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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-05 00:49:09 +02:00

Rest of commit: broken battles, starting hero, town displaying and linker errors.

Further changes for netcode.
This commit is contained in:
Michał W. Urbańczyk
2008-06-30 00:06:41 +00:00
parent b26024e607
commit ea8562a6b1
33 changed files with 1027 additions and 2450 deletions

View File

@ -1,9 +1,8 @@
#include "stdafx.h"
#include "mapHandler.h"
#include "SDL_rotozoom.h"
#include "SDL_Extensions.h"
#include "CGameInfo.h"
#include "stdlib.h"
#include <cstdlib>
#include "hch\CLodHandler.h"
#include "hch\CDefObjInfoHandler.h"
#include <algorithm>
@ -11,7 +10,6 @@
#include "CLua.h"
#include "hch\CHeroHandler.h"
#include "hch\CTownHandler.h"
#include "hch\CArtHandler.h"
#include "client\Graphics.h"
#include <iomanip>
#include <sstream>
@ -87,262 +85,10 @@ void alphaTransformDef(CGDefInfo * defInfo)
for(int yy=0;yy<defInfo->handler->ourImages.size();yy++)
{
defInfo->handler->ourImages[yy].bitmap = CSDL_Ext::alphaTransform(defInfo->handler->ourImages[yy].bitmap);
//SDL_Surface * bufs = CSDL_Ext::secondAlphaTransform(defInfo->handler->ourImages[yy].bitmap, alphaTransSurf);
//SDL_FreeSurface(defInfo->handler->ourImages[yy].bitmap);
//defInfo->handler->ourImages[yy].bitmap = bufs;
defInfo->handler->alphaTransformed = true;
}
SDL_FreeSurface(alphaTransSurf);
}
int CMapHandler::pickHero(int owner)
{
int h;
if(usedHeroes.find(h = CGI->scenarioOps.getIthPlayersSettings(owner).hero)==usedHeroes.end() && h>=0) //we haven't used selected hero
{
usedHeroes.insert(h);
return h;
}
int f = CGI->scenarioOps.getIthPlayersSettings(owner).castle;
int i=0;
do //try to find free hero of our faction
{
i++;
h = CGI->scenarioOps.getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(rand()%(HEROES_PER_TYPE*2));//cgi->scenarioOps.playerInfos[pru].hero = cgi->
} while((usedHeroes.find(h)!=usedHeroes.end()) && i<175);
if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
{
for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
if(usedHeroes.find(j)==usedHeroes.end())
h=j;
}
usedHeroes.insert(h);
return h;
}
std::pair<int,int> CMapHandler::pickObject(CGObjectInstance *obj)
{
switch(obj->ID)
{
case 65: //random artifact
return std::pair<int,int>(5,(rand()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
case 66: //random treasure artifact
return std::pair<int,int>(5,CGI->arth->treasures[rand()%CGI->arth->treasures.size()]->id);
case 67: //random minor artifact
return std::pair<int,int>(5,CGI->arth->minors[rand()%CGI->arth->minors.size()]->id);
case 68: //random major artifact
return std::pair<int,int>(5,CGI->arth->majors[rand()%CGI->arth->majors.size()]->id);
case 69: //random relic artifact
return std::pair<int,int>(5,CGI->arth->relics[rand()%CGI->arth->relics.size()]->id);
case 70: //random hero
{
return std::pair<int,int>(34,pickHero(obj->tempOwner));
}
case 71: //random monster
return std::pair<int,int>(54,rand()%(CGI->creh->creatures.size()));
case 72: //random monster lvl1
return std::pair<int,int>(54,CGI->creh->levelCreatures[1][rand()%CGI->creh->levelCreatures[1].size()]->idNumber);
case 73: //random monster lvl2
return std::pair<int,int>(54,CGI->creh->levelCreatures[2][rand()%CGI->creh->levelCreatures[2].size()]->idNumber);
case 74: //random monster lvl3
