mirror of
https://github.com/vcmi/vcmi.git
synced 2025-06-17 00:07:41 +02:00
Rotation rebase2 (#912)
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
This commit is contained in:
@ -380,7 +380,7 @@ void CTerrainRect::show(SDL_Surface * to)
|
||||
{
|
||||
if (adventureInt->mode == EAdvMapMode::NORMAL)
|
||||
{
|
||||
MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos);
|
||||
MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), &pos);
|
||||
info.otherheroAnim = true;
|
||||
info.anim = adventureInt->anim;
|
||||
info.heroAnim = adventureInt->heroAnim;
|
||||
@ -407,7 +407,7 @@ void CTerrainRect::showAll(SDL_Surface * to)
|
||||
// world view map is static and doesn't need redraw every frame
|
||||
if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
|
||||
{
|
||||
MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIcons);
|
||||
MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIcons);
|
||||
info.scaled = true;
|
||||
info.scale = adventureInt->worldViewScale;
|
||||
adventureInt->worldViewOptions.adjustDrawingInfo(info);
|
||||
@ -757,7 +757,7 @@ void CAdvMapInt::fworldViewScale4x()
|
||||
void CAdvMapInt::fswitchLevel()
|
||||
{
|
||||
// with support for future multi-level maps :)
|
||||
int maxLevels = CGI->mh->map->twoLevel ? 2 : 1;
|
||||
int maxLevels = CGI->mh->map->levels();
|
||||
if (maxLevels < 2)
|
||||
return;
|
||||
|
||||
|
Reference in New Issue
Block a user