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Adjust origin position and update the fog of war if it exists
    if $game_map.fow
      @fow_tilemap.ox = $game_map.display_x / 4
      @fow_tilemap.oy = $game_map.display_y / 4
      @fow_tilemap.update
    end
    update_event_transparency
    # Perform the original method
    wachunga_fow_ssm_update
  end
  #--------------------------------------------------------------------------
  # * Object Initialization : fog of war
  #--------------------------------------------------------------------------
  def initialize_fow
    # Get settings from MAP_OPTIONS for the current map
    settings = Fog_of_War.settings_for_map($game_map.map_id)
   
    # If autotile file name is not defined, use the default
    fow_at_name = settings[:fow_at_name] || Fog_of_War::FOW_AT_NAME_DEFAULT
   
    # Define tilemap for the fog
    @fow_tilemap = Tilemap.new
    @fow_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
    @fow_tilemap.priorities = Table.new(144)
    @fow_autotiles = Hash.new(0)
   
    # Set initial autotile index
    j = 48
   
    # Define autotiles for the fog
    for i in Fog_of_War::Autotile_Keys
      @fow_autotiles[i] = j
      j += 1
    end
   
    # Add duplicates
    for i in Fog_of_War::Duplicate_Keys.keys
      @fow_autotiles[i] = @fow_autotiles[Fog_of_War::Duplicate_Keys[i]]
    end    
   
    # If static fog
    if $game_map.fow_static
      # Traverse the fog grid
      for m in 0...$game_map.fow_grid.xsize
        for n in 0...$game_map.fow_grid.ysize
          # Reset SKIP flags
          $game_map.fow_grid[m, n, 1] &= ~Fog_of_War::SKIP
        end
      end
     
      # Blit autotile and apply to tilemap with opacity for static fog
      at = Bitmap.new(96, 128)
      at.blt(0, 0, RPG::Cache.autotile(fow_at_name), Rect.new(0, 0, 96, 128), settings[:fow_static_opacity] || Fog_of_War::FOW_STATIC_OPACITY_DEFAULT)
      @fow_tilemap.autotiles[0] = at
     
      # Set all fields to fog
      for x in 0...$game_map.width
        for y in 0...$game_map.height
          @fow_tilemap.map_data[x, y, 2] = 48 # fog
        end
      end
     
      # Set to highest priority
      for i in 48...96
        @fow_tilemap.priorities[i] = 5
      end
    end
   
    # If dynamic fog
    if $game_map.fow_dynamic
      # Blit autotile for dynamic fog with opacity
      bm = Bitmap.new(96, 128)
      bm.blt(0, 0, RPG::Cache.autotile(fow_at_name), Rect.new(0, 0, 96, 128), settings[:fow_dynamic_opacity] || Fog_of_War::FOW_DYNAMIC_OPACITY_DEFAULT)
      @fow_tilemap.autotiles[1] = bm
     
      # Traverse the game map
      for x in 0...$game_map.width
        for y in 0...$game_map.height
          # Set field as clear (unlike tilemap for static maps)
          @fow_tilemap.map_data[x, y, 1] = 0
        end
      end
     
      # Set to highest priority
      for i in 96...144
        @fow_tilemap.priorities[i] = 5
      end
    end
   
    # Update the game map, fog of war tiles, and events for dynamic maps
    $game_map.update_fow_grid
    update_fow_tilemap
  end
  #--------------------------------------------------------------------------
  # * Object Initialization : fog of war - handling static or dynamic tilemap
  #--------------------------------------------------------------------------
  def update_fow_tilemap
   
    if $game_map.fow_static
      checked = Table.new($game_map.width,$game_map.height)
      for j in 0...$game_map.width
        for k in 0...$game_map.height
          checked[j,k] = 0
        end
      end
    end
   
    dx = ($game_map.display_x/128).round
    dy = ($game_map.display_y/128).round
   
    # to increase performance, only process fow currently on the screen
    for x in dx-1 .. dx+21
      for y in dy-1 .. dy+16
        # check boundaries
        if not $game_map.valid?(x,y) then next end
        if $game_map.fow_dynamic
          if $game_map.fow_grid[x,y,0] == Fog_of_War::REVEALED
            @fow_tilemap.map_data[x,y,1] = 0 if @fow_tilemap.map_data[x,y,1]!=0
          else
            @fow_tilemap.map_data[x,y,1]=96 if @fow_tilemap.map_data[x,y,1]!=96
          end        
        end          
        if $game_map.fow_static
          if $game_map.fow_grid[x,y,1] == Fog_of_War::REVEALED # (but not SKIP)
            others = false;
            @fow_tilemap.map_data[x,y,2] = 0 if @fow_tilemap.map_data[x,y,2]!=0
            for i in x-1 .. x+1
              for j in y-1 .. y+1
                # check new boundaries
                if not $game_map.valid?(i,j) then next end
                if $game_map.fow_grid[i,j,1] == Fog_of_War::FOW
                  others = true # can't flag as SKIP because there's nearby fog
                  if checked[i,j] == 0
                    checked[i,j] = 1
                    # only fill if not already revealed
                    if @fow_tilemap.map_data[i,j,2] != 0
                      adj = check_adjacent(i,j,1,$game_map.fow_grid,Fog_of_War::REVEALED)
                      if adj != nil
                        @fow_tilemap.map_data[i,j,2] =
                          eval '@fow_autotiles[adj.to_i]'
                      end
                    end
                  end
                end
              end
            end
            if not others
              # no adjacent static fog found, so flag tile to avoid reprocessing
              $game_map.fow_grid[x,y,1] |= Fog_of_War::SKIP
            end
          end   
        end # fow_static
      end # for
    end # for
   
   
    if $game_map.fow_dynamic
      if $game_map.fow_static
        for x in dx-1 .. dx+21
          for y in dy-1 .. dy+16
            # erase dynamic fow if static fow is above it anyway
            if @fow_tilemap.map_data[x,y,2] == 48
              @fow_tilemap.map_data[x,y,1]=0 if @fow_tilemap.map_data[x,y,1]!=0
            end
          end
        end
      end
      # calculate autotiles for dynamic fow (around player)
      px = $game_player.x
      py = $game_player.y
      tiles = []
      x = px - ($game_map.fow_range+1)
      y_top = py
      mod_top = -1
      y_bot = py
      mod_bot = 1
      until x == px + ($game_map.fow_range+2)
        tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
        tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
        if x == px
          mod_top = 1
          mod_bot = -1
          x+=1
          next
        end
        y_top+=1*mod_top
        y_bot+=1*mod_bot
        tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
        tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
        x+=1      
      end
      tiles.uniq.each do |t|
        adj = check_adjacent(t[0],t[1],0,$game_map.fow_grid,Fog_of_War::REVEALED)
        if adj != nil
          @fow_tilemap.map_data[t[0],t[1],1] =
            (eval '@fow_autotiles[adj.to_i]') + 48
        end
      end
    end
   
  end
  #--------------------------------------------------------------------------
  # * Object Initialization: fog of war - handling fog of war events
  #     pChar : character
  #--------------------------------------------------------------------------
  def update_event_transparency(pChar = nil)
    # Get settings from MAP_OPTIONS
    settings = Fog_of_War.settings_for_map($game_map.map_id)
   
    # Check if event hiding is enabled (defaults to true if nil)
    hide_events = settings[:fow_hides_events].nil? ? Fog_of_War::FOW_HIDES_EVENTS_DEFAULT : settings[:fow_hides_events]
   
    # If event hiding is enabled, handle event transparency
    if hide_events
      if pChar.nil?
        # Check all events
        $game_map.events.each_value do |event|
          # Set event transparency based on fog grid
          # If dynamic fog is off, hide events as well based on static fog
          event.transparent = (
            ($game_map.fow_dynamic && $game_map.fow_grid[event.x, event.y, 0] == Fog_of_War::FOW) ||
            ($game_map.fow_static && $game_map.fow_grid[event.x, event.y, 1] == Fog_of_War::FOW)
          )
        end
      else
        # Check only one event
        pChar.transparent = (
          ($game_map.fow_dynamic && $game_map.fow_grid[pChar.x, pChar.y, 0] == Fog_of_War::FOW) ||
          ($game_map.fow_static && $game_map.fow_grid[pChar.x, pChar.y, 1] == Fog_of_War::FOW)
        )
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get list of adjacent tiles based upon flag for autotile placement
  #     i    :
  #     j    :
  #     k    :
  #     grid :
  #     flag :
  #--------------------------------------------------------------------------
  def check_adjacent(i,j,k,grid,flag)
   
    return if not $game_map.valid?(i,j) or grid == nil or flag == nil
   
    adj = ''
   
    if (i == 0)
      adj << '147'
    else
      if (j == 0) then adj << '1'
      else
        if (grid[i-1,j-1,k] != flag) then adj << '1' end
      end
      if (grid[i-1,j,k] != flag) then adj << '4' end
      if (j == $game_map.height-1) then adj << '7'
      else
        if (grid[i-1,j+1,k] != flag) then adj << '7' end
      end
    end
   
    if (i == $game_map.width-1)
      adj << '369'
    else
      if (j == 0) then adj << '3'
      else
        if (grid[i+1,j-1,k] != flag) then adj << '3' end
      end
      if (grid[i+1,j,k] != flag) then adj << '6' end
      if (j == $game_map.height-1) then adj << '9'
      else
        if (grid[i+1,j+1,k] != flag) then adj << '9' end
      end
    end
   
    if (j == 0)
      adj << '2'
    else
      if (grid[i,j-1,k] != flag) then adj << '2' end
    end
     
    if (j == $game_map.height-1)
      adj << '8'
    else
      if (grid[i,j+1,k] != flag) then adj << '8' end
    end
     
    # if no adjacent fog, set it as 0
    if (adj == '') then adj = '0' end
     
    # convert to an array, sort, and then back to a string
    return adj.split(//).sort.join
   
  end
end
#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  # * Fog of War
  #     static  : Full map uncovered
  #     dynamic : Immediate area uncovered
  #     range   : (Optional) Range in tiles (0-9)
  #     reset   : (Optional) Reset map
  #--------------------------------------------------------------------------
  def fog_of_war(static, dynamic, range = Fog_of_War::FOW_RANGE_DEFAULT, reset = false)
    # Alert messages
    if static.nil? or dynamic.nil?
      print 'Two true/false parameters are required in call to fog_of_war.'
      exit
    end
    if range < 0 or range > 9
      print 'Invalid range in call to fog_of_war (only 0-9 is valid).'
      exit
    end
   
    # Set values into Game_Map class
    $game_map.fow_static  = static
    $game_map.fow_dynamic = dynamic
    $game_map.fow_range   = range
   
    if reset
      $game_map.fow_grid = nil
    end
   
    if not $game_map.fow_static and not $game_map.fow_dynamic
      $game_map.fow = false
      $scene.spriteset.fow_tilemap.dispose
      # set all events back to visible
      for i in $game_map.events.keys
        $game_map.events[i].transparent = false
      end
      return
    end
    # static or dynamic fow (or both) are on
    $game_map.fow = true
   
    # If the fog of war has not yet been created
    if $game_map.fow_grid.nil?
      # Define/Redefine the fog of war grid based on map dimensions
      $game_map.fow_grid = Table.new($game_map.width, $game_map.height, 2)
      #
      # Cycle through fog of war grid dimensions
      for i in 0...$game_map.fow_grid.xsize
        for j in 0...$game_map.fow_grid.ysize
          #
          # Apply the FOW flag to the map/grid coordinates
          $game_map.fow_grid[i,j,1] = Fog_of_War::FOW
          $game_map.fow_grid[i,j,0] = Fog_of_War::FOW
          #
        end
      end
    end
   
    # Set currently revealed if dynamic map is true
    if $game_map.fow_dynamic
      $game_map.fow_revealed = $game_map.fow_last_revealed = []
    end
   
    # Initialize/redraw the spriteset fog of war
    $scene.spriteset.initialize_fow
  end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :spriteset                # Spriteset
end
Reply }


Messages In This Thread
Fog of War - by Tepe - 11-05-2024, 12:42 AM
RE: Fog of War - by DerVVulfman - 11-05-2024, 05:06 PM
RE: Fog of War - by DerVVulfman - 11-05-2024, 06:15 PM
RE: Fog of War - by Tepe - 11-06-2024, 04:11 AM
RE: Fog of War - by Tepe - 11-06-2024, 02:49 PM
RE: Fog of War - by DerVVulfman - 11-09-2024, 08:21 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 01:13 AM
RE: Fog of War - by Tepe - 11-12-2024, 04:54 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 05:10 PM
RE: Fog of War - by Tepe - 11-12-2024, 05:58 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 08:58 PM
RE: Fog of War - by Tepe - 11-12-2024, 09:53 PM
RE: Fog of War - by DerVVulfman - 11-13-2024, 04:02 AM
RE: Fog of War - by Tepe - 11-14-2024, 01:27 AM
RE: Fog of War - by DerVVulfman - 11-14-2024, 02:19 AM
RE: Fog of War - by Tepe - 11-14-2024, 02:29 AM
RE: Fog of War - by DerVVulfman - 11-16-2024, 01:57 AM
RE: Fog of War - by Tepe - 11-16-2024, 02:12 PM
RE: Fog of War - by DerVVulfman - 11-16-2024, 05:27 PM
RE: Fog of War - by Tepe - 11-16-2024, 08:22 PM
RE: Fog of War - by DerVVulfman - 11-17-2024, 12:02 AM
RE: Fog of War - by Tepe - 11-17-2024, 01:41 AM



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