#include "StdInc.h" #include "mapHandler.h" #include "UIFramework/SDL_Extensions.h" #include "CGameInfo.h" #include "../lib/CDefObjInfoHandler.h" #include "../lib/CGameState.h" #include "../lib/CHeroHandler.h" #include "../lib/CTownHandler.h" #include "Graphics.h" #include "../lib/CObjectHandler.h" #include "../lib/map.h" #include "CDefHandler.h" #include "CConfigHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/GameConstants.h" #include "../lib/CStopWatch.h" /* * mapHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ const bool MARK_BLOCKED_POSITIONS = false; const bool MARK_VISITABLE_POSITIONS = false; extern SDL_Surface * screen; #define ADVOPT (conf.go()->ac) std::string nameFromType (int typ) { switch(static_cast(typ)) { case TerrainTile::dirt: return std::string("DIRTTL.DEF"); case TerrainTile::sand: return std::string("SANDTL.DEF"); case TerrainTile::grass: return std::string("GRASTL.DEF"); case TerrainTile::snow: return std::string("SNOWTL.DEF"); case TerrainTile::swamp: return std::string("SWMPTL.DEF"); case TerrainTile::rough: return std::string("ROUGTL.DEF"); case TerrainTile::subterranean: return std::string("SUBBTL.DEF"); case TerrainTile::lava: return std::string("LAVATL.DEF"); case TerrainTile::water: return std::string("WATRTL.DEF"); case TerrainTile::rock: return std::string("ROCKTL.DEF"); case TerrainTile::border: //TODO use me break; default: //TODO do something here break; } return std::string(); } struct OCM_HLP { bool operator ()(const std::pair & a, const std::pair & b) { return (*a.first)<(*b.first); } } ocmptwo ; // void alphaTransformDef(CGDefInfo * defInfo) // { // for(int yy=0; yyhandler->ourImages.size(); ++yy) // { // CSDL_Ext::alphaTransform(defInfo->handler->ourImages[yy].bitmap); // } // } void CMapHandler::prepareFOWDefs() { graphics->FoWfullHide = CDefHandler::giveDef("TSHRC.DEF"); graphics->FoWpartialHide = CDefHandler::giveDef("TSHRE.DEF"); //adding necessary rotations static const int missRot [] = {22, 15, 2, 13, 12, 16, 28, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27}; Cimage nw; for(int g=0; gFoWpartialHide->ourImages[missRot[g]]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); graphics->FoWpartialHide->ourImages.push_back(nw); } //necessaary rotations added //alpha - transformation for(size_t i = 0; i < graphics->FoWpartialHide->ourImages.size(); ++i) { CSDL_Ext::alphaTransform(graphics->FoWpartialHide->ourImages[i].bitmap); } //initialization of type of full-hide image hideBitmap.resize(sizes.x); for (size_t i = 0; i < hideBitmap.size();i++) { hideBitmap[i].resize(sizes.y); } for (size_t i = 0; i < hideBitmap.size(); ++i) { for (int j = 0; j < sizes.y; ++j) { hideBitmap[i][j].resize(sizes.z); for(int k = 0; k < sizes.z; ++k) { hideBitmap[i][j][k] = rand()%graphics->FoWfullHide->ourImages.size(); } } } } void CMapHandler::roadsRiverTerrainInit() { //initializing road's and river's DefHandlers roadDefs.push_back(CDefHandler::giveDefEss("dirtrd.def")); roadDefs.push_back(CDefHandler::giveDefEss("gravrd.def")); roadDefs.push_back(CDefHandler::giveDefEss("cobbrd.def")); staticRiverDefs.push_back(CDefHandler::giveDefEss("clrrvr.def")); staticRiverDefs.push_back(CDefHandler::giveDefEss("icyrvr.def")); staticRiverDefs.push_back(CDefHandler::giveDefEss("mudrvr.def")); staticRiverDefs.push_back(CDefHandler::giveDefEss("lavrvr.def")); for(size_t g=0; gourImages.size(); ++h) { CSDL_Ext::alphaTransform(staticRiverDefs[g]->ourImages[h].bitmap); } } for(size_t g=0; gourImages.size(); ++h) { CSDL_Ext::alphaTransform(roadDefs[g]->ourImages[h].bitmap); } } // Create enough room for the whole map and its frame ttiles.resize(sizes.x, frameW, frameW); for (int i=0-frameW;inotFreeImgs = true; terrainGraphics.resize(10); for (int i = 0; i < 10 ; i++) { CDefHandler *hlp = CDefHandler::giveDef(nameFromType(i)); terrainGraphics[i].resize(hlp->ourImages.size()); hlp->notFreeImgs = true; for(size_t j=0; j < hlp->ourImages.size(); ++j) terrainGraphics[i][j] = hlp->ourImages[j].bitmap; delete hlp; } for (int i=0-frameW; i (sizes.x-1) || j < 0 || j > (sizes.y-1)) { int terBitmapNum = -1; if(i==-1 && j==-1) terBitmapNum = 16; else if(i==-1 && j==(sizes.y)) terBitmapNum = 19; else if(i==(sizes.x) && j==-1) terBitmapNum = 17; else if(i==(sizes.x) && j==(sizes.y)) terBitmapNum = 18; else if(j == -1 && i > -1 && i < sizes.y) terBitmapNum = 22+rand()%2; else if(i == -1 && j > -1 && j < sizes.y) terBitmapNum = 33+rand()%2; else if(j == sizes.y && i >-1 && i < sizes.x) terBitmapNum = 29+rand()%2; else if(i == sizes.x && j > -1 && j < sizes.y) terBitmapNum = 25+rand()%2; else terBitmapNum = rand()%16; if(terBitmapNum != -1) { ttiles[i][j][k].terbitmap = bord->ourImages[terBitmapNum].bitmap; continue; } } } } } delete bord; } void CMapHandler::initObjectRects() { //initializing objects / rects for(size_t f=0; f < map->objects.size(); ++f) { const CGObjectInstance *obj = map->objects[f]; if( !obj || (obj->ID==GameConstants::HEROI_TYPE && static_cast(obj)->inTownGarrison) //garrisoned hero || (obj->ID==8 && static_cast(obj)->hero) //boat with hero (hero graphics is used) || !obj->defInfo || !graphics->getDef(obj)) //no graphic... { continue; } const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap; for(int fx=0; fxw>>5; ++fx) //bitmap->w/32 { for(int fy=0; fyh>>5; ++fy) //bitmap->h/32 { SDL_Rect cr; cr.w = 32; cr.h = 32; cr.x = fx<<5; //fx*32 cr.y = fy<<5; //fy*32 std::pair 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() - frameW && (obj->pos.y + fy - bitmap->h/32+1) >= 0 && (obj->pos.y + fy - bitmap->h/32+1) < ttiles[0].size() - frameH ) { //TerrainTile2 & curt = // ttiles // [obj->pos.x + fx - bitmap->w/32] //[obj->pos.y + fy - bitmap->h/32] //[obj->pos.z]; ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z].objects.push_back(toAdd); } } // for(int fy=0; fyh/32; ++fy) