using System; using System.Collections.Generic; using System.Linq; using System.Text; using IjwFramework.Types; using OpenRa.Game.Graphics; using OpenRa.Game.Traits; namespace OpenRa.Game { class Shroud { bool[,] explored = new bool[128, 128]; Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow"); Sprite[,] sprites = new Sprite[128, 128]; bool dirty; bool hasGPS = false; public bool HasGPS { get { return hasGPS; } set { hasGPS = value; dirty = true;} } public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); } public bool IsExplored(int x, int y) { if (hasGPS) return true; return explored[ x, y ]; } public void Explore(Actor a) { foreach (var t in Game.FindTilesInCircle( (1f / Game.CellSize * a.CenterLocation).ToInt2(), a.Info.Traits.Get().Sight)) explored[t.X, t.Y] = true; dirty = true; } static readonly byte[] ShroudTiles = { 0,7,13,0, 14,6,12,4, 11,3,9,1, 0,2,8,0, }; static readonly byte[] ExtraShroudTiles = { 46, 41, 42, 38, 43, 45, 39, 35, 40, 37, 44, 34, 36, 33, 32, 47, }; 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 ] ]; } public void Draw(SpriteRenderer r) { if (dirty) { dirty = false; for (int j = 1; j < 127; j++) for (int i = 1; i < 127; i++) sprites[i, j] = ChooseShroud(i, j); } for (var j = 1; j < 127; j++) { var starti = 1; for (var i = 1; i < 127; i++) { if (sprites[i, j] == shadowBits[0x0f]) continue; if (starti != i) { r.DrawSprite(sprites[starti,j], Game.CellSize * new float2(starti, j), PaletteType.Shroud, new float2(Game.CellSize * (i - starti), Game.CellSize)); starti = i+1; } r.DrawSprite(sprites[i, j], Game.CellSize * new float2(i, j), PaletteType.Shroud); starti = i+1; } if (starti < 127) r.DrawSprite(sprites[starti, j], Game.CellSize * new float2(starti, j), PaletteType.Shroud, new float2(Game.CellSize * (127 - starti), Game.CellSize)); } } } }