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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Center active hero on map. Added map grid. Fixed a visual artefact.

This commit is contained in:
Frank Zago 2009-06-14 07:02:06 +00:00
parent a8f9e4d033
commit 96a34c30f0
4 changed files with 321 additions and 237 deletions

View File

@ -608,8 +608,9 @@ void CTerrainRect::showPath(const SDL_Rect * extRect)
int pn=-1;//number of picture
if (i==0) //last tile
{
int x = 32*(currentPath->nodes[i].coord.x-LOCPLINT->adventureInt->position.x)+7,
y = 32*(currentPath->nodes[i].coord.y-LOCPLINT->adventureInt->position.y)+6;
// TODO: use right variable instead of (7,6). Twice in this function.
int x = 32*(currentPath->nodes[i].coord.x-LOCPLINT->adventureInt->position.x)+CGI->mh->offsetX + 7,
y = 32*(currentPath->nodes[i].coord.y-LOCPLINT->adventureInt->position.y)+CGI->mh->offsetY + 6;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
pn=0;
@ -870,8 +871,8 @@ void CTerrainRect::showPath(const SDL_Rect * extRect)
pn+=25;
if (pn>=0)
{
int x = 32*(currentPath->nodes[i].coord.x-LOCPLINT->adventureInt->position.x)+7,
y = 32*(currentPath->nodes[i].coord.y-LOCPLINT->adventureInt->position.y)+6;
int x = 32*(currentPath->nodes[i].coord.x-LOCPLINT->adventureInt->position.x)+CGI->mh->offsetX + 7,
y = 32*(currentPath->nodes[i].coord.y-LOCPLINT->adventureInt->position.y)+CGI->mh->offsetY + 6;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
@ -939,11 +940,9 @@ void CTerrainRect::showPath(const SDL_Rect * extRect)
void CTerrainRect::show(SDL_Surface * to)
{
CGI->mh->terrainRect
(LOCPLINT->adventureInt->position.x,LOCPLINT->adventureInt->position.y,
tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
to, &genRect(pos.h, pos.w, pos.x, pos.y), moveX, moveY, ADVOPT.smoothMove && (moveX != 0 || moveY != 0)
);
(LOCPLINT->adventureInt->position, LOCPLINT->adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
to, &genRect(pos.h, pos.w, pos.x, pos.y), moveX, moveY);
//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
//SDL_FreeSurface(teren);
@ -956,8 +955,8 @@ void CTerrainRect::show(SDL_Surface * to)
int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
{
int3 ret;
ret.x = LOCPLINT->adventureInt->position.x + ((LOCPLINT->current->motion.x-pos.x)/32);
ret.y = LOCPLINT->adventureInt->position.y + ((LOCPLINT->current->motion.y-pos.y)/32);
ret.x = LOCPLINT->adventureInt->position.x + ((LOCPLINT->current->motion.x-CGI->mh->offsetX-pos.x)/32);
ret.y = LOCPLINT->adventureInt->position.y + ((LOCPLINT->current->motion.y-CGI->mh->offsetY-pos.y)/32);
ret.z = LOCPLINT->adventureInt->position.z;
return ret;
}
@ -1461,16 +1460,16 @@ void CAdvMapInt::show(SDL_Surface *to)
|| SDL_GetKeyState(NULL)[SDLK_RCTRL]
)
{
if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frame.left) )
if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) )
position.x--;
if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - terrain.tilesw + CGI->mh->frame.right) )
if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
position.x++;
if( (scrollingDir & UP) && (position.y>-CGI->mh->frame.top) )
if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) )
position.y--;
if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - terrain.tilesh + CGI->mh->frame.bottom) )
if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
position.y++;
if(scrollingDir)
@ -1501,14 +1500,16 @@ void CAdvMapInt::selectionChanged()
}
void CAdvMapInt::centerOn(int3 on)
{
on.x -= (LOCPLINT->adventureInt->terrain.tilesw/2);
on.y -= (LOCPLINT->adventureInt->terrain.tilesh/2);
// TODO:convertPosition should not belong to CGHeroInstance, and it
// should be split in 2 methods.
on = CGHeroInstance::convertPosition(on, false);
on.x -= CGI->mh->frameW;
on.y -= CGI->mh->frameH;
on = LOCPLINT->repairScreenPos(on);
LOCPLINT->adventureInt->position.x=on.x;
LOCPLINT->adventureInt->position.y=on.y;
LOCPLINT->adventureInt->position.z=on.z;
LOCPLINT->adventureInt->position = on;
LOCPLINT->adventureInt->updateScreen=true;
updateMinimap=true;
}

View File

@ -1024,14 +1024,14 @@ void CPlayerInterface::handleEvent(SDL_Event *sEvent)
int3 CPlayerInterface::repairScreenPos(int3 pos)
{
if(pos.x<=-CGI->mh->frame.left)
pos.x = -CGI->mh->frame.left+1;
if(pos.y<=-CGI->mh->frame.top)
pos.y = -CGI->mh->frame.top+1;
if(pos.x>CGI->mh->map->width - this->adventureInt->terrain.tilesw + CGI->mh->frame.right)
pos.x = CGI->mh->map->width - this->adventureInt->terrain.tilesw + CGI->mh->frame.right;
if(pos.y>CGI->mh->map->height - this->adventureInt->terrain.tilesh + CGI->mh->frame.bottom)
pos.y = CGI->mh->map->height - this->adventureInt->terrain.tilesh + CGI->mh->frame.bottom;
if(pos.x<-CGI->mh->frameW)
pos.x = -CGI->mh->frameW;
if(pos.y<-CGI->mh->frameH)
pos.y = -CGI->mh->frameH;
if(pos.x>CGI->mh->map->width - this->adventureInt->terrain.tilesw + CGI->mh->frameW)
pos.x = CGI->mh->map->width - this->adventureInt->terrain.tilesw + CGI->mh->frameW;
if(pos.y>CGI->mh->map->height - this->adventureInt->terrain.tilesh + CGI->mh->frameH)
pos.y = CGI->mh->map->height - this->adventureInt->terrain.tilesh + CGI->mh->frameH;
return pos;
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val)

View File

@ -207,14 +207,14 @@ void CMapHandler::roadsRiverTerrainInit()
sizes.z = CGI->mh->map->twoLevel+1;
// Create enough room for the whole map and its frame
ttiles.resize(CGI->mh->map->width, frame.left, frame.right);
for (int i=0-frame.left;i<ttiles.size()-frame.left;i++)
ttiles.resize(CGI->mh->map->width, frameW, frameW);
for (int i=0-frameW;i<ttiles.size()-frameW;i++)
{
ttiles[i].resize(CGI->mh->map->height, frame.top, frame.bottom);
ttiles[i].resize(CGI->mh->map->height, frameH, frameH);
}
for (int i=0-frame.left;i<ttiles.size()-frame.left;i++)
for (int i=0-frameW;i<ttiles.size()-frameW;i++)
{
for (int j=0-frame.top;j<(int)CGI->mh->map->height+frame.bottom;j++)
for (int j=0-frameH;j<(int)CGI->mh->map->height+frameH;j++)
ttiles[i][j].resize(CGI->mh->map->twoLevel+1, 0, 0);
}
@ -315,9 +315,9 @@ void CMapHandler::borderAndTerrainBitmapInit()
delete hlp;
}
for (int i=0-frame.left; i<map->width+frame.right; i++) //jest po szeroko�ci
for (int i=0-frameW; i<map->width+frameW; i++) //jest po szeroko�ci
{
for (int j=0-frame.top; j<map->height+frame.bottom;j++) //po wysoko�ci
for (int j=0-frameH; j<map->height+frameH;j++) //po wysoko�ci
{
for(int k=0; k<=map->twoLevel; ++k)
{
@ -402,9 +402,9 @@ void CMapHandler::initObjectRects()
std::pair<CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(map->objects[f],cr);
if( (map->objects[f]->pos.x + fx - bitmap->w/32+1) >= 0
&& (map->objects[f]->pos.x + fx - bitmap->w/32+1) < ttiles.size() - frame.right
&& (map->objects[f]->pos.x + fx - bitmap->w/32+1) < ttiles.size() - frameW
&& (map->objects[f]->pos.y + fy - bitmap->h/32+1) >= 0
&& (map->objects[f]->pos.y + fy - bitmap->h/32+1) < ttiles[0].size() - frame.bottom
&& (map->objects[f]->pos.y + fy - bitmap->h/32+1) < ttiles[0].size() - frameH
)
{
//TerrainTile2 & curt =
@ -418,9 +418,9 @@ void CMapHandler::initObjectRects()
} //for(int fx=0; fx<bitmap->w/32; ++fx)
}//if curd
} // for(int f=0; f<map->objects.size(); ++f)
for(int ix=0; ix<ttiles.size()-frame.left; ++ix)
for(int ix=0; ix<ttiles.size()-frameW; ++ix)
{
for(int iy=0; iy<ttiles[0].size()-frame.top; ++iy)
for(int iy=0; iy<ttiles[0].size()-frameH; ++iy)
{
for(int iz=0; iz<ttiles[0][0].size(); ++iz)
{
@ -477,16 +477,31 @@ void CMapHandler::init()
timeHandler th;
th.getDif();
// Size of visible terrain. TODO: change settings.txt to add that
// infor and remove the old stuff in conf file (tilesW, tileH,
// TrimX, TrimY)
mapW = conf.go()->ac.tilesW * 32 - conf.go()->ac.advmapTrimX;
mapH = conf.go()->ac.tilesH * 32 - conf.go()->ac.advmapTrimY;
// Total number of visible tiles. Substract the center tile, then
// compute the number of tiles on each side, and reassemble.
int t1, t2;
t1 = (mapW-32)/2;
t2 = mapW - 32 - t1;
tilesW = 1 + (t1+31)/32 + (t2+31)/32;
t1 = (mapH-32)/2;
t2 = mapH - 32 - t1;
tilesH = 1 + (t1+31)/32 + (t2+31)/32;
// Size of the frame around the map. In extremes positions, the
// frame must not be on the center of the map, but right on the
// edge of the center tile. Consequently, frame.left + 1 +
// frame.right = size of the window map on the screen. Same for
// top/bottom. And the sizes will be different on opposite sides
// if the length of the window map is even.
frame.left = (conf.go()->ac.tilesW-1) / 2;
frame.right = (conf.go()->ac.tilesW) / 2;
frame.top = (conf.go()->ac.tilesH-1) / 2;
frame.bottom = (conf.go()->ac.tilesH) / 2;
// edge of the center tile.
frameW = (mapW+31) /32 / 2;
frameH = (mapH+31) /32 / 2;
offsetX = (mapW - (2*frameW+1)*32)/2;
offsetY = (mapH - (2*frameH+1)*32)/2;
std::ifstream ifs("config/townsDefs.txt");
int ccc;
@ -543,162 +558,175 @@ void CMapHandler::init()
tlog0<<"\tMaking object rects: "<<th.getDif()<<std::endl;
}
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)
// Update map window screen
// top_tile top left tile to draw. Not necessarily visible.
// extRect, extRect = map window on screen
// moveX, moveY: when a hero is in movement indicates how to shift the map. Range is -31 to + 31.
void CMapHandler::terrainRect(int3 top_tile, 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)
{
int srx, sry;
// Width and height of the portion of the map to process. Units in tiles.
