using System; using System.Collections.Generic; using System.Linq; using System.Text; using IjwFramework.Types; using OpenRa.Game.Graphics; namespace OpenRa.Game { class Shroud { bool[,] explored = new bool[128, 128]; Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow"); Sprite[,] sprites = new Sprite[128, 128]; bool dirty; public void Explore(Actor a) { foreach (var t in Game.FindTilesInCircle(a.Location, a.Info.Sight)) explored[t.X, t.Y] = true; dirty = true; } Sprite ChooseShroud(int i, int j) { // bits are for exploredness: left, right, up, down, self var n = new[] { 0xf,0xf,0xf,0xf, 0xf,0x0f,0x0f,0xf, 0xf,0x0f,0x0f,0xf, 0xf,0xf,0xf,0xf, 0,7,13,0, 14,6,12,4, 11,3,9,1, 0,2,8,0, }; var v = 0; if (explored[i-1,j]) v |= 1; if (explored[i+1,j]) v |= 2; if (explored[i,j-1]) v |= 4; if (explored[i,j+1]) v |= 8; if (explored[i, j]) v |= 16; var x = n[v]; if (x == 0) { // bits are for exploredness: TL, TR, BR, BL var m = new[] { 46, 41, 42, 38, 43, 45, 39, 35, 40, 37, 44, 34, 36, 33, 32, 47, }; var u = 0; if (explored[i - 1, j - 1]) u |= 1; if (explored[i + 1, j - 1]) u |= 2; if (explored[i + 1, j + 1]) u |= 4; if (explored[i - 1, j + 1]) u |= 8; return shadowBits[m[u]]; } return shadowBits[x]; } 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 = 0; j < 128; j++) for (var i = 0; i < 128; i++) if (sprites[i,j] != null) r.DrawSprite(sprites[i, j], Game.CellSize * new float2(i, j), PaletteType.Shroud); } } }