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https://github.com/vcmi/vcmi.git
synced 2025-06-17 00:07:41 +02:00
* Added comments to map.h * Refactoring(renamed attributes, some steps towards coding guidelines, ..)
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@ -34,39 +34,39 @@ extern SDL_Surface * screen;
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std::string nameFromType (int typ)
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{
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switch(static_cast<TerrainTile::EterrainType>(typ))
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switch(static_cast<ETerrainType::ETerrainType>(typ))
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{
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case TerrainTile::dirt:
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case ETerrainType::DIRT:
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return std::string("DIRTTL.DEF");
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case TerrainTile::sand:
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case ETerrainType::SAND:
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return std::string("SANDTL.DEF");
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case TerrainTile::grass:
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case ETerrainType::GRASS:
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return std::string("GRASTL.DEF");
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case TerrainTile::snow:
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case ETerrainType::SNOW:
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return std::string("SNOWTL.DEF");
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case TerrainTile::swamp:
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case ETerrainType::SWAMP:
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return std::string("SWMPTL.DEF");
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case TerrainTile::rough:
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case ETerrainType::ROUGH:
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return std::string("ROUGTL.DEF");
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case TerrainTile::subterranean:
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case ETerrainType::SUBTERRANEAN:
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return std::string("SUBBTL.DEF");
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case TerrainTile::lava:
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case ETerrainType::LAVA:
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return std::string("LAVATL.DEF");
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case TerrainTile::water:
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case ETerrainType::WATER:
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return std::string("WATRTL.DEF");
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case TerrainTile::rock:
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case ETerrainType::ROCK:
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return std::string("ROCKTL.DEF");
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case TerrainTile::border:
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case ETerrainType::BORDER:
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//TODO use me
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break;
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default:
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@ -378,7 +378,7 @@ void CMapHandler::init()
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}
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}
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std::for_each(map->defy.begin(),map->defy.end(),processDef); //load h3m defs
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std::for_each(map->customDefs.begin(),map->customDefs.end(),processDef); //load h3m defs
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tlog0<<"\tUnpacking and handling defs: "<<th.getDiff()<<std::endl;
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//it seems to be completely unnecessary and useless
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@ -504,27 +504,27 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
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}
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else //use default terrain graphic
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{
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blitterWithRotation(terrainGraphics[tinfo.tertype][tinfo.terview],rtile, extSurf, sr, tinfo.siodmyTajemniczyBajt%4);
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blitterWithRotation(terrainGraphics[tinfo.tertype][tinfo.terview],rtile, extSurf, sr, tinfo.extTileFlags%4);
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}
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if(tinfo.nuine) //print river if present
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if(tinfo.riverType) //print river if present
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{
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blitterWithRotationAndAlpha(staticRiverDefs[tinfo.nuine-1]->ourImages[tinfo.rivDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>2)%4);
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blitterWithRotationAndAlpha(staticRiverDefs[tinfo.riverType-1]->ourImages[tinfo.riverDir].bitmap,rtile, extSurf, sr, (tinfo.extTileFlags>>2)%4);
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}
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//Roads are shifted by 16 pixels to bottom. We have to draw both parts separately
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if (pos.y > 0 && map->terrain[pos.x][pos.y-1][pos.z].malle)
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if (pos.y > 0 && map->terrain[pos.x][pos.y-1][pos.z].roadType)
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{ //part from top tile
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const TerrainTile &topTile = map->terrain[pos.x][pos.y-1][pos.z];
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Rect source(0, 16, 32, 16);
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Rect dest(sr.x, sr.y, sr.w, sr.h/2);
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blitterWithRotationAndAlpha(roadDefs[topTile.malle-1]->ourImages[topTile.roadDir].bitmap, source, extSurf, dest, (topTile.siodmyTajemniczyBajt>>4)%4);
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blitterWithRotationAndAlpha(roadDefs[topTile.roadType-1]->ourImages[topTile.roadDir].bitmap, source, extSurf, dest, (topTile.extTileFlags>>4)%4);
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}
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if(tinfo.malle) //print road from this tile
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if(tinfo.roadType) //print road from this tile
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{
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Rect source(0, 0, 32, 32);
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Rect dest(sr.x, sr.y+16, sr.w, sr.h/2);
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blitterWithRotationAndAlpha(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap, source, extSurf, dest, (tinfo.siodmyTajemniczyBajt>>4)%4);
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blitterWithRotationAndAlpha(roadDefs[tinfo.roadType-1]->ourImages[tinfo.roadDir].bitmap, source, extSurf, dest, (tinfo.extTileFlags>>4)%4);
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}
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//blit objects
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