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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-03 00:46:55 +02:00

* finishing hero flags

* some things with #36 and #41
This commit is contained in:
mateuszb
2007-10-16 17:46:01 +00:00
parent 730b469ec6
commit 355e21b56a
7 changed files with 138 additions and 138 deletions

View File

@ -30,31 +30,36 @@ void CMapHandler::init()
CSDL_Ext::alphaTransform(partialHide->ourImages[i].bitmap);
}
visibility.resize(reader->map.width+2*Woff);
for(int gg=0; gg<reader->map.width+2*Woff; ++gg)
//visibility.resize(reader->map.width+2*Woff);
//for(int gg=0; gg<reader->map.width+2*Woff; ++gg)
//{
// visibility[gg].resize(reader->map.height+2*Hoff);
// for(int jj=0; jj<reader->map.height+2*Hoff; ++jj)
// visibility[gg][jj] = true;
//}
visibility.resize(CGI->ac->map.width, Woff);
for (int i=0-Woff;i<visibility.size()-Woff;i++)
{
visibility[gg].resize(reader->map.height+2*Hoff);
for(int jj=0; jj<reader->map.height+2*Hoff; ++jj)
visibility[gg][jj] = true;
visibility[i].resize(CGI->ac->map.height,Hoff);
}
undVisibility.resize(reader->map.width+2*Woff);
for(int gg=0; gg<reader->map.width+2*Woff; ++gg)
for (int i=0-Woff; i<visibility.size()-Woff; ++i)
{
undVisibility[gg].resize(reader->map.height+2*Woff);
for(int jj=0; jj<reader->map.height+2*Woff; ++jj)
undVisibility[gg][jj] = true;
for (int j=0-Hoff; j<CGI->ac->map.height+Hoff; ++j)
{
visibility[i][j].resize(CGI->ac->map.twoLevel+1,0);
for(int k=0; k<CGI->ac->map.twoLevel+1; ++k)
visibility[i][j][k]=true;
}
}
visibility[6][7] = false;
undVisibility[5][7] = false;
visibility[7][7] = false;
visibility[6][8] = false;
visibility[6][6] = false;
//visibility[5][6] = false;
//visibility[7][8] = false;
visibility[5][8] = false;
visibility[7][6] = false;
visibility[6][9] = false;
//visibility[6][7][1] = false;
//visibility[7][7][1] = false;
//visibility[6][8][1] = false;
//visibility[6][6][1] = false;
//visibility[5][8][1] = false;
//visibility[7][6][1] = false;
//visibility[6][9][1] = false;
//initializing road's and river's DefHandlers
@ -421,7 +426,7 @@ void CMapHandler::init()
}
}
SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim)
SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap)
{
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
int rmask = 0xff000000;
@ -517,11 +522,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
SDL_BlitSurface(tb,&pp,su,&sr);
if(!ttiles[x+bx][y+by][level].objects[h].first->flagPrinted)
{
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, NULL, su, &sr);
ttiles[x+bx][y+by][level].objects[h].first->flagPrinted = true;
}
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, &pp, su, &sr);
break;
}
case 2:
@ -539,11 +542,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
SDL_BlitSurface(tb,&pp,su,&sr);
if(!ttiles[x+bx][y+by][level].objects[h].first->flagPrinted)
{
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, NULL, su, &sr);
ttiles[x+bx][y+by][level].objects[h].first->flagPrinted = true;
}
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, &pp, su, &sr);
break;
}
case 3:
@ -561,11 +562,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
SDL_BlitSurface(tb,&pp,su,&sr);
if(!ttiles[x+bx][y+by][level].objects[h].first->flagPrinted)
{
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, NULL, su, &sr);
ttiles[x+bx][y+by][level].objects[h].first->flagPrinted = true;
}
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, &pp, su, &sr);
break;
}
case 4:
@ -583,16 +582,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
SDL_BlitSurface(tb,&pp,su,&sr);
if(ttiles[x+bx][y+by][level].objects[h].first->flagPrinted++==2 )
{
SDL_Rect bufr = pp;
bufr.w = 3*32;
bufr.h = 2*32;
bufr.x = 32 - bufr.x + 3*32 + bx + y + 6*32-10;
bufr.y = 32 - bufr.y + 2*32 + by + x + 5*32-12;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, NULL, su, &bufr);
//ttiles[x+bx][y+by][level].objects[h].first->flagPrinted = true;
}
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, &pp, su, &sr);
break;
}
case 5:
@ -610,14 +602,12 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
SDL_BlitSurface(tb,&pp,su,&sr);
if(!ttiles[x+bx][y+by][level].objects[h].first->flagPrinted)
{
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, NULL, su, &sr);
ttiles[x+bx][y+by][level].objects[h].first->flagPrinted = true;
}
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, &pp, su, &sr);
break;
}
case 6:
case 6: //ok
{
if(((CHeroObjInfo*)ttiles[x+bx][y+by][level].objects[h].first->info)->myInstance->type==NULL)
continue;
@ -632,11 +622,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
SDL_BlitSurface(tb,&pp,su,&sr);
if(!ttiles[x+bx][y+by][level].objects[h].first->flagPrinted)
{
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, NULL, su, &sr);
ttiles[x+bx][y+by][level].objects[h].first->flagPrinted = true;
}
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, &pp, su, &sr);
break;
}
case 7:
@ -654,11 +642,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
SDL_BlitSurface(tb,&pp,su,&sr);
if(!ttiles[x+bx][y+by][level].objects[h].first->flagPrinted)
{
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, NULL, su, &sr);
ttiles[x+bx][y+by][level].objects[h].first->flagPrinted = true;
}
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, &pp, su, &sr);
break;
}
case 8:
@ -676,11 +662,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
SDL_BlitSurface(tb,&pp,su,&sr);
if(!ttiles[x+bx][y+by][level].objects[h].first->flagPrinted)
{
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, NULL, su, &sr);
ttiles[x+bx][y+by][level].objects[h].first->flagPrinted = true;
}
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(CGI->heroh->flags4[ttiles[x+bx][y+by][level].objects[h].first->owner]->ourImages[gg+anim%imgVal+35].bitmap, &pp, su, &sr);
break;
}
}
@ -923,9 +907,10 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
if (!level)
{
if( bx+x>-1 && by+y>-1 && bx+x<visibility.size()-(-1) && by+y<visibility[0].size()-(-1) && !visibility[bx+x][by+y])
//if( bx+x>-1 && by+y>-1 && bx+x<visibilityMap.size()-(-1) && by+y<visibilityMap[0].size()-(-1) && !visibilityMap[bx+x][by+y][0])
if(bx+x>=0 && by+y>=0 && bx+x<CGI->mh->reader->map.width && bx+x<CGI->mh->reader->map.height && !visibilityMap[bx+x][by+y][0])
{
SDL_Surface * hide = getVisBitmap(bx+x, by+y, visibility);
SDL_Surface * hide = getVisBitmap(bx+x, by+y, visibilityMap, 0);
SDL_Surface * hide2 = CSDL_Ext::secondAlphaTransform(hide, su);
SDL_BlitSurface(hide2, NULL, su, &sr);
SDL_FreeSurface(hide2);
@ -933,9 +918,10 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
else
{
if( bx+x>-1 && by+y>-1 && bx+x<undVisibility.size()-(-1) && by+y<undVisibility[0].size()-(-1) && !undVisibility[bx+x][by+y])
//if( bx+x>-1 && by+y>-1 && bx+x<visibilityMap.size()-(-1) && by+y<visibilityMap[0].size()-(-1) && !visibilityMap[bx+x][by+y][1])
if(bx+x>=0 && by+y>=0 && bx+x<CGI->mh->reader->map.width && bx+x<CGI->mh->reader->map.height && !visibilityMap[bx+x][by+y][1])
{
SDL_Surface * hide = getVisBitmap(bx+x, by+y, undVisibility);
SDL_Surface * hide = getVisBitmap(bx+x, by+y, visibilityMap, 1);
SDL_Surface * hide2 = CSDL_Ext::secondAlphaTransform(hide, su);
SDL_BlitSurface(hide2, NULL, su, &sr);
SDL_FreeSurface(hide2);
@ -1014,214 +1000,214 @@ SDL_Surface * CMapHandler::undTerrBitmap(int x, int y)
return ttiles[x+Woff][y+Hoff][0].terbitmap[1];
}
SDL_Surface * CMapHandler::getVisBitmap(int x, int y, std::vector< std::vector<char> > & visibility)
SDL_Surface * CMapHandler::getVisBitmap(int x, int y, const PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl)
{
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return fullHide->ourImages[rand()%fullHide->ourImages.size()].bitmap; //fully hidden
}
else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[22].bitmap; //visible right bottom corner
}
else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[15].bitmap; //visible right top corner
}
else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[22].bitmap); //visible left bottom corner
}
else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[15].bitmap); //visible left top corner
}
else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
//return partialHide->ourImages[rand()%2].bitmap; //visible top
return partialHide->ourImages[0].bitmap; //visible top
}
else if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
else if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
//return partialHide->ourImages[4+rand()%2].bitmap; //visble bottom
return partialHide->ourImages[4].bitmap; //visble bottom
}
else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
//return CSDL_Ext::rotate01(partialHide->ourImages[2+rand()%2].bitmap); //visible left
return CSDL_Ext::rotate01(partialHide->ourImages[2].bitmap); //visible left
}
else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
//return partialHide->ourImages[2+rand()%2].bitmap; //visible right
return partialHide->ourImages[2].bitmap; //visible right
}
else if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1])
else if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl])
{
//return partialHide->ourImages[12+2*(rand()%2)].bitmap; //visible bottom, right - bottom, right; left top corner hidden
return partialHide->ourImages[12].bitmap; //visible bottom, right - bottom, right; left top corner hidden
}
else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && !visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[13].bitmap; //visible right, right - top; left bottom corner hidden
}
else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && !visibility[x+1][y+1])
else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && visibility[x+1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[13].bitmap); //visible top, top - left, left; right bottom corner hidden
}
else if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && !visibility[x+1][y-1])
else if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x+1][y-1][lvl])
{
//return CSDL_Ext::rotate01(partialHide->ourImages[12+2*(rand()%2)].bitmap); //visible left, left - bottom, bottom; right top corner hidden
return CSDL_Ext::rotate01(partialHide->ourImages[12].bitmap); //visible left, left - bottom, bottom; right top corner hidden
}
else if(visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
else if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[10].bitmap; //visible left, right, bottom and top
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[16].bitmap; //visible right corners
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[18].bitmap; //visible top corners
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[16].bitmap); //visible left corners
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return CSDL_Ext::hFlip(partialHide->ourImages[18].bitmap); //visible bottom corners
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[17].bitmap; //visible right - top and bottom - left corners
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return CSDL_Ext::hFlip(partialHide->ourImages[17].bitmap); //visible top - left and bottom - right corners
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[19].bitmap; //visible corners without left top
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[20].bitmap; //visible corners without left bottom
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[20].bitmap); //visible corners without right bottom
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[19].bitmap); //visible corners without right top
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[21].bitmap; //visible all corners only
}
if(visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1])
if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl])
{
return partialHide->ourImages[6].bitmap; //hidden top
}
if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1])
if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
{
return partialHide->ourImages[7].bitmap; //hidden right
}
if(!visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1])
if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
{
return partialHide->ourImages[8].bitmap; //hidden bottom
}
if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1])
if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[6].bitmap); //hidden left
}
if(!visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1])
if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
{
return partialHide->ourImages[9].bitmap; //hidden top and bottom
}
if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1])
if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
{
return partialHide->ourImages[29].bitmap; //hidden left and right
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1] && !visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[24].bitmap; //visible top and right bottom corner
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && !visibility[x+1][y+1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x-1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[24].bitmap); //visible top and left bottom corner
}
if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[33].bitmap; //visible top and bottom corners
}
if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[26].bitmap); //visible left and right top corner
}
if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[25].bitmap); //visible left and right bottom corner
}
if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1])
if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl])
{
return partialHide->ourImages[32].bitmap; //visible left and right corners
}
if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y-1])
if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y-1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[30].bitmap); //visible bottom and left top corner
}
if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y-1])
if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y-1][lvl])
{
return partialHide->ourImages[30].bitmap; //visible bottom and right top corner
}
if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y-1])
if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y-1][lvl])
{
return partialHide->ourImages[31].bitmap; //visible bottom and top corners
}
if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[25].bitmap; //visible right and left bottom corner
}
if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[26].bitmap; //visible right and left top corner
}
if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x-1][y+1])
if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[32].bitmap); //visible right and left cornres
}
if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1])
if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl])
{
return partialHide->ourImages[28].bitmap; //visible bottom, right - bottom, right; left top corner visible
}
else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y+1])
else if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x-1][y+1][lvl])
{
return partialHide->ourImages[27].bitmap; //visible right, right - top; left bottom corner visible
}
else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1])
else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[27].bitmap); //visible top, top - left, left; right bottom corner visible
}
else if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y-1])
else if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x+1][y-1][lvl])
{
return CSDL_Ext::rotate01(partialHide->ourImages[28].bitmap); //visible left, left - bottom, bottom; right top corner visible
}
return fullHide->ourImages[0].bitmap; //this case should never happen, but it is better to hide too much than reveal it....
}
char & CMapHandler::visAccess(int x, int y)
{
return visibility[x+Woff][y+Hoff];
}
char & CMapHandler::undVisAccess(int x, int y)
{
return undVisibility[x+Woff][y+Hoff];
}
//char & CMapHandler::visAccess(int x, int y)
//{
// return visibility[x+Woff][y+Hoff];
//}
//
//char & CMapHandler::undVisAccess(int x, int y)
//{
// return undVisibility[x+Woff][y+Hoff];
//}
int CMapHandler::getCost(int3 &a, int3 &b, const CHeroInstance *hero)
{