Files
OpenRA/OpenRa.Game/Shroud.cs
2010-01-08 21:24:52 +13:00

126 lines
2.8 KiB
C#

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.Info.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));
}
}
}
}