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; 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.LegacyInfo.Sight)) explored[t.X, t.Y] = true; dirty = true; } static readonly byte[] ShroudTiles = { 0xf,0xf,0xf,0xf, 0xf,0xf,0xf,0xf, 0xf,0xf,0xf,0xf, 0xf,0xf,0xf,0xf, 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, }; Sprite ChooseShroud(int i, int j) { // bits are for exploredness: left, right, up, down, self var v = 0; if (IsExplored(i - 1, j)) v |= 1; if (IsExplored(i + 1, j)) v |= 2; if (IsExplored(i, j - 1)) v |= 4; if (IsExplored(i, j + 1)) v |= 8; if (IsExplored(i, j)) v |= 16; var x = ShroudTiles[v]; if (x != 0) return shadowBits[x]; // bits are for exploredness: TL, TR, BR, BL var u = 0; 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[ExtraShroudTiles[u]]; } 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)); } } } }