return std::pair<int,int>(54,CGI->creh->levelCreatures[3][rand()%CGI->creh->levelCreatures[3].size()]->idNumber);
case 75: //random monster lvl4
return std::pair<int,int>(54,CGI->creh->levelCreatures[4][rand()%CGI->creh->levelCreatures[4].size()]->idNumber);
case 76: //random resource
return std::pair<int,int>(79,rand()%7); //now it's OH3 style, use %8 for mithril
case 77: //random town
{
int align = ((CGTownInstance*)obj)->alignment,
f;
if(align>PLAYER_LIMIT-1)//same as owner / random
{
if(obj->tempOwner > PLAYER_LIMIT-1)
f = -1; //random
else
f = CGI->scenarioOps.getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = CGI->scenarioOps.getIthPlayersSettings(align).castle;
}
if(f<0) f = rand()%CGI->townh->towns.size();
return std::pair<int,int>(98,f);
}
case 162: //random monster lvl5
return std::pair<int,int>(54,CGI->creh->levelCreatures[5][rand()%CGI->creh->levelCreatures[5].size()]->idNumber);
case 163: //random monster lvl6
return std::pair<int,int>(54,CGI->creh->levelCreatures[6][rand()%CGI->creh->levelCreatures[6].size()]->idNumber);
case 164: //random monster lvl7
return std::pair<int,int>(54,CGI->creh->levelCreatures[7][rand()%CGI->creh->levelCreatures[7].size()]->idNumber);
case 216: //random dwelling
{
int faction = rand()%F_NUMBER;
CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
if (info->asCastle)
{
for(int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = rand()%F_NUMBER;
}
}
int level = ((info->maxLevel-info->minLevel) ? (rand()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = CGI->townh->towns[faction].basicCreatures[level];
for(int i=0;i<CGI->objh->cregens.size();i++)
if(CGI->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 217:
{
int faction = rand()%F_NUMBER;
CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
if (info->asCastle)
{
for(int i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = rand()%F_NUMBER;
}
}
int cid = CGI->townh->towns[faction].basicCreatures[obj->subID];
for(int i=0;i<CGI->objh->cregens.size();i++)
if(CGI->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
case 218:
{
CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
int level = ((info->maxLevel-info->minLevel) ? (rand()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = CGI->townh->towns[obj->subID].basicCreatures[level];
for(int i=0;i<CGI->objh->cregens.size();i++)
if(CGI->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
}
}
return std::pair<int,int>(-1,-1);
}
void CMapHandler::randomizeObject(CGObjectInstance *cur)
{
std::pair<int,int> ran = pickObject(cur);
if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
{
if(cur->ID==98) //town - set def
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = CGI->dobjinfo->castles[t->subID];
else
t->defInfo = villages[t->subID];
if(!t->defInfo->handler)
{
t->defInfo->handler = CDefHandler::giveDef(t->defInfo->name);
t->defInfo->width = t->defInfo->handler->ourImages[0].bitmap->w/32;
t->defInfo->height = t->defInfo->handler->ourImages[0].bitmap->h/32;
alphaTransformDef(t->defInfo);
}
}
return;
}
else if(ran.first==34)//special code for hero
{
CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
if(!h) {std::cout<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
cur->subID = ran.second;
h->type = CGI->heroh->heroes[ran.second];
map->heroes.push_back(h);
map->objects.erase(std::find(map->objects.begin(),map->objects.end(),h));
return; //TODO: maybe we should do something with definfo?
}
else if(ran.first==98)//special code for town
{
CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
if(!t) {std::cout<<"Wrong random town at "<<cur->pos<<std::endl; return;}
cur->ID = ran.first;
cur->subID = ran.second;
t->town = &CGI->townh->towns[ran.second];
if(t->hasCapitol())
t->defInfo = capitols[t->subID];
else if(t->hasFort())
t->defInfo = CGI->dobjinfo->castles[t->subID];
else
t->defInfo = villages[t->subID];
if(!t->defInfo->handler)
{
t->defInfo->handler = CDefHandler::giveDef(t->defInfo->name);
t->defInfo->width = t->defInfo->handler->ourImages[0].bitmap->w/32;
t->defInfo->height = t->defInfo->handler->ourImages[0].bitmap->h/32;
alphaTransformDef(t->defInfo);
}
//CGI->townh->townInstances.push_back(t);
return;
}
//we have to replace normal random object
cur->ID = ran.first;
cur->subID = ran.second;
cur->defInfo = CGI->dobjinfo->gobjs[ran.first][ran.second];
if(!cur->defInfo){std::cout<<"Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;return;}
if(!cur->defInfo->handler) //if we have to load def
{
cur->defInfo->handler = CDefHandler::giveDef(cur->defInfo->name);
cur->defInfo->width = cur->defInfo->handler->ourImages[0].bitmap->w/32;
cur->defInfo->height = cur->defInfo->handler->ourImages[0].bitmap->h/32;
alphaTransformDef(cur->defInfo);
}
}
void CMapHandler::randomizeObjects()
{
CGObjectInstance * cur;
for(int no=0; no<map->objects.size(); ++no)
{
randomizeObject(map->objects[no]);
if(map->objects[no]->ID==26)
map->objects[no]->defInfo->handler=NULL;
}
}
void CMapHandler::prepareFOWDefs()
{
fullHide = CDefHandler::giveDef("TSHRC.DEF");
@ -399,43 +145,35 @@ void CMapHandler::prepareFOWDefs()
// visibility[gg][jj] = true;
//}
visibility.resize(CGI->mh->map->width, Woff);
for (int i=0-Woff;i<visibility.size()-Woff;i++)
{
visibility[i].resize(CGI->mh->map->height,Hoff);
}
for (int i=0-Woff; i<visibility.size()-Woff; ++i)
{
for (int j=0-Hoff; j<CGI->mh->map->height+Hoff; ++j)
{
visibility[i][j].resize(CGI->mh->map->twoLevel+1,0);
for(int k=0; k<CGI->mh->map->twoLevel+1; ++k)
visibility[i][j][k]=true;
}
}
//visibility.resize(CGI->mh->map->width, Woff);
//for (int i=0-Woff;i<visibility.size()-Woff;i++)
//{
// visibility[i].resize(CGI->mh->map->height,Hoff);
//}
//for (int i=0-Woff; i<visibility.size()-Woff; ++i)
//{
// for (int j=0-Hoff; j<CGI->mh->map->height+Hoff; ++j)
// {
// visibility[i][j].resize(CGI->mh->map->twoLevel+1,0);
// for(int k=0; k<CGI->mh->map->twoLevel+1; ++k)
// visibility[i][j][k]=true;
// }
//}
hideBitmap.resize(CGI->mh->map->width, Woff);
for (int i=0-Woff;i<visibility.size()-Woff;i++)
hideBitmap.resize(CGI->mh->map->width);
for (int i=0;i<hideBitmap.size();i++)
{
hideBitmap[i].resize(CGI->mh->map->height,Hoff);
hideBitmap[i].resize(CGI->mh->map->height);
}
for (int i=0-Woff; i<hideBitmap.size()-Woff; ++i)
for (int i=0; i<hideBitmap.size(); ++i)
{
for (int j=0-Hoff; j<CGI->mh->map->height+Hoff; ++j)
for (int j=0; j<CGI->mh->map->height; ++j)
{
hideBitmap[i][j].resize(CGI->mh->map->twoLevel+1,0);
hideBitmap[i][j].resize(CGI->mh->map->twoLevel+1);
for(int k=0; k<CGI->mh->map->twoLevel+1; ++k)
hideBitmap[i][j][k] = rand()%fullHide->ourImages.size();
}
}
//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;
}
void CMapHandler::roadsRiverTerrainInit()
@ -464,9 +202,6 @@ void CMapHandler::roadsRiverTerrainInit()
}
}
//roadBitmaps = new SDL_Surface** [map->width+2*Woff];
//for (int ii=0;ii<map->width+2*Woff;ii++)
// roadBitmaps[ii] = new SDL_Surface*[map->height+2*Hoff]; // allocate memory
sizes.x = CGI->mh->map->width;
sizes.y = CGI->mh->map->height;
sizes.z = CGI->mh->map->twoLevel+1;
@ -615,10 +350,6 @@ void CMapHandler::roadsRiverTerrainInit()
}
void CMapHandler::borderAndTerrainBitmapInit()
{
//terrainBitmap = new SDL_Surface **[map->width+2*Woff];
//for (int ii=0;ii<map->width+2*Woff;ii++)
// terrainBitmap[ii] = new SDL_Surface*[map->height+2*Hoff]; // allocate memory
CDefHandler * bord = CDefHandler::giveDef("EDG.DEF");
bord->notFreeImgs = true;
for (int i=0-Woff; i<map->width+Woff; i++) //jest po szeroko�ci
@ -807,73 +538,59 @@ void CMapHandler::calculateBlockedPos()
}
}
}
void processDef (CGDefInfo* def)
{
def->handler=CDefHandler::giveDef(def->name);
def->width = def->handler->ourImages[0].bitmap->w/32;
def->height = def->handler->ourImages[0].bitmap->h/32;
CGDefInfo* pom = CGI->dobjinfo->gobjs[def->id][def->subid];
if(pom)
{
pom->handler = def->handler;
pom->width = pom->handler->ourImages[0].bitmap->w/32;
pom->height = pom->handler->ourImages[0].bitmap->h/32;
}
else
std::cout << "\t\tMinor warning: lacking def info for " << def->id << " " << def->subid <<" " << def->name << std::endl;
if(!def->handler->alphaTransformed)
{
for(int yy=0; yy<def->handler->ourImages.size(); ++yy)
{
def->handler->ourImages[yy].bitmap = CSDL_Ext::alphaTransform(def->handler->ourImages[yy].bitmap);
def->handler->alphaTransformed = true;
}
}
}
void CMapHandler::init()
{
timeHandler th;
th.getDif();
///loading defs from lod
for (int ir=0;ir<map->defy.size();ir++)
{
map->defy[ir]->handler=CDefHandler::giveDef(map->defy[ir]->name);
map->defy[ir]->width = map->defy[ir]->handler->ourImages[0].bitmap->w/32;
map->defy[ir]->height = map->defy[ir]->handler->ourImages[0].bitmap->h/32;
CGDefInfo* pom = CGI->dobjinfo->gobjs[map->defy[ir]->id][map->defy[ir]->subid];
if(pom)
{
pom->handler=map->defy[ir]->handler;
pom->width = pom->handler->ourImages[0].bitmap->w/32;
pom->height = pom->handler->ourImages[0].bitmap->h/32;
}
else
std::cout << "Lacking def info for " << map->defy[ir]->id << " " << map->defy[ir]->subid <<" " << map->defy[ir]->name << std::endl;
}
for(int vv=0; vv<map->defy.size(); ++vv)
{
if(map->defy[vv]->handler->alphaTransformed)
continue;
for(int yy=0; yy<map->defy[vv]->handler->ourImages.size(); ++yy)
{
map->defy[vv]->handler->ourImages[yy].bitmap = CSDL_Ext::alphaTransform(map->defy[vv]->handler->ourImages[yy].bitmap);
map->defy[vv]->handler->alphaTransformed = true;
}
}
std::for_each(map->defy.begin(),map->defy.end(),processDef); //load h3m defs
std::for_each(map->defs.begin(),map->defs.end(),processDef); //and non-h3m defs
THC std::cout<<"\tUnpacking and handling defs: "<<th.getDif()<<std::endl;
//loading castles' defs
std::ifstream ifs("config/townsDefs.txt");
int ccc;
ifs>>ccc;
for(int i=0;i<ccc*2;i++)
{
CGDefInfo * n = new CGDefInfo(*CGI->dobjinfo->castles[i%ccc]);
ifs >> n->name;
if (!(n->handler = CDefHandler::giveDef(n->name)))
std::cout << "Cannot open "<<n->name<<std::endl;
else
{
n->width = n->handler->ourImages[0].bitmap->w/32;
n->height = n->handler->ourImages[0].bitmap->h/32;
}
if(i<ccc)
villages[i]=n;
else
capitols[i%ccc]=n;
alphaTransformDef(n);
}
//std::ifstream ifs("config/townsDefs.txt");
//int ccc;
//ifs>>ccc;
//for(int i=0;i<ccc*2;i++)
//{
// //CGDefInfo * n = new CGDefInfo(*CGI->dobjinfo->castles[i%ccc]);
// ifs >> n->name;
// if (!(n->handler = CDefHandler::giveDef(n->name)))
// std::cout << "Cannot open "<<n->name<<std::endl;
// else
// {
// n->width = n->handler->ourImages[0].bitmap->w/32;
// n->height = n->handler->ourImages[0].bitmap->h/32;
// }
// if(i<ccc)
// villages[i]=n;
// else
// capitols[i%ccc]=n;
// alphaTransformDef(n);
//}
for(int i=0;i<CGI->scenarioOps.playerInfos.size();i++)
{
if(CGI->scenarioOps.playerInfos[i].castle==-1)
{
int f;
do
{
f = rand()%F_NUMBER;
}while(!(map->players[CGI->scenarioOps.playerInfos[i].color].allowedFactions & 1<<f));
CGI->scenarioOps.playerInfos[i].castle = f;
}
}
for(int i=0;i<PLAYER_LIMIT;i++)
{
for(int j=0; j<map->players[i].heroesNames.size();j++)
@ -884,15 +601,9 @@ void CMapHandler::init()
std::cout<<"\tLoading town defs, picking random factions and heroes: "<<th.getDif()<<std::endl;
randomizeObjects();//randomizing objects on map
std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
for(int h=0; h<map->defy.size(); ++h) //initializing loaded def handler's info
{
//std::string hlp = map->defy[h]->name;
//std::transform(hlp.begin(), hlp.end(), hlp.begin(), (int(*)(int))toupper);
for(int h=0; h<map->defy.size(); ++h) //initializing loaded def handler's info {
CGI->mh->loadedDefs.insert(std::make_pair(map->defy[h]->name, map->defy[h]->handler));
}
std::cout<<"\tCollecting loaded def's handlers: "<<th.getDif()<<std::endl;
prepareFOWDefs();
@ -901,27 +612,25 @@ void CMapHandler::init()
std::cout<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDif()<<std::endl;
//giving starting hero
for(int i=0;i<PLAYER_LIMIT;i++)
{
if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE))
{
int3 hpos = map->players[i].posOfMainTown;
hpos.x+=1;// hpos.y+=1;
int j;
for(j=0;j<CGI->scenarioOps.playerInfos.size();j++)
if(CGI->scenarioOps.playerInfos[j].color==i)
break;
if(j==CGI->scenarioOps.playerInfos.size())
continue;
int h; //= CGI->scenarioOps.playerInfos[j].hero;
//if(h<0)
h=pickHero(i);
CGHeroInstance * nnn = (CGHeroInstance*)createObject(34,h,hpos,i);
nnn->defInfo->handler = graphics->flags1[0];
map->heroes.push_back(nnn);
map->objects.push_back(nnn);
}
}
//for(int i=0;i<PLAYER_LIMIT;i++)
//{
// if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE))
// {
// int3 hpos = map->players[i].posOfMainTown;
// hpos.x+=1;// hpos.y+=1;
// int j;
// for(j=0;j<CGI->state->scenarioOps->playerInfos.size();j++)
// if(CGI->state->scenarioOps->playerInfos[j].color==i)
// break;
// if(j==CGI->state->scenarioOps->playerInfos.size())
// continue;
// int h=pickHero(i);
// CGHeroInstance * nnn = (CGHeroInstance*)createObject(34,h,hpos,i);
// nnn->defInfo->handler = graphics->flags1[0];
// map->heroes.push_back(nnn);
// map->objects.push_back(nnn);
// }
//}
std::cout<<"\tGiving starting heroes: "<<th.getDif()<<std::endl;
initObjectRects();
@ -954,7 +663,7 @@ void CMapHandler::init()
}
}
SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect)
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)
{
if(!otherHeroAnim)
heroAnim = anim; //the same, as it should be
@ -1200,250 +909,261 @@ 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, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl)
SDL_Surface * CMapHandler::getVisBitmap(int x, int y, std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl)
{
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
int size = visibilityMap.size()-1; //is tile visible. arrangement: (like num keyboard)
bool d7 = (x>0 && y>0) ? visibilityMap[x-1][y-1][lvl] : 0, //789
d8 = (y>0) ? visibilityMap[x][y-1][lvl] : 0, //456
d9 = (y>0 && x<size) ? visibilityMap[x+1][y-1][lvl] : 0,//123
d4 = (x>0) ? visibilityMap[x-1][y][lvl] : 0,
d5 = visibilityMap[x][y][lvl],
d6 = (x<size) ? visibilityMap[x+1][y][lvl] : 0,
d1 = (x>0 && y<size) ? visibilityMap[x-1][y+1][lvl] : 0,
d2 = (y<size) ? visibilityMap[x][y+1][lvl] : 0,
d3 = (x<size && y<size) ? visibilityMap[x+1][y+1][lvl] : 0;
if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && !d9 && !d1)
{
return fullHide->ourImages[hideBitmap[x][y][lvl]].bitmap; //fully hidden
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
else if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1)
{
return partialHide->ourImages[22].bitmap; //visible right bottom corner
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
else if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && d9 && !d1)
{
return partialHide->ourImages[15].bitmap; //visible right top corner
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
else if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && !d9 && d1)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[22].bitmap); //visible left bottom corner
return partialHide->ourImages[34].bitmap; //visible left bottom corner
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
else if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && !d9 && !d1)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[15].bitmap); //visible left top corner
return partialHide->ourImages[35].bitmap;
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
else if(!d2 && !d6 && !d4 && d8 && d7 && !d3 && d9 && !d1)
{
//return partialHide->ourImages[rand()%2].bitmap; //visible top
return partialHide->ourImages[0].bitmap; //visible top
}
else if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
else if(d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && d1)
{
//return partialHide->ourImages[4+rand()%2].bitmap; //visble bottom
return partialHide->ourImages[4].bitmap; //visble bottom
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
else if(!d2 && !d6 && d4 && !d8 && d7 && !d3 && !d9 && d1)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[2+rand()%2].bitmap); //visible left
//return CSDL_Ext::rotate01(partialHide->ourImages[2].bitmap); //visible left
return partialHide->ourImages[36].bitmap;
}
else if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
else if(!d2 && d6 && !d4 && !d8 && !d7 && d3 && d9 && !d1)
{
//return partialHide->ourImages[2+rand()%2].bitmap; //visible right
return partialHide->ourImages[2].bitmap; //visible right
}
else if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl])
else if(d2 && d6 && !d4 && !d8 && !d7)
{
//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(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
else if(!d2 && d6 && !d4 && d8 && !d1)
{
return partialHide->ourImages[13].bitmap; //visible right, right - top; left bottom corner hidden
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && !visibilityMap[x+1][y+1][lvl])
else if(!d2 && !d6 && d4 && d8 && !d3)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[13].bitmap); //visible top, top - left, left; right bottom corner hidden
return partialHide->ourImages[37].bitmap;
}
else if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x+1][y-1][lvl])
else if(d2 && !d6 && d4 && !d8 && !d9)
{
//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
return partialHide->ourImages[38].bitmap;
}
else if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
else if(d2 && d6 && d4 && d8)
{
return partialHide->ourImages[10].bitmap; //visible left, right, bottom and top
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && d9 && !d1)
{
return partialHide->ourImages[16].bitmap; //visible right corners
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && d9 && !d1)
{
return partialHide->ourImages[18].bitmap; //visible top corners
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && !d9 && d1)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[16].bitmap); //visible left corners
return partialHide->ourImages[39].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && d1)
{
//return CSDL_Ext::hFlip(partialHide->ourImages[18].bitmap); //visible bottom corners
return partialHide->ourImages[40].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && d9 && d1)
{
return partialHide->ourImages[17].bitmap; //visible right - top and bottom - left corners
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && !d9 && !d1)
{
//return CSDL_Ext::hFlip(partialHide->ourImages[17].bitmap); //visible top - left and bottom - right corners
return partialHide->ourImages[41].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && d9 && d1)
{
return partialHide->ourImages[19].bitmap; //visible corners without left top
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && d9 && !d1)
{
return partialHide->ourImages[20].bitmap; //visible corners without left bottom
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && d9 && d1)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[20].bitmap); //visible corners without right bottom
return partialHide->ourImages[42].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && !d9 && d1)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[19].bitmap); //visible corners without right top
return partialHide->ourImages[43].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && d9 && d1)
{
return partialHide->ourImages[21].bitmap; //visible all corners only
}
if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl])
if(d2 && d6 && d4 && !d8)
{
return partialHide->ourImages[6].bitmap; //hidden top
}
if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
if(d2 && !d6 && d4 && d8)
{
return partialHide->ourImages[7].bitmap; //hidden right
}
if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
if(!d2 && d6 && d4 && d8)
{
return partialHide->ourImages[8].bitmap; //hidden bottom
}
if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
if(d2 && d6 && !d4 && d8)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[7].bitmap); //hidden left
return partialHide->ourImages[44].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl])
if(!d2 && d6 && d4 && !d8)
{
return partialHide->ourImages[9].bitmap; //hidden top and bottom
}
if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
if(d2 && !d6 && !d4 && d8)
{
return partialHide->ourImages[29].bitmap; //hidden left and right
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && d8 && d3 && !d1)
{
return partialHide->ourImages[24].bitmap; //visible top and right bottom corner
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && d8 && !d3 && d1)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[24].bitmap); //visible top and left bottom corner
return partialHide->ourImages[45].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && !d6 && !d4 && d8 && d3 && d1)
{
return partialHide->ourImages[33].bitmap; //visible top and bottom corners
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl])
if(!d2 && !d6 && d4 && !d8 && !d3 && d9)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[26].bitmap); //visible left and right top corner
return partialHide->ourImages[46].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl])
if(!d2 && !d6 && d4 && !d8 && d3 && !d9)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[25].bitmap); //visible left and right bottom corner
return partialHide->ourImages[47].bitmap;
}
if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl])
if(!d2 && !d6 && d4 && !d8 && d3 && d9)
{
return partialHide->ourImages[32].bitmap; //visible left and right corners
}
if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y-1][lvl])
if(d2 && !d6 && !d4 && !d8 && d7 && !d9)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[30].bitmap); //visible bottom and left top corner
return partialHide->ourImages[48].bitmap;
}
if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y-1][lvl])
if(d2 && !d6 && !d4 && !d8 && !d7 && d9)
{
return partialHide->ourImages[30].bitmap; //visible bottom and right top corner
}
if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y-1][lvl])
if(d2 && !d6 && !d4 && !d8 && d7 && d9)
{
return partialHide->ourImages[31].bitmap; //visible bottom and top corners
}
if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && d6 && !d4 && !d8 && !d7 && d1)
{
return partialHide->ourImages[25].bitmap; //visible right and left bottom corner
}
if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
if(!d2 && d6 && !d4 && !d8 && d7 && !d1)
{
return partialHide->ourImages[26].bitmap; //visible right and left top corner
}
if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
if(!d2 && d6 && !d4 && !d8 && d7 && d1)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[32].bitmap); //visible right and left cornres
return partialHide->ourImages[49].bitmap;
}
if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl])
if(d2 && d6 && !d4 && !d8 && d7)
{
return partialHide->ourImages[28].bitmap; //visible bottom, right - bottom, right; left top corner visible
}
else if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
else if(!d2 && d6 && !d4 && d8 && d1)
{
return partialHide->ourImages[27].bitmap; //visible right, right - top; left bottom corner visible
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl])
else if(!d2 && !d6 && d4 && d8 && d3)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[27].bitmap); //visible top, top - left, left; right bottom corner visible
return partialHide->ourImages[50].bitmap;
}
else if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y-1][lvl])
else if(d2 && !d6 && d4 && !d8 && d9)
{
//return CSDL_Ext::rotate01(partialHide->ourImages[28].bitmap); //visible left, left - bottom, bottom; right top corner visible
return partialHide->ourImages[51].bitmap;
}
//newly added
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl]) //visible t and tr
else if(!d2 && !d6 && !d4 && d8 && !d7 && !d3 && d9 && !d1) //visible t and tr
{
return partialHide->ourImages[0].bitmap;
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl]) //visible t and tl
else if(!d2 && !d6 && !d4 && d8 && d7 && !d3 && !d9 && !d1) //visible t and tl
{
return partialHide->ourImages[1].bitmap;
}
else if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl]) //visible b and br
else if(d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1) //visible b and br
{
return partialHide->ourImages[4].bitmap;
}
else if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl]) //visible b and bl
else if(d2 && !d6 && !d4 && !d8 && !d7 && !d3 && !d9 && d1) //visible b and bl
{
return partialHide->ourImages[5].bitmap;
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl]) //visible l and tl
else if(!d2 && !d6 && d4 && !d8 && d7 && !d3 && !d9 && !d1) //visible l and tl
{
return partialHide->ourImages[36].bitmap;
}
else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl]) //visible l and bl
else if(!d2 && !d6 && d4 && !d8 && !d7 && !d3 && !d9 && d1) //visible l and bl
{
return partialHide->ourImages[36].bitmap;
}
else if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl]) //visible r and tr
else if(!d2 && d6 && !d4 && !d8 && !d7 && !d3 && d9 && !d1) //visible r and tr
{
return partialHide->ourImages[2].bitmap;
}
else if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl]) //visible r and br
else if(!d2 && d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1) //visible r and br
{
return partialHide->ourImages[3].bitmap;
}