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vcmi/client/mapHandler.cpp

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2010-04-06 11:59:24 +03:00
#include "../stdafx.h"
#include "mapHandler.h"
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#include "SDL_Extensions.h"
#include "CGameInfo.h"
#include <cstdlib>
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#include "../hch/CLodHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include <algorithm>
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#include "../lib/CGameState.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CTownHandler.h"
#include "Graphics.h"
#include <iomanip>
#include <sstream>
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#include "../hch/CObjectHandler.h"
#include "../lib/map.h"
#include "../hch/CDefHandler.h"
#include "CConfigHandler.h"
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#include <boost/assign/list_of.hpp>
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#include "../hch/CGeneralTextHandler.h"
/*
* mapHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
extern SDL_Surface * screen;
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#define ADVOPT (conf.go()->ac)
std::string nameFromType (int typ)
{
switch(static_cast<TerrainTile::EterrainType>(typ))
{
case TerrainTile::dirt:
return std::string("DIRTTL.DEF");
case TerrainTile::sand:
return std::string("SANDTL.DEF");
case TerrainTile::grass:
return std::string("GRASTL.DEF");
case TerrainTile::snow:
return std::string("SNOWTL.DEF");
case TerrainTile::swamp:
return std::string("SWMPTL.DEF");
case TerrainTile::rough:
return std::string("ROUGTL.DEF");
case TerrainTile::subterranean:
return std::string("SUBBTL.DEF");
case TerrainTile::lava:
return std::string("LAVATL.DEF");
case TerrainTile::water:
return std::string("WATRTL.DEF");
case TerrainTile::rock:
return std::string("ROCKTL.DEF");
case TerrainTile::border:
//TODO use me
break;
default:
//TODO do something here
break;
}
return std::string();
}
struct OCM_HLP
{
bool operator ()(const std::pair<const CGObjectInstance*, SDL_Rect> & a, const std::pair<const CGObjectInstance*, SDL_Rect> & b)
{
return (*a.first)<(*b.first);
}
} ocmptwo ;
void alphaTransformDef(CGDefInfo * defInfo)
{
for(int yy=0; yy<defInfo->handler->ourImages.size(); ++yy)
{
CSDL_Ext::alphaTransform(defInfo->handler->ourImages[yy].bitmap);
}
}
void CMapHandler::prepareFOWDefs()
{
fullHide = CDefHandler::giveDef("TSHRC.DEF");
partialHide = CDefHandler::giveDef("TSHRE.DEF");
//adding necessary rotations
int missRot [] = {22, 15, 2, 13, 12, 16, 18, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27, 28};
Cimage nw;
for(int g=0; g<ARRAY_COUNT(missRot); ++g)
{
nw = partialHide->ourImages[missRot[g]];
nw.bitmap = CSDL_Ext::rotate01(nw.bitmap);
partialHide->ourImages.push_back(nw);
}
//necessaary rotations added
//alpha - transformation
for(size_t i=0; i<partialHide->ourImages.size(); ++i)
{
CSDL_Ext::alphaTransform(partialHide->ourImages[i].bitmap);
}
//initialization of type of full-hide image
hideBitmap.resize(CGI->mh->map->width);
for (size_t i=0;i<hideBitmap.size();i++)
{
hideBitmap[i].resize(CGI->mh->map->height);
}
for (size_t i=0; i<hideBitmap.size(); ++i)
{
for (int j=0; j < CGI->mh->map->height; ++j)
{
hideBitmap[i][j].resize(CGI->mh->map->twoLevel+1);
for(int k=0; k<CGI->mh->map->twoLevel+1; ++k)
{
hideBitmap[i][j][k] = rand()%fullHide->ourImages.size();
}
}
}
}
void CMapHandler::roadsRiverTerrainInit()
{
//initializing road's and river's DefHandlers
roadDefs.push_back(CDefHandler::giveDefEss("dirtrd.def"));
roadDefs.push_back(CDefHandler::giveDefEss("gravrd.def"));
roadDefs.push_back(CDefHandler::giveDefEss("cobbrd.def"));
staticRiverDefs.push_back(CDefHandler::giveDefEss("clrrvr.def"));
staticRiverDefs.push_back(CDefHandler::giveDefEss("icyrvr.def"));
staticRiverDefs.push_back(CDefHandler::giveDefEss("mudrvr.def"));
staticRiverDefs.push_back(CDefHandler::giveDefEss("lavrvr.def"));
for(size_t g=0; g<staticRiverDefs.size(); ++g)
{
for(size_t h=0; h < staticRiverDefs[g]->ourImages.size(); ++h)
{
CSDL_Ext::alphaTransform(staticRiverDefs[g]->ourImages[h].bitmap);
}
}
for(size_t g=0; g<roadDefs.size(); ++g)
{
for(size_t h=0; h < roadDefs[g]->ourImages.size(); ++h)
{
CSDL_Ext::alphaTransform(roadDefs[g]->ourImages[h].bitmap);
}
}
sizes.x = CGI->mh->map->width;
sizes.y = CGI->mh->map->height;
sizes.z = CGI->mh->map->twoLevel+1;
// Create enough room for the whole map and its frame
ttiles.resize(CGI->mh->map->width, frameW, frameW);
for (int i=0-frameW;i<ttiles.size()-frameW;i++)
{
ttiles[i].resize(CGI->mh->map->height, frameH, frameH);
}
for (int i=0-frameW;i<ttiles.size()-frameW;i++)
{
for (int j=0-frameH;j<(int)CGI->mh->map->height+frameH;j++)
ttiles[i][j].resize(CGI->mh->map->twoLevel+1, 0, 0);
}
// prepare the map
for (int i=0; i<map->width; i++) //by width
{
for (int j=0; j<map->height;j++) //by height
{
for (int k=0; k<=map->twoLevel; ++k) //by levels
{
TerrainTile2 &pom(ttiles[i][j][k]);
pom.pos = int3(i, j, k);
pom.tileInfo = &(map->terrain[i][j][k]);
}
}
}
}
void CMapHandler::borderAndTerrainBitmapInit()
{
CDefHandler * bord = CDefHandler::giveDef("EDG.DEF");
bord->notFreeImgs = true;
terrainGraphics.resize(10);
for (int i = 0; i < 10 ; i++)
{
CDefHandler *hlp = CDefHandler::giveDef(nameFromType(i));
terrainGraphics[i].resize(hlp->ourImages.size());
hlp->notFreeImgs = true;
for(size_t j=0; j < hlp->ourImages.size(); ++j)
terrainGraphics[i][j] = hlp->ourImages[j].bitmap;
delete hlp;
}
for (int i=0-frameW; i<map->width+frameW; i++) //by width
{
for (int j=0-frameH; j<map->height+frameH;j++) //by height
{
for(int k=0; k<=map->twoLevel; ++k) //by levles
{
if(i < 0 || i > (map->width-1) || j < 0 || j > (map->height-1))
{
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int terBitmapNum = -1;
if(i==-1 && j==-1)
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terBitmapNum = 16;
else if(i==-1 && j==(map->height))
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terBitmapNum = 19;
else if(i==(map->width) && j==-1)
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terBitmapNum = 17;
else if(i==(map->width) && j==(map->height))
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terBitmapNum = 18;
else if(j == -1 && i > -1 && i < map->height)
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terBitmapNum = 22+rand()%2;
else if(i == -1 && j > -1 && j < map->height)
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terBitmapNum = 33+rand()%2;
else if(j == map->height && i >-1 && i < map->width)
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terBitmapNum = 29+rand()%2;
else if(i == map->width && j > -1 && j < map->height)
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terBitmapNum = 25+rand()%2;
else
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terBitmapNum = rand()%16;
if(terBitmapNum != -1)
{
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ttiles[i][j][k].terbitmap = bord->ourImages[terBitmapNum].bitmap;
continue;
}
}
}
}
}
delete bord;
}
void CMapHandler::initObjectRects()
{
//initializing objects / rects
for(size_t f=0; f < map->objects.size(); ++f)
{
const CGObjectInstance *obj = map->objects[f];
if( !obj
|| obj->ID==HEROI_TYPE && static_cast<const CGHeroInstance*>(obj)->inTownGarrison //garrisoned hero
|| obj->ID==8 && static_cast<const CGBoat*>(obj)->hero //boat wih hero (hero graphics is used)
|| !obj->defInfo
|| !obj->defInfo->handler) //no graphic...
{
continue;
}
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const SDL_Surface *bitmap = obj->defInfo->handler->ourImages[0].bitmap;
for(int fx=0; fx<bitmap->w>>5; ++fx) //bitmap->w/32
{
for(int fy=0; fy<bitmap->h>>5; ++fy) //bitmap->h/32
{
SDL_Rect cr;
cr.w = 32;
cr.h = 32;
cr.x = fx<<5; //fx*32
cr.y = fy<<5; //fy*32
std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj,cr);
if( (obj->pos.x + fx - bitmap->w/32+1) >= 0
&& (obj->pos.x + fx - bitmap->w/32+1) < ttiles.size() - frameW
&& (obj->pos.y + fy - bitmap->h/32+1) >= 0
&& (obj->pos.y + fy - bitmap->h/32+1) < ttiles[0].size() - frameH
)
{
//TerrainTile2 & curt =
// ttiles
// [obj->pos.x + fx - bitmap->w/32]
//[obj->pos.y + fy - bitmap->h/32]
//[obj->pos.z];
ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z].objects.push_back(toAdd);
}
} // for(int fy=0; fy<bitmap->h/32; ++fy)
} //for(int fx=0; fx<bitmap->w/32; ++fx)
} // for(int f=0; f<map->objects.size(); ++f)
for(int ix=0; ix<ttiles.size()-frameW; ++ix)
{
for(int iy=0; iy<ttiles[0].size()-frameH; ++iy)
{
for(int iz=0; iz<ttiles[0][0].size(); ++iz)
{
stable_sort(ttiles[ix][iy][iz].objects.begin(), ttiles[ix][iy][iz].objects.end(), ocmptwo);
}
}
}
}
static void processDef (CGDefInfo* def)
{
if(def->id == EVENTI_TYPE)
return;
if(!def->handler) //if object has already set handler (eg. heroes) it should not be overwritten
{
if(def->name.size())
{
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if(vstd::contains(CGI->mh->loadedDefs, def->name))
{
def->handler = CGI->mh->loadedDefs[def->name];
}
else
{
CGI->mh->loadedDefs[def->name] = def->handler = CDefHandler::giveDefEss(def->name);
}
}
else
{
tlog2 << "No def name for " << def->id << " " << def->subid << std::endl;
def->handler = NULL;
return;
}
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// def->width = def->handler->ourImages[0].bitmap->w/32;
// def->height = def->handler->ourImages[0].bitmap->h/32;
}
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CGDefInfo* pom = CGI->dobjinfo->gobjs[def->id][def->subid];
if(pom && def->id!=TOWNI_TYPE)
{
pom->handler = def->handler;
pom->width = pom->handler->ourImages[0].bitmap->w/32;
pom->height = pom->handler->ourImages[0].bitmap->h/32;
}
else if(def->id != HEROI_TYPE && def->id != TOWNI_TYPE)
tlog3 << "\t\tMinor warning: lacking def info for " << def->id << " " << def->subid <<" " << def->name << std::endl;
//alpha transformation
for(size_t yy=0; yy < def->handler->ourImages.size(); ++yy)
{
CSDL_Ext::alphaTransform(def->handler->ourImages[yy].bitmap);
}
}
void CMapHandler::initHeroDef(CGHeroInstance * h)
{
h->defInfo->handler = graphics->flags1[0];
h->defInfo->width = h->defInfo->handler->ourImages[0].bitmap->w/32;
h->defInfo->height = h->defInfo->handler->ourImages[0].bitmap->h/32;
}
void CMapHandler::init()
{
timeHandler th;
th.getDif();
CGI->dobjinfo->gobjs[8][0]->handler = graphics->boatAnims[0];
CGI->dobjinfo->gobjs[8][1]->handler = graphics->boatAnims[1];
CGI->dobjinfo->gobjs[8][2]->handler = graphics->boatAnims[2];
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// Size of visible terrain.
mapW = conf.go()->ac.advmapW;
mapH = conf.go()->ac.advmapH;
// Total number of visible tiles. Substract the center tile, then
// compute the number of tiles on each side, and reassemble.
int t1, t2;
t1 = (mapW-32)/2;
t2 = mapW - 32 - t1;
tilesW = 1 + (t1+31)/32 + (t2+31)/32;
t1 = (mapH-32)/2;
t2 = mapH - 32 - t1;
tilesH = 1 + (t1+31)/32 + (t2+31)/32;
// Size of the frame around the map. In extremes positions, the
// frame must not be on the center of the map, but right on the
// edge of the center tile.
frameW = (mapW+31) /32 / 2;
frameH = (mapH+31) /32 / 2;
offsetX = (mapW - (2*frameW+1)*32)/2;
offsetY = (mapH - (2*frameH+1)*32)/2;
std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
int ccc;
ifs>>ccc;
for(int i=0;i<ccc*2;i++)
{
CGDefInfo *n;
if(i<ccc)
{
n = CGI->state->villages[i];
map->defy.push_back(CGI->state->forts[i]);
}
else
n = CGI->state->capitols[i%ccc];
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ifs >> n->name;
if(!n)
tlog1 << "*HUGE* Warning - missing town def for " << i << std::endl;
else
map->defy.push_back(n);
}
tlog0<<"\tLoading town def info: "<<th.getDif()<<std::endl;
for(int i=0;i<map->heroes.size();i++)
{
if(!map->heroes[i]->defInfo->handler)
{
initHeroDef(map->heroes[i]);
}
}
std::for_each(map->defy.begin(),map->defy.end(),processDef); //load h3m defs
tlog0<<"\tUnpacking and handling defs: "<<th.getDif()<<std::endl;
for(int i=0;i<PLAYER_LIMIT;i++)
{
for(size_t j=0; j < map->players[i].heroesNames.size(); ++j)
{
usedHeroes.insert(map->players[i].heroesNames[j].heroID);
}
}
tlog0<<"\tChecking used heroes: "<<th.getDif()<<std::endl;
prepareFOWDefs();
roadsRiverTerrainInit(); //road's and river's DefHandlers; and simple values initialization
borderAndTerrainBitmapInit();
tlog0<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDif()<<std::endl;
initObjectRects();
tlog0<<"\tMaking object rects: "<<th.getDif()<<std::endl;
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}
// Update map window screen
// top_tile top left tile to draw. Not necessarily visible.
// extRect, extRect = map window on screen
// moveX, moveY: when a hero is in movement indicates how to shift the map. Range is -31 to + 31.
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void CMapHandler::terrainRect(int3 top_tile, unsigned char anim, const std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode)
{
// Width and height of the portion of the map to process. Units in tiles.
unsigned int dx = tilesW;
unsigned int dy = tilesH;
// Basic rectangle for a tile. Should be a const but conflicts with SDL headers
SDL_Rect rtile = { 0, 0, 32, 32 };
// Absolute coords of the first pixel in the top left corner
int srx_init = offsetX + extRect->x;
int sry_init = offsetY + extRect->y;
int srx, sry; // absolute screen coordinates in pixels
// If moving, we need to add an extra column/line
if (moveX != 0)
{
dx++;
srx_init += moveX;
if (moveX > 0)
{
// Moving right. We still need to draw the old tile on the
// left, so adjust our referential
top_tile.x --;
srx_init -= 32;
}
}
if (moveY != 0)
{
dy++;
sry_init += moveY;
if (moveY > 0)
{
// Moving down. We still need to draw the tile on the top,
// so adjust our referential.
top_tile.y --;
sry_init -= 32;
}
}
// Reduce sizes if we go out of the full map.
if (top_tile.x < -frameW)
top_tile.x = -frameW;
if (top_tile.y < -frameH)
top_tile.y = -frameH;
if (top_tile.x + dx > map->width + frameW)
dx = map->width + frameW - top_tile.x;
if (top_tile.y + dy > map->height + frameH)
dy = map->height + frameH - top_tile.y;
if(!otherHeroAnim)
heroAnim = anim; //the same, as it should be
SDL_Rect prevClip;
SDL_GetClipRect(extSurf, &prevClip);
SDL_SetClipRect(extSurf, extRect); //preventing blitting outside of that rect
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const BlitterWithRotationVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);
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const BlitterWithRotationVal blitterWithRotationAndAlpha = CSDL_Ext::getBlitterWithRotationAndAlpha(extSurf);
//const BlitterWithRotationAndAlphaVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);
// printing terrain
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
{
// Skip column if not in map
if (top_tile.x+bx < 0 || top_tile.x+bx >= map->width)
continue;
sry = sry_init;
for (int by=0; by < dy; by++, sry+=32)
{
int3 pos(top_tile.x+bx, top_tile.y+by, top_tile.z); //blitted tile position
// Skip tile if not in map
if (pos.y < 0 || pos.y >= map->height)
continue;
const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z];
const TerrainTile &tinfo = *tile.tileInfo;
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
//blit terrain with river/road
if(tile.terbitmap) //if custom terrain graphic - use it
SDL_BlitSurface(tile.terbitmap, &genRect(sr.h, sr.w, 0, 0), extSurf, &sr);
else //use default terrain graphic
blitterWithRotation(terrainGraphics[tinfo.tertype][tinfo.terview],rtile, extSurf, sr, tinfo.siodmyTajemniczyBajt%4);
if(tinfo.nuine) //print river if present
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blitterWithRotationAndAlpha(staticRiverDefs[tinfo.nuine-1]->ourImages[tinfo.rivDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>2)%4);
if(tinfo.malle) //print road if present
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blitterWithRotationAndAlpha(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>4)%4);
//blit objects
const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > &objects = tile.objects;
for(int h=0; h < objects.size(); ++h)
{
const CGObjectInstance *obj = objects[h].first;
ui8 color = obj->tempOwner;
//checking if object has non-empty graphic on this tile
if(obj->ID != HEROI_TYPE && !obj->coveringAt(obj->pos.x - (top_tile.x + bx), top_tile.y + by - obj->pos.y + 5))
continue;
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//don't print flaggable objects in puzzle mode
if(puzzleMode && obj->tempOwner != 254)
continue;
SDL_Rect sr2(sr);
SDL_Rect pp = objects[h].second;
pp.h = sr.h;
pp.w = sr.w;
const CGHeroInstance * themp = (obj->ID != HEROI_TYPE
? NULL
: static_cast<const CGHeroInstance*>(obj));
//print hero / boat and flag
if(themp && themp->moveDir && themp->type || obj->ID == 8) //it's hero or boat
{
const int IMGVAL = 8; //frames per group of movement animation
ui8 dir;
std::vector<Cimage> * iv = NULL;
std::vector<CDefEssential *> Graphics::*flg = NULL;
SDL_Surface * tb; //surface to blitted
if(themp) //hero
{
dir = themp->moveDir;
//pick graphics of hero (or boat if hero is sailing)
iv = (themp->boat)
? &graphics->boatAnims[themp->boat->subID]->ourImages
: &graphics->heroAnims[themp->type->heroType]->ourImages;
//pick appropriate flag set
if(themp->boat)
{
switch (themp->boat->subID)
{
case 0: flg = &Graphics::flags1; break;
case 1: flg = &Graphics::flags2; break;
case 2: flg = &Graphics::flags3; break;
default: tlog1 << "Not supported boat subtype: " << themp->boat->subID << std::endl;
}
}
else
{
flg = &Graphics::flags4;
}
}
else //boat
{
const CGBoat *boat = static_cast<const CGBoat*>(obj);
dir = boat->direction;
iv = &graphics->boatAnims[boat->subID]->ourImages;
}
if(themp && !themp->isStanding) //hero is moving
{
size_t gg;
for(gg=0; gg<iv->size(); ++gg)
{
if((*iv)[gg].groupNumber==getHeroFrameNum(dir, true))
{
tb = (*iv)[gg+heroAnim%IMGVAL].bitmap;
break;
}
}
CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);
//printing flag
pp.y+=IMGVAL*2-32;
sr2.y-=16;
SDL_BlitSurface((graphics->*flg)[color]->ourImages[gg+heroAnim%IMGVAL+35].bitmap, &pp, extSurf, &sr2);
}
else //hero / boat stands still
{
size_t gg;
for(gg=0; gg < iv->size(); ++gg)
{
if((*iv)[gg].groupNumber==getHeroFrameNum(dir, false))
{
tb = (*iv)[gg].bitmap;
break;
}
}
CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);
//printing flag
if(flg
&& obj->pos.x == top_tile.x + bx
&& obj->pos.y == top_tile.y + by)
{
SDL_Rect bufr = sr2;
bufr.x-=2*32;
bufr.y-=1*32;
bufr.h = 64;
bufr.w = 96;
if(bufr.x-extRect->x>-64)
SDL_BlitSurface((graphics->*flg)[color]->ourImages[getHeroFrameNum(dir, false) *8+(heroAnim/4)%IMGVAL].bitmap, NULL, extSurf, &bufr);
}
}
}
else //blit normal object
{
const std::vector<Cimage> &ourImages = obj->defInfo->handler->ourImages;
SDL_Surface *bitmap = ourImages[(anim+obj->animPhaseShift)%ourImages.size()].bitmap;
//setting appropriate flag color
if(color < 8 || color==255)
CSDL_Ext::setPlayerColor(bitmap, color);
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if( obj->hasShadowAt(obj->pos.x - (top_tile.x + bx), top_tile.y + by - obj->pos.y + 5) )
CSDL_Ext::blit8bppAlphaTo24bpp(bitmap,&pp,extSurf,&sr2);
else
SDL_BlitSurface(bitmap,&pp,extSurf,&sr2);
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}
}
//objects blitted
}
}
// terrain printed
// printing borders
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
{
sry = sry_init;
for (int by = 0; by<dy; by++, sry+=32)
{
int3 pos(top_tile.x+bx, top_tile.y+by, top_tile.z); //blitted tile position
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
if (pos.x < 0 || pos.x >= map->width ||
pos.y < 0 || pos.y >= map->height)
{
SDL_BlitSurface(ttiles[pos.x][pos.y][top_tile.z].terbitmap,
&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
}
else
{
//blitting Fog of War
if (!puzzleMode)
{
if (pos.x >= 0 &&
pos.y >= 0 &&
pos.x < CGI->mh->map->width &&
pos.y < CGI->mh->map->height &&
!(*visibilityMap)[pos.x][pos.y][top_tile.z])
{
SDL_Surface * hide = getVisBitmap(pos.x, pos.y, *visibilityMap, top_tile.z);
CSDL_Ext::blit8bppAlphaTo24bpp(hide, &rtile, extSurf, &sr);
}
}
//FoW blitted
// TODO: these should be activable by the console
#ifdef MARK_BLOCKED_POSITIONS
if(ttiles[pos.x][pos.y][top_tile.z].tileInfo->blocked) //temporary hiding blocked positions
{
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
memset(rSurf->pixels, 128, rSurf->pitch * rSurf->h);
SDL_BlitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
}
#endif
#ifdef MARK_VISITABLE_POSITIONS
if(ttiles[pos.x][pos.y][top_tile.z].tileInfo->visitable) //temporary hiding visitable positions
{
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
memset(rSurf->pixels, 128, rSurf->pitch * rSurf->h);
SDL_BlitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
}
#endif
}
}
}
// borders printed
#ifdef MARK_GRID_POSITIONS
// print grid
// TODO: This option should be activated by the console.
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
{
sry = sry_init;
for (int by = 0; by<dy; by++, sry+=32)
{
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
const int3 color(0x555555, 0x555555, 0x555555);
if (sr.y >= extRect->y &&
sr.y < extRect->y+extRect->h)
for(int i=0;i<sr.w;i++)
if (sr.x+i >= extRect->x &&
sr.x+i < extRect->x+extRect->w)
CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x+i,sr.y,color.x,color.y,color.z);
if (sr.x >= extRect->x &&
sr.x < extRect->x+extRect->w)
for(int i=0; i<sr.h;i++)
if (sr.y+i >= extRect->y &&
sr.y+i < extRect->y+extRect->h)
CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x,sr.y+i,color.x,color.y,color.z);
}
}
// grid
#endif
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//applying sepia / gray effect
if(puzzleMode)
{
if(ADVOPT.puzzleSepia)
{
const int sepiaDepth = 20;
const int sepiaIntensity = 30;
for(int xp = extRect->x; xp < extRect->x + extRect->w; ++xp)
{
for(int yp = extRect->y; yp < extRect->y + extRect->h; ++yp)
{
unsigned char * pixels = (unsigned char*)extSurf->pixels + yp * extSurf->pitch + xp * extSurf->format->BytesPerPixel;
int b = pixels[0];
int g = pixels[1];
int r = pixels[2];
int gry = (r + g + b) / 3;
r = g = b = gry;
r = r + (sepiaDepth * 2);
g = g + sepiaDepth;
if (r>255) r=255;
if (g>255) g=255;
if (b>255) b=255;
// Darken blue color to increase sepia effect
b -= sepiaIntensity;
// normalize if out of bounds
if (b<0) b=0;
if (b>255) b=255;
pixels[0] = b;
pixels[1] = g;
pixels[2] = r;
}
}
}
else
{
for(int xp = extRect->x; xp < extRect->x + extRect->w; ++xp)
{
for(int yp = extRect->y; yp < extRect->y + extRect->h; ++yp)
{
unsigned char * pixels = (unsigned char*)extSurf->pixels + yp * extSurf->pitch + xp * extSurf->format->BytesPerPixel;
int b = pixels[0];
int g = pixels[1];
int r = pixels[2];
int gry = (r + g + b) / 3;
pixels[0] = pixels[1] = pixels[2] = gry;
}
}
}
}
//sepia / gray effect applied
SDL_SetClipRect(extSurf, &prevClip); //restoring clip_rect
}
SDL_Surface * CMapHandler::getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl)
{
int size = visibilityMap.size()-1; //is tile visible. arrangement: (like num keyboard)
bool d7 = (x>0 && y>0) ? visibilityMap[x-1][y-1][lvl] : 0, //789
d8 = (y>0) ? visibilityMap[x][y-1][lvl] : 0, //456
d9 = (y>0 && x<size) ? visibilityMap[x+1][y-1][lvl] : 0,//123
d4 = (x>0) ? visibilityMap[x-1][y][lvl] : 0,
d5 = visibilityMap[x][y][lvl], //TODO use me - OMFG
d6 = (x<size) ? visibilityMap[x+1][y][lvl] : 0,
d1 = (x>0 && y<size) ? visibilityMap[x-1][y+1][lvl] : 0,
d2 = (y<size) ? visibilityMap[x][y+1][lvl] : 0,
d3 = (x<size && y<size) ? visibilityMap[x+1][y+1][lvl] : 0;
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if (!d6 && !d4)
{
if (!d3 && !d9 && !d1 && !d7)
return fullHide->ourImages[hideBitmap[x][y][lvl]].bitmap; //fully hidden
if(d2)
return partialHide->ourImages[4].bitmap; //visble bottom
else if (d8)
return partialHide->ourImages[0].bitmap; //visible top
else if (d3)
return partialHide->ourImages[22].bitmap; //visible right bottom corner
else if (d9)
return partialHide->ourImages[15].bitmap; //visible right top corner
else if (d1)
return partialHide->ourImages[34].bitmap; //visible left bottom corner
else if (d7)
return partialHide->ourImages[35].bitmap; //visible left top corner
if (!d2 && !d8)
{
if (d1)
{
if (d3)
{
if (d7)
{
if (d9)
return partialHide->ourImages[21].bitmap;
else
return partialHide->ourImages[43].bitmap;
}
else
{
if (d9)
return partialHide->ourImages[19].bitmap;
else
return partialHide->ourImages[40].bitmap;
}
}
else
{
if (d7)
{
if (d9)
return partialHide->ourImages[42].bitmap;
else
return partialHide->ourImages[39].bitmap;
}
else
return partialHide->ourImages[17].bitmap;
}
}
else
{
if(!d3)
return partialHide->ourImages[18].bitmap;
else if(!d7)
return partialHide->ourImages[16].bitmap; //visible right corner
else if(!d9)
return partialHide->ourImages[41].bitmap;
else
return partialHide->ourImages[20].bitmap;
}
}
if (d2)
{
if(d8)
return partialHide->ourImages[29].bitmap;
else if(d3)
return partialHide->ourImages[1].bitmap;
else
return partialHide->ourImages[5].bitmap;
}
else if (d7)
return partialHide->ourImages[4].bitmap;
else
return partialHide->ourImages[9].bitmap;
}
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else //(d4 && d6 != 0)
{
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if (d2)
{
if (d4)
{
if (d6)
{
if (d8)
return partialHide->ourImages[10].bitmap;
else
return partialHide->ourImages[6].bitmap;
}
else
{
if (d8)
return partialHide->ourImages[7].bitmap;
else if (d9)
return partialHide->ourImages[51].bitmap;
else
return partialHide->ourImages[38].bitmap;
}
}
else
{
if (d6)
{
if (d8)
return partialHide->ourImages[44].bitmap;
else if (d7)
return partialHide->ourImages[28].bitmap;
else
return partialHide->ourImages[12].bitmap;
}
else
{
if (d7)
{
if (d9)
return partialHide->ourImages[31].bitmap;
else
return partialHide->ourImages[48].bitmap;
}
else
return partialHide->ourImages[30].bitmap;
}
}
}
else
{
if (d4)
{
if (d6)
{
if (d8)
return partialHide->ourImages[8].bitmap;
else
return partialHide->ourImages[9].bitmap;
}
else
{
if (d8)
{
if (d3)
return partialHide->ourImages[50].bitmap;
else
return partialHide->ourImages[37].bitmap;
}
else
{
if (d3)
{
if (d9)
return partialHide->ourImages[32].bitmap;
else
return partialHide->ourImages[47].bitmap;
}
else
{
if (d9)
return partialHide->ourImages[46].bitmap;
else
return partialHide->ourImages[36].bitmap;
}
}
}
}
else
{
if (d6)
{
if (d8)
{
if (d1)
return partialHide->ourImages[27].bitmap;
else
return partialHide->ourImages[13].bitmap;
}
else
{
if (d7)
{
if (d1)
return partialHide->ourImages[49].bitmap;
else
return partialHide->ourImages[26].bitmap;
}
else
{
if (d1)
return partialHide->ourImages[25].bitmap;
else
{
if (d9)
return partialHide->ourImages[2].bitmap;
else
return partialHide->ourImages[3].bitmap;
}
}
}
}
else
{
if (d1)
{
if (d3)
return partialHide->ourImages[33].bitmap;
else
return partialHide->ourImages[45].bitmap;
}
else
return partialHide->ourImages[24].bitmap;
}
}
}
}
return fullHide->ourImages[0].bitmap; //this case should never happen, but it is better to hide too much than reveal it....
}
bool CMapHandler::printObject(const CGObjectInstance *obj)
{
if(!obj->defInfo->handler)
processDef(obj->defInfo);
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const SDL_Surface *bitmap = obj->defInfo->handler->ourImages[0].bitmap;
int tilesW = bitmap->w/32,
tilesH = bitmap->h/32;
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for(int fx=0; fx<bitmap->w/32; ++fx)
{
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for(int fy=0; fy<bitmap->h/32; ++fy)
{
SDL_Rect cr;
cr.w = 32;
cr.h = 32;
cr.x = fx*32;
cr.y = fy*32;
std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj, cr);
if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frameW && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frameH)
{
TerrainTile2 & curt = ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z];
std::vector< std::pair<const CGObjectInstance*,SDL_Rect> >::iterator i = curt.objects.begin();
for(; i != curt.objects.end(); i++)
{
OCM_HLP cmp;
if(cmp(toAdd, *i))
{
curt.objects.insert(i, toAdd);
i = curt.objects.begin(); //to validate and avoid adding it second time
break;
}
}
if(i == curt.objects.end())
curt.objects.insert(i, toAdd);
}
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} // for(int fy=0; fy<bitmap->h/32; ++fy)
} //for(int fx=0; fx<bitmap->w/32; ++fx)
return true;
}
bool CMapHandler::hideObject(const CGObjectInstance *obj)
{
CDefEssential * curd = obj->defInfo->handler;
if(!curd) return false;
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const SDL_Surface *bitmap = curd->ourImages[0].bitmap;
for(int fx=0; fx<bitmap->w/32; ++fx)
{
2009-06-11 06:57:21 +03:00
for(int fy=0; fy<bitmap->h/32; ++fy)
{
if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frameW && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frameH)
{
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std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & ctile = ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z].objects;
for(size_t dd=0; dd < ctile.size(); ++dd)
{
if(ctile[dd].first->id==obj->id)
ctile.erase(ctile.begin() + dd);
}
}
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} // for(int fy=0; fy<bitmap->h/32; ++fy)
} //for(int fx=0; fx<bitmap->w/32; ++fx)
return true;
}
bool CMapHandler::removeObject(CGObjectInstance *obj)
{
hideObject(obj);
return true;
}
unsigned char CMapHandler::getHeroFrameNum(unsigned char dir, bool isMoving) const
{
if(isMoving)
{
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static const unsigned char frame [] = {-1, 10, 5, 6, 7, 8, 9, 12, 11};
return frame[dir];
/*switch(dir)
{
case 1:
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return 10;
case 2:
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return 5;
case 3:
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return 6;
case 4:
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return 7;
case 5:
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return 8;
case 6:
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return 9;
case 7:
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return 12;
case 8:
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return 11;
default:
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throw std::string("Something very wrong1.");
}*/
}
else //if(isMoving)
{
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static const unsigned char frame [] = {-1, 13, 0, 1, 2, 3, 4, 15, 14};
return frame[dir];
/*switch(dir)
{
case 1:
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return 13;
case 2:
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return 0;
case 3:
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return 1;
case 4:
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return 2;
case 5:
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return 3;
case 6:
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return 4;
case 7:
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return 15;
case 8:
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return 14;
default:
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throw std::string("Something very wrong2.");
}*/
}
}
void CMapHandler::validateRectTerr(SDL_Rect * val, const SDL_Rect * ext)
{
if(ext)
{
if(val->x<0)
{
val->w += val->x;
val->x = ext->x;
}
else
{
val->x += ext->x;
}
if(val->y<0)
{
val->h += val->y;
val->y = ext->y;
}
else
{
val->y += ext->y;
}
if(val->x+val->w > ext->x+ext->w)
{
val->w = ext->x+ext->w-val->x;
}
if(val->y+val->h > ext->y+ext->h)
{
val->h = ext->y+ext->h-val->y;
}
//for sign problems
if(val->h > 20000 || val->w > 20000)
{
val->h = val->w = 0;
}
}
}
unsigned char CMapHandler::getDir(const int3 &a, const int3 &b)
{
if(a.z!=b.z)
return -1; //error!
if(a.x==b.x+1 && a.y==b.y+1) //lt
return 0;
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else if(a.x==b.x && a.y==b.y+1) //t
return 1;
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else if(a.x==b.x-1 && a.y==b.y+1) //rt
return 2;
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else if(a.x==b.x-1 && a.y==b.y) //r
return 3;
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else if(a.x==b.x-1 && a.y==b.y-1) //rb
return 4;
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else if(a.x==b.x && a.y==b.y-1) //b
return 5;
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else if(a.x==b.x+1 && a.y==b.y-1) //lb
return 6;
2009-08-17 16:08:05 +03:00
else if(a.x==b.x+1 && a.y==b.y) //l
return 7;
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return -2; //shouldn't happen
}
void shiftColors(SDL_Surface *img, int from, int howMany) //shifts colors in palette
{
//works with at most 16 colors, if needed more -> increase values
assert(howMany < 16);
SDL_Color palette[16];
for(int i=0; i<howMany; ++i)
{
palette[(i+1)%howMany] =img->format->palette->colors[from + i];
}
SDL_SetColors(img,palette,from,howMany);
}
void CMapHandler::updateWater() //shift colors in palettes of water tiles
{
for(size_t j=0; j < terrainGraphics[7].size(); ++j)
{
shiftColors(terrainGraphics[7][j],246, 9);
}
for(size_t j=0; j < terrainGraphics[8].size(); ++j)
{
shiftColors(terrainGraphics[8][j],229, 12);
shiftColors(terrainGraphics[8][j],242, 14);
}
for(size_t j=0; j < staticRiverDefs[0]->ourImages.size(); ++j)
{
shiftColors(staticRiverDefs[0]->ourImages[j].bitmap,183, 12);
shiftColors(staticRiverDefs[0]->ourImages[j].bitmap,195, 6);
}
for(size_t j=0; j < staticRiverDefs[2]->ourImages.size(); ++j)
{
shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,228, 12);
shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,183, 6);
shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,240, 6);
}
for(size_t j=0; j < staticRiverDefs[3]->ourImages.size(); ++j)
{
shiftColors(staticRiverDefs[3]->ourImages[j].bitmap,240, 9);
}
}
CMapHandler::~CMapHandler()
{
delete fullHide;
delete partialHide;
for(int i=0; i < roadDefs.size(); i++)
delete roadDefs[i];
for(int i=0; i < staticRiverDefs.size(); i++)
delete staticRiverDefs[i];
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//TODO: why this code makes VCMI crash?
/*for(int i=0; i < terrainGraphics.size(); ++i)
{
for(int j=0; j < terrainGraphics[i].size(); ++j)
SDL_FreeSurface(terrainGraphics[i][j]);
}
terrainGraphics.clear();*/
}
CMapHandler::CMapHandler()
{
mapW = mapH = 0;
frameW = frameH = 0;
fullHide = NULL;
partialHide = NULL;
}
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void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName )
{
out.clear();
TerrainTile2 &t = ttiles[pos.x][pos.y][pos.z];
for(std::vector < std::pair<const CGObjectInstance*,SDL_Rect> >::const_iterator i = t.objects.begin(); i != t.objects.end(); i++)
{
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if(i->first->ID == 124) //Hole
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{
out = i->first->hoverName;
return;
}
}
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if(t.tileInfo->siodmyTajemniczyBajt & 128)
out = CGI->generaltexth->names[225]; //Favourable Winds
else if(terName)
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out = CGI->generaltexth->terrainNames[t.tileInfo->tertype];
}
TerrainTile2::TerrainTile2()
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:tileInfo(0),terbitmap(0)
{}