unsigned int dx = tilesW;
unsigned int dy = tilesH;
// Temporarily disable smoothing as it is source of crashes
smooth = false;
// Basic rectangle for a tile. Should be a const but conflicts with SDL headers
SDL_Rect rtile = { 0, 0, 32, 32 };
// Absolute coords of the first pixel in the top left corner
int srx_init = offsetX + extRect->x;
int sry_init = offsetY + extRect->y;
int srx, sry; // absolute screen coordinates in pixels
// If moving, we need to add an extra column/line
if (moveX != 0) {
dx++;
srx_init += moveX;
if (moveX < 0) {
// Moving left, so adjust our referential
top_tile.x --;
srx_init -= 32;
}
}
if (moveY != 0) {
dy++;
sry_init += moveY;
if (moveY < 0) {
// Moving up, so adjust our referential
top_tile.y --;
sry_init -= 32;
}
}
// Reduce sizes if we go out of the full map.
if (top_tile.x < -frameW)
top_tile.x = -frameW;
if (top_tile.y < -frameH)
top_tile.y = -frameH;
if (top_tile.x + dx > map->width + frameW)
dx = map->width + frameW - top_tile.x;
if (top_tile.y + dy > map->height + frameH)
dy = map->height + frameH - top_tile.y;
if(!otherHeroAnim)
heroAnim = anim; //the same, as it should be
//setting surface to blit at
SDL_Surface * su = NULL; //blitting surface CSDL_Ext::newSurface(dx*32, dy*32, CSDL_Ext::std32bppSurface);
if(extSurf)
{
su = extSurf;
}
else
{
su = CSDL_Ext::newSurface(dx*32, dy*32, CSDL_Ext::std32bppSurface);
}
SDL_Rect prevClip;
SDL_GetClipRect(su, &prevClip);
if(extRect) SDL_SetClipRect(su, extRect); //preventing blitting outside of that rect
SDL_GetClipRect(extSurf, &prevClip);
SDL_SetClipRect(extSurf, extRect); //preventing blitting outside of that rect
dx += smooth?1:0;
dy += smooth?1:0;
// Temp surface for rotating tile and then properly blit. The
// problem is that blitWithRotate1clip & co do not respect the
// previous SDL_SetClipRect.
// TODO: optimize by pre-rotating those surfaces
SDL_Surface *rSurf = CSDL_Ext::newSurface(32, 32, extSurf);
// Sanity check - TODO: fails if smooth mode
if (dx+x > map->width+frame.right ||
dy+y > map->height+frame.bottom ||
x<-frame.left ||
y<-frame.right)
throw std::string("terrainRect: out of range");
// printing terrain
srx = srx_init;
////printing terrain
srx = (moveX <= 0 ? 0 : -1) * 32;
if (smooth)
srx += moveX + extRect->x;
for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++, srx+=32)
for (int bx = 0; bx < dx; bx++, srx+=32)
{
sry = (moveY <= 0 ? 0 : -1) * 32;
if (smooth)
sry += moveY + extRect->y;
// Skip column if not in map
if (top_tile.x+bx < 0 || top_tile.x+bx >= map->width)
continue;
for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++, sry+=32)
sry = sry_init;
for (int by=0; by < dy; by++, sry+=32)
{
const TerrainTile2 & tile = ttiles[x+bx][y+by][level];
// Skip tile if not in map
if (top_tile.y+by < 0 || top_tile.y+by >= map->height)
continue;
const TerrainTile2 & tile = ttiles[top_tile.x+bx][top_tile.y+by][top_tile.z];
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
if (!smooth)
validateRectTerr(&sr, extRect);
if(tile.terbitmap)
{
SDL_BlitSurface(tile.terbitmap, &genRect(sr.h, sr.w, 0, 0), su, &sr);
SDL_BlitSurface(tile.terbitmap, &genRect(sr.h, sr.w, 0, 0), extSurf, &sr);
}
else
{
if(smooth)
switch(tile.tileInfo->siodmyTajemniczyBajt%4)
{
switch(tile.tileInfo->siodmyTajemniczyBajt%4)
{
case 0:
SDL_BlitSurface(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&genRect(sr.h, sr.w, 0, 0),su,&sr);
break;
case 1:
CSDL_Ext::blitWithRotate1clip(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&genRect(sr.h, sr.w, 0, 0),su,&sr);
break;
case 2:
CSDL_Ext::blitWithRotate2clip(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&genRect(sr.h, sr.w, 0, 0),su,&sr);
break;
default:
CSDL_Ext::blitWithRotate3clip(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&genRect(sr.h, sr.w, 0, 0),su,&sr);
break;
}
}
else
{
switch(tile.tileInfo->siodmyTajemniczyBajt%4)
{
case 0:
SDL_BlitSurface(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&genRect(sr.h, sr.w, 0, 0),su,&sr);
break;
case 1:
CSDL_Ext::blitWithRotate1(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&genRect(sr.h, sr.w, 0, 0),su,&sr);
break;
case 2:
CSDL_Ext::blitWithRotate2(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&genRect(sr.h, sr.w, 0, 0),su,&sr);
break;
default:
CSDL_Ext::blitWithRotate3(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&genRect(sr.h, sr.w, 0, 0),su,&sr);
break;
}
case 0:
SDL_BlitSurface(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&rtile, extSurf, &sr);
break;
case 1:
CSDL_Ext::blitWithRotate1clip(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&rtile, rSurf, &rtile);
SDL_BlitSurface(rSurf, &rtile, extSurf, &sr);
break;
case 2:
CSDL_Ext::blitWithRotate2clip(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&rtile, rSurf, &rtile);
SDL_BlitSurface(rSurf, &rtile, extSurf, &sr);
break;
default:
CSDL_Ext::blitWithRotate3clip(terrainGraphics[tile.tileInfo->tertype][tile.tileInfo->terview],
&rtile, rSurf, &rtile);
SDL_BlitSurface(rSurf, &rtile, extSurf, &sr);
break;
}
}
}
}
////terrain printed
// terrain printed
////printing rivers
srx = (moveX <= 0 ? 0 : -1) * 32;
if (smooth)
srx += moveX + extRect->x;
// printing rivers
srx = srx_init;
for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++, srx+=32)
for (int bx = 0; bx<dx; bx++, srx+=32)
{
sry = (moveY <= 0 ? 0 : -1) * 32;
if (smooth)
sry += moveY + extRect->y;
// Skip column if not in map
if (top_tile.x+bx < 0 || top_tile.x+bx >= map->width)
continue;
for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++, sry+=32)
sry = sry_init;
for (int by= 0; by<dy; by++, sry+=32)
{
// Skip tile if not in map
if (top_tile.y+by < 0 || top_tile.y+by >= map->height)
continue;
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
if (!smooth)
validateRectTerr(&sr, extRect);
const std::vector<SDL_Surface *> &rivbitmap = ttiles[x+bx][y+by][level].rivbitmap;
const std::vector<SDL_Surface *> &rivbitmap = ttiles[top_tile.x+bx][top_tile.y+by][top_tile.z].rivbitmap;
if(rivbitmap.size())
{
CSDL_Ext::blit8bppAlphaTo24bpp(rivbitmap[anim%rivbitmap.size()],&genRect(sr.h, sr.w, 0, 0),su,&sr);
CSDL_Ext::blit8bppAlphaTo24bpp(rivbitmap[anim%rivbitmap.size()],&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
}
}
}
////rivers printed
// rivers printed
////printing roads
srx = (moveX <= 0 ? 0 : -1) * 32;
if (smooth)
srx += moveX + extRect->x;
// printing roads
srx = srx_init;
for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++, srx+=32)
for (int bx = 0; bx < dx; bx++, srx+=32)
{
sry = (moveY <= 0 ? 0 : -1)* 32 - 16;
if (smooth)
sry += moveY + extRect->y;
// Skip column if not in map
if (top_tile.x+bx < 0 || top_tile.x+bx >= map->width)
continue;
for (int by=(moveY <= 0 ? 0 : -1) - 1; by<dy; by++, sry+=32)
sry = sry_init + 16;
for (int by = 0; by < dy; by++, sry+=32)
{
if(y+by<=-4)
// Skip tile if not in map
if (top_tile.y+by < 0 || top_tile.y+by >= map->height)
continue;
SDL_Rect sr;
@ -707,32 +735,36 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
sr.y = sry;
sr.h=sr.w=32;
if (!smooth)
validateRectTerr(&sr, extRect);
const std::vector<SDL_Surface *> &roadbitmap = ttiles[x+bx][y+by][level].roadbitmap;
const std::vector<SDL_Surface *> &roadbitmap = ttiles[top_tile.x+bx][top_tile.y+by][top_tile.z].roadbitmap;
if(roadbitmap.size())
{
CSDL_Ext::blit8bppAlphaTo24bpp(roadbitmap[anim%roadbitmap.size()], &genRect(sr.h, sr.w, 0, (by==-1 && moveY == 0 ? 16 : 0)),su,&sr);
CSDL_Ext::blit8bppAlphaTo24bpp(roadbitmap[anim%roadbitmap.size()], &genRect(sr.h, sr.w, 0, (by==-1 && moveY == 0 ? 16 : 0)),extSurf,&sr);
}
}
}
////roads printed
// roads printed
////printing objects
srx = (moveX <= 0 ? 0 : -1) * 32;
if (smooth)
srx += moveX + extRect->x;
// printing objects
srx = srx_init;
for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++, srx+=32)
for (int bx = 0; bx<dx; bx++, srx+=32)
{
sry = (moveY <= 0 ? 0 : -1)* 32;
if (smooth)
sry += moveY + extRect->y;
// Skip column if not in map
if (top_tile.x+bx < 0 || top_tile.x+bx >= map->width)
continue;
for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++, sry+=32)
sry = sry_init;
for (int by = 0; by<dy; by++, sry+=32)
{
for(int h=0; h < ttiles[x+bx][y+by][level].objects.size(); ++h)
// Skip tile if not in map
if (top_tile.y+by < 0 || top_tile.y+by >= map->height)
continue;
std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > &objects =
ttiles[top_tile.x+bx][top_tile.y+by][top_tile.z].objects;
for(int h=0; h < objects.size(); ++h)
{
SDL_Rect sr;
@ -740,13 +772,10 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
sr.y = sry;
sr.w = sr.h = 32;
if (!smooth)
validateRectTerr(&sr, extRect);
SDL_Rect pp = ttiles[x+bx][y+by][level].objects[h].second;
SDL_Rect pp = objects[h].second;
pp.h = sr.h;
pp.w = sr.w;
const CGHeroInstance * themp = (dynamic_cast<const CGHeroInstance*>(ttiles[x+bx][y+by][level].objects[h].first));
const CGHeroInstance * themp = (dynamic_cast<const CGHeroInstance*>(objects[h].first));
if(themp && themp->moveDir && !themp->isStanding && themp->ID!=62) //last condition - this is not prison
{
@ -766,10 +795,10 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
break;
}
}
CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,su,&sr);
CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr);
pp.y+=imgVal*2-32;
sr.y-=16;
SDL_BlitSurface(graphics->flags4[themp->getOwner()]->ourImages[gg+heroAnim%imgVal+35].bitmap, &pp, su, &sr);
SDL_BlitSurface(graphics->flags4[themp->getOwner()]->ourImages[gg+heroAnim%imgVal+35].bitmap, &pp, extSurf, &sr);
}
else if(themp && themp->moveDir && themp->isStanding && themp->ID!=62) //last condition - this is not prison)
{
@ -789,8 +818,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
break;
}
}
CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,su,&sr);
if(themp->pos.x==x+bx && themp->pos.y==y+by)
CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr);
if(themp->pos.x==top_tile.x+bx && themp->pos.y==top_tile.y+by)
{
SDL_Rect bufr = sr;
bufr.x-=2*32;
@ -798,12 +828,12 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
bufr.h = 64;
bufr.w = 96;
if(bufr.x-extRect->x>-64)
SDL_BlitSurface(graphics->flags4[themp->getOwner()]->ourImages[ getHeroFrameNum(themp->moveDir, !themp->isStanding) *8+(heroAnim/4)%imgVal].bitmap, NULL, su, &bufr);
SDL_BlitSurface(graphics->flags4[themp->getOwner()]->ourImages[ getHeroFrameNum(themp->moveDir, !themp->isStanding) *8+(heroAnim/4)%imgVal].bitmap, NULL, extSurf, &bufr);
}
}
else
{
const CGObjectInstance *obj = ttiles[x+bx][y+by][level].objects[h].first;
const CGObjectInstance *obj = objects[h].first;
const std::vector<Cimage> &ourImages = obj->defInfo->handler->ourImages;
SDL_Surface *bitmap = ourImages[(anim+obj->animPhaseShift)%ourImages.size()].bitmap;
@ -811,69 +841,71 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
if(obj->tempOwner<8 || obj->tempOwner==255)
CSDL_Ext::setPlayerColor(bitmap, obj->tempOwner);
CSDL_Ext::blit8bppAlphaTo24bpp(bitmap,&pp,su,&sr);
CSDL_Ext::blit8bppAlphaTo24bpp(bitmap,&pp,extSurf,&sr);
}
}
}
}
////objects printed
// objects printed
////printing shadow
srx = (moveX <= 0 ? 0 : -1) * 32;
if (smooth)
srx += moveX + extRect->x;
// printing shadow
srx = srx_init;
for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++, srx+=32)
for (int bx = 0; bx<dx; bx++, srx+=32)
{
sry = (moveY <= 0 ? 0 : -1)* 32;
if (smooth)
sry += moveY + extRect->y;
// Skip column if not in map
if (top_tile.x+bx < 0 || top_tile.x+bx >= map->width)
continue;
for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++, sry+=32)
sry = sry_init;
for (int by = 0; by<dy; by++, sry+=32)
{
// Skip tile if not in map
if (top_tile.y+by < 0 || top_tile.y+by >= map->height)
continue;
SDL_Rect sr;
sr.x = srx;
sr.y = sry;
sr.h = sr.w = 32;
if(!smooth)
validateRectTerr(&sr, extRect);
if(bx+x>=0 && by+y>=0 && bx+x<CGI->mh->map->width && by+y<CGI->mh->map->height && !(*visibilityMap)[bx+x][by+y][level])
if (top_tile.x+bx >= 0 &&
top_tile.y+by >= 0 &&
top_tile.x+bx < CGI->mh->map->width &&
top_tile.y+by < CGI->mh->map->height &&
!(*visibilityMap)[top_tile.x+bx][top_tile.y+by][top_tile.z])
{
SDL_Surface * hide = getVisBitmap(bx+x, by+y, *visibilityMap, level);
CSDL_Ext::blit8bppAlphaTo24bpp(hide, &genRect(sr.h, sr.w, 0, 0), su, &sr);
SDL_Surface * hide = getVisBitmap(top_tile.x+bx, top_tile.y+by, *visibilityMap, top_tile.z);
CSDL_Ext::blit8bppAlphaTo24bpp(hide, &rtile, extSurf, &sr);
}
}
}
////shadow printed
// shadow printed
//printing borders
for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++)
// printing borders
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
{
for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++)
sry = sry_init;
for (int by = 0; by<dy; by++, sry+=32)
{
if(bx+x<0 || by+y<0 || bx+x>map->width+(-1) || by+y>map->height+(-1))
{
if (top_tile.x+bx < 0 || top_tile.x+bx >= map->width ||
top_tile.y+by < 0 || top_tile.y+by >= map->height) {
SDL_Rect sr;
if(smooth)
{
sr.y=by*32 + moveY + extRect->y;
sr.x=bx*32 + moveX + extRect->x;
sr.h=sr.w=32;
}
else
{
sr.y=by*32;
sr.x=bx*32;
sr.h=sr.w=32;
validateRectTerr(&sr, extRect);
}
SDL_BlitSurface(ttiles[x+bx][y+by][level].terbitmap,&genRect(sr.h, sr.w, 0, 0),su,&sr);
}
else
{
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
SDL_BlitSurface(ttiles[top_tile.x+bx][top_tile.y+by][top_tile.z].terbitmap,
&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
} else {
// TODO: these should be activable by the console
#ifdef MARK_BLOCKED_POSITIONS
if(ttiles[x+bx][y+by][level].tileInfo->blocked) //temporary hiding blocked positions
{
@ -898,7 +930,7 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
*((unsigned char*)(ns->pixels) + f) = 128;
}
SDL_BlitSurface(ns,&genRect(sr.h, sr.w, 0, 0),su,&sr);
SDL_BlitSurface(ns,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
SDL_FreeSurface(ns);
}
@ -927,7 +959,7 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
*((unsigned char*)(ns->pixels) + f) = 128;
}
SDL_BlitSurface(ns,&genRect(sr.h, sr.w, 0, 0),su,&sr);
SDL_BlitSurface(ns,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
SDL_FreeSurface(ns);
}
@ -935,10 +967,49 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
}
}
}
SDL_SetClipRect(su, &prevClip); //restoring clip_rect
//borders printed
// borders printed
return su;
#if 1
// print grid
// TODO: This option should be activated by the console.
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
{
sry = sry_init;
for (int by = 0; by<dy; by++, sry+=32)
{
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
const int3 color(0x555555, 0x555555, 0x555555);
if (sr.y >= extRect->y &&
sr.y < extRect->y+extRect->h)
for(int i=0;i<sr.w;i++)
if (sr.x+i >= extRect->x &&
sr.x+i < extRect->x+extRect->w)
CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x+i,sr.y,color.x,color.y,color.z);
if (sr.x >= extRect->x &&
sr.x < extRect->x+extRect->w)
for(int i=0; i<sr.h;i++)
if (sr.y+i >= extRect->y &&
sr.y+i < extRect->y+extRect->h)
CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x,sr.y+i,color.x,color.y,color.z);
}
}
// grid
#endif
SDL_SetClipRect(extSurf, &prevClip); //restoring clip_rect
delete rSurf;
}
SDL_Surface * CMapHandler::getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl)
@ -1253,7 +1324,7 @@ bool CMapHandler::printObject(const CGObjectInstance *obj)
cr.x = fx*32;
cr.y = fy*32;
std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj, cr);
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)
if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frameW && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frameH)
{
TerrainTile2 & curt = //TODO use me
ttiles
@ -1279,7 +1350,7 @@ bool CMapHandler::hideObject(const CGObjectInstance *obj)
{
for(int fy=0; fy<bitmap->h/32; ++fy)
{
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)
if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frameW && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frameH)
{
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;
for(size_t dd=0; dd < ctile.size(); ++dd)
@ -1467,7 +1538,8 @@ CMapHandler::~CMapHandler()
CMapHandler::CMapHandler()
{
frame.left = frame.right = frame.top = frame.bottom = 0;
mapW = mapH = 0;
frameW = frameH = 0;
fullHide = NULL;
partialHide = NULL;
}

View File

@ -81,13 +81,24 @@ public:
int3 sizes; //map size (x = width, y = height, z = number of levels)
Mapa * map;
// size of each side of the frame around the whole map
struct {
int left;
int right;
int top;
int bottom;
} frame;
// Size of the map window in pixels. This doesn't have to be a multiple of tiles.
int mapW;
int mapH;
// Max number of tiles that will fit in the map screen. Tiles
// can be partial on each edges.
int tilesW;
int tilesH;
// size of each side of the frame around the whole map, in tiles
int frameH;
int frameW;
// Coord in pixels of the top left corner of the top left tile to
// draw. Values range is [-31..0]. A negative value
// implies that part of the tile won't be displayed.
int offsetX;
int offsetY;
std::set<int> usedHeroes;
CDefHandler * fullHide; //for Fog of War
@ -124,7 +135,7 @@ public:
void roadsRiverTerrainInit();
void prepareFOWDefs();
SDL_Surface * 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);
void terrainRect(int3 top_tile, 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);
void updateWater();
unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function
void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper