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The size of the frame around the map depends on the screen size, so compute it.
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@ -1461,16 +1461,16 @@ void CAdvMapInt::show(SDL_Surface *to)
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|| SDL_GetKeyState(NULL)[SDLK_RCTRL]
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)
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{
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if( (scrollingDir & LEFT) && (position.x>-Woff) )
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if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frame.left) )
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position.x--;
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if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - terrain.tilesw + Woff) )
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if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - terrain.tilesw + CGI->mh->frame.right) )
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position.x++;
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if( (scrollingDir & UP) && (position.y>-Hoff) )
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if( (scrollingDir & UP) && (position.y>-CGI->mh->frame.top) )
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position.y--;
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if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - terrain.tilesh + Hoff) )
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if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - terrain.tilesh + CGI->mh->frame.bottom) )
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position.y++;
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if(scrollingDir)
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@ -1024,14 +1024,14 @@ void CPlayerInterface::handleEvent(SDL_Event *sEvent)
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int3 CPlayerInterface::repairScreenPos(int3 pos)
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{
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if(pos.x<=-Woff)
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pos.x = -Woff+1;
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if(pos.y<=-Hoff)
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pos.y = -Hoff+1;
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if(pos.x>CGI->mh->map->width - this->adventureInt->terrain.tilesw + Woff)
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pos.x = CGI->mh->map->width - this->adventureInt->terrain.tilesw + Woff;
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if(pos.y>CGI->mh->map->height - this->adventureInt->terrain.tilesh + Hoff)
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pos.y = CGI->mh->map->height - this->adventureInt->terrain.tilesh + Hoff;
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if(pos.x<=-CGI->mh->frame.left)
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pos.x = -CGI->mh->frame.left+1;
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if(pos.y<=-CGI->mh->frame.top)
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pos.y = -CGI->mh->frame.top+1;
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if(pos.x>CGI->mh->map->width - this->adventureInt->terrain.tilesw + CGI->mh->frame.right)
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pos.x = CGI->mh->map->width - this->adventureInt->terrain.tilesw + CGI->mh->frame.right;
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if(pos.y>CGI->mh->map->height - this->adventureInt->terrain.tilesh + CGI->mh->frame.bottom)
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pos.y = CGI->mh->map->height - this->adventureInt->terrain.tilesh + CGI->mh->frame.bottom;
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return pos;
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}
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void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val)
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@ -1736,4 +1736,4 @@ const CGHeroInstance * CPlayerInterface::getWHero( int pos )
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if(pos < 0 || pos >= wanderingHeroes.size())
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return NULL;
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return wanderingHeroes[pos];
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}
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}
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@ -15,6 +15,7 @@
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#include "hch/CObjectHandler.h"
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#include "lib/map.h"
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#include "hch/CDefHandler.h"
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#include "client/CConfigHandler.h"
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/*
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* mapHandler.cpp, part of VCMI engine
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@ -204,17 +205,20 @@ void CMapHandler::roadsRiverTerrainInit()
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sizes.x = CGI->mh->map->width;
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sizes.y = CGI->mh->map->height;
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sizes.z = CGI->mh->map->twoLevel+1;
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ttiles.resize(CGI->mh->map->width,Woff);
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for (int i=0-Woff;i<ttiles.size()-Woff;i++)
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// Create enough room for the whole map and its frame
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ttiles.resize(CGI->mh->map->width, frame.left, frame.right);
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for (int i=0-frame.left;i<ttiles.size()-frame.left;i++)
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{
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ttiles[i].resize(CGI->mh->map->height,Hoff);
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ttiles[i].resize(CGI->mh->map->height, frame.top, frame.bottom);
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}
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for (int i=0-Woff;i<ttiles.size()-Woff;i++)
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for (int i=0-frame.left;i<ttiles.size()-frame.left;i++)
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{
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for (int j=0-Hoff;j<(int)CGI->mh->map->height+Hoff;j++)
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ttiles[i][j].resize(CGI->mh->map->twoLevel+1,0);
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for (int j=0-frame.top;j<(int)CGI->mh->map->height+frame.bottom;j++)
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ttiles[i][j].resize(CGI->mh->map->twoLevel+1, 0, 0);
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}
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// Draw the map
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for (int i=0; i<map->width; i++) //jest po szeroko�ci
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{
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for (int j=0; j<map->height;j++) //po wysoko�ci
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@ -311,9 +315,9 @@ void CMapHandler::borderAndTerrainBitmapInit()
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delete hlp;
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}
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for (int i=0-Woff; i<map->width+Woff; i++) //jest po szeroko�ci
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for (int i=0-frame.left; i<map->width+frame.right; i++) //jest po szeroko�ci
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{
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for (int j=0-Hoff; j<map->height+Hoff;j++) //po wysoko�ci
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for (int j=0-frame.top; j<map->height+frame.bottom;j++) //po wysoko�ci
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{
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for(int k=0; k<=map->twoLevel; ++k)
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{
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@ -398,9 +402,9 @@ void CMapHandler::initObjectRects()
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std::pair<CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(map->objects[f],cr);
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if( (map->objects[f]->pos.x + fx - bitmap->w/32+1) >= 0
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&& (map->objects[f]->pos.x + fx - bitmap->w/32+1) < ttiles.size() - Woff
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&& (map->objects[f]->pos.x + fx - bitmap->w/32+1) < ttiles.size() - frame.right
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&& (map->objects[f]->pos.y + fy - bitmap->h/32+1) >= 0
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&& (map->objects[f]->pos.y + fy - bitmap->h/32+1) < ttiles[0].size() - Hoff
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&& (map->objects[f]->pos.y + fy - bitmap->h/32+1) < ttiles[0].size() - frame.bottom
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)
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{
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//TerrainTile2 & curt =
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@ -414,9 +418,9 @@ void CMapHandler::initObjectRects()
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} //for(int fx=0; fx<bitmap->w/32; ++fx)
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}//if curd
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} // for(int f=0; f<map->objects.size(); ++f)
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for(int ix=0; ix<ttiles.size()-Woff; ++ix)
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for(int ix=0; ix<ttiles.size()-frame.left; ++ix)
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{
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for(int iy=0; iy<ttiles[0].size()-Hoff; ++iy)
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for(int iy=0; iy<ttiles[0].size()-frame.top; ++iy)
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{
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for(int iz=0; iz<ttiles[0][0].size(); ++iz)
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{
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@ -473,6 +477,17 @@ void CMapHandler::init()
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timeHandler th;
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th.getDif();
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// Size of the frame around the map. In extremes positions, the
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// frame must not be on the center of the map, but right on the
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// edge of the center tile. Consequently, frame.left + 1 +
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// frame.right = size of the window map on the screen. Same for
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// top/bottom. And the sizes will be different on opposite sides
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// if the length of the window map is even.
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frame.left = (conf.go()->ac.tilesW-1) / 2;
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frame.right = (conf.go()->ac.tilesW) / 2;
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frame.top = (conf.go()->ac.tilesH-1) / 2;
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frame.bottom = (conf.go()->ac.tilesH) / 2;
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std::ifstream ifs("config/townsDefs.txt");
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int ccc;
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ifs>>ccc;
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@ -531,9 +546,9 @@ void CMapHandler::init()
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SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect, int moveX, int moveY, bool smooth)
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{
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int srx, sry;
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// Temporarily disable smoothing as it is source of crashes
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smooth = false;
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// Temporarily disable smoothing as it is source of crashes
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smooth = false;
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if(!otherHeroAnim)
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heroAnim = anim; //the same, as it should be
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@ -551,12 +566,16 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
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SDL_GetClipRect(su, &prevClip);
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if(extRect) SDL_SetClipRect(su, extRect); //preventing blitting outside of that rect
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if (((dx+x)>((map->width+Woff)) || (dy+y)>((map->height+Hoff))) || ((x<-Woff)||(y<-Hoff) ) )
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throw std::string("terrainRect: out of range");
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dx += smooth?1:0;
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dy += smooth?1:0;
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// Sanity check - TODO: fails if smooth mode
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if (dx+x > map->width+frame.right ||
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dy+y > map->height+frame.bottom ||
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x<-frame.left ||
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y<-frame.right)
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throw std::string("terrainRect: out of range");
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////printing terrain
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srx = (moveX <= 0 ? 0 : -1) * 32;
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if (smooth)
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@ -1234,7 +1253,7 @@ bool CMapHandler::printObject(const CGObjectInstance *obj)
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cr.x = fx*32;
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cr.y = fy*32;
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std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj, cr);
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if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-Woff && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-Hoff)
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if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frame.right && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frame.bottom)
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{
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TerrainTile2 & curt = //TODO use me
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ttiles
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@ -1260,7 +1279,7 @@ bool CMapHandler::hideObject(const CGObjectInstance *obj)
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{
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for(int fy=0; fy<bitmap->h/32; ++fy)
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{
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if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-Woff && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-Hoff)
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if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frame.right && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frame.bottom)
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{
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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;
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for(size_t dd=0; dd < ctile.size(); ++dd)
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@ -1448,6 +1467,7 @@ CMapHandler::~CMapHandler()
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CMapHandler::CMapHandler()
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{
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frame.left = frame.right = frame.top = frame.bottom = 0;
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fullHide = NULL;
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partialHide = NULL;
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}
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30
mapHandler.h
30
mapHandler.h
@ -4,9 +4,6 @@
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#include <list>
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#include <set>
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const int Woff = 14; //width of map's frame
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const int Hoff = 10;
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/*
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* mapHandler.h, part of VCMI engine
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*
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@ -48,15 +45,15 @@ public:
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int offset;
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std::vector<T> inver;
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PseudoV(){};
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PseudoV(std::vector<T> &src, int rest, int Offset, const T& fill)
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PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill)
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{
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inver.resize(Offset*2+rest);
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offset=Offset;
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for(int i=0; i<offset;i++)
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inver.resize(before + rest + after);
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offset=before;
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for(int i=0; i<before;i++)
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inver[i] = fill;
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for(int i=0;i<src.size();i++)
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inver[offset+i] = src[i];
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for(int i=src.size(); i<src.size()+offset;i++)
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for(int i=src.size(); i<src.size()+after;i++)
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inver[offset+i] = fill;
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}
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inline T & operator[](const int & n)
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@ -67,10 +64,10 @@ public:
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{
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return inver[n+offset];
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}
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void resize(int rest,int Offset)
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void resize(int rest, int before, int after)
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{
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inver.resize(Offset*2+rest);
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offset=Offset;
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inver.resize(before + rest + after);
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offset=before;
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}
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int size() const
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{
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@ -81,8 +78,17 @@ class CMapHandler
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{
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public:
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PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
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int3 sizes; //map size (x - width, y - height, z - number of levels)
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int3 sizes; //map size (x = width, y = height, z = number of levels)
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Mapa * map;
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// size of each side of the frame around the whole map
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struct {
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int left;
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int right;
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int top;
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int bottom;
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} frame;
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std::set<int> usedHeroes;
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CDefHandler * fullHide; //for Fog of War
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CDefHandler * partialHide; //for For of War
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