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* partial handling of advmap objects changing battle background (like clover field) (their existence should change the background but nothing else)
* map should be drawn faster because empty tiles are no more blitted (according to info from .msk files) - I hope it will work correctly, if not please report or turn it off if too hard to make it work
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@ -55,6 +55,7 @@ void CDefObjInfoHandler::load()
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{
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nobj->blockMap[o] = 0xff;
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nobj->visitMap[o] = 0x00;
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nobj->coverageMap[0] = 0x00;
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}
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inp>>mapStr;
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std::reverse(mapStr.begin(), mapStr.end());
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@ -100,6 +101,16 @@ void CDefObjInfoHandler::load()
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}
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}
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inp >> nobj->printPriority;
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//coverageMap calculating
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std::string nameCopy = nobj->name;
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std::string msk = spriteh->getTextFile(nameCopy.replace( nameCopy.size()-4, 4, ".MSK" ));
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for(int i=0; i<6; ++i)
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{
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nobj->coverageMap[i] = msk[i+2];
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}
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gobjs[nobj->id][nobj->subid] = nobj;
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if(nobj->id==TOWNI_TYPE)
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castles[nobj->subid]=nobj;
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@ -23,6 +23,7 @@ public:
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ui8 visitMap[6];
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ui8 blockMap[6];
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ui8 coverageMap[6]; //to determine which tiles are covered by picture of this object
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ui8 visitDir; //directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
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si32 id, subid; //of object described by this defInfo
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si32 serial;
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@ -43,7 +44,7 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & serial & visitMap & blockMap & visitDir & id & subid &terrainAllowed
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& terrainMenu & width & height & type & printPriority;
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& terrainMenu & width & height & type & printPriority & coverageMap;
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}
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CGDefInfo();
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};
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@ -186,6 +186,14 @@ bool CGObjectInstance::blockingAt(int x, int y) const
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return true;
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return false;
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}
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bool CGObjectInstance::coveringAt(int x, int y) const
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{
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if((defInfo->coverageMap[y] >> (7-(x) )) & 1)
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return true;
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return false;
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}
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bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const //screen printing priority comparing
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{
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if(defInfo->printPriority==1 && cmp.defInfo->printPriority==0)
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@ -126,6 +126,7 @@ public:
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int getHeight() const; //returns height of object graphic in tiles
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bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
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bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
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bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
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bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
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CGObjectInstance();
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virtual ~CGObjectInstance();
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@ -1343,33 +1343,37 @@ int CGameState::battleGetBattlefieldType(int3 tile)
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else if(tile==int3() && !curB)
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return -1;
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//std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[tile.x][tile.y][tile.z].objects;
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//for(int g=0; g<objs.size(); ++g)
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//{
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// switch(objs[g].first->ID)
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// {
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// case 222: //clover field
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// return 19;
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// case 223: //cursed ground
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// return 22;
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// case 224: //evil fog
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// return 20;
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// case 225: //favourable winds
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// return 21;
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// case 226: //fiery fields
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// return 14;
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// case 227: //holy ground
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// return 18;
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// case 228: //lucid pools
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// return 17;
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// case 229: //magic clouds
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// return 16;
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// case 230: //magic plains
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// return 9;
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// case 231: //rocklands
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// return 15;
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// }
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//}
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std::vector <CGObjectInstance*> & objs = map->objects;
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for(int g=0; g<objs.size(); ++g)
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{
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if( objs[g]->pos.x - tile.x < 0 || objs[g]->pos.x - tile.x >= 8 || tile.y - objs[g]->pos.y + 5 < 0 || tile.y - objs[g]->pos.y + 5 >=6 ||
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!objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
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) //look only for objects covering given tile
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continue;
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switch(objs[g]->ID)
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{
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case 222: //clover field
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return 19;
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case 223: //cursed ground
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return 22;
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case 224: //evil fog
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return 20;
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case 225: //favourable winds
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return 21;
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case 226: //fiery fields
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return 14;
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case 227: //holy ground
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return 18;
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case 228: //lucid pools
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return 17;
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case 229: //magic clouds
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return 16;
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case 230: //magic plains
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return 9;
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case 231: //rocklands
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return 15;
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}
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}
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switch(map->terrain[tile.x][tile.y][tile.z].tertype)
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{
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@ -6,6 +6,7 @@
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#include "VCMI_Lib.h"
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#include <zlib.h>
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#include <boost/crc.hpp>
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#include "../hch/CLodHandler.h"
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/*
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* map.cpp, part of VCMI engine
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@ -1358,6 +1359,14 @@ void Mapa::readDefInfo( unsigned char * bufor, int &i)
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if(vinya->id == 26)
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std::memset(vinya->blockMap,255,6);
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//calculating coverageMap
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std::string nameCopy = vinya->name;
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std::string msk = spriteh->getTextFile(nameCopy.replace( nameCopy.size()-4, 4, ".MSK" ));
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for(int i=0; i<6; ++i)
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{
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vinya->coverageMap[i] = msk[i+2];
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}
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defy.push_back(vinya); // add this def to the vector
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}
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}
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@ -762,6 +762,8 @@ void CMapHandler::terrainRect(int3 top_tile, unsigned char anim, std::vector< st
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for(int h=0; h < objects.size(); ++h)
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{
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if(!objects[h].first->coveringAt(objects[h].first->pos.x - (top_tile.x + bx), top_tile.y + by - objects[h].first->pos.y + 5))
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continue;
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SDL_Rect sr;
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sr.x = srx;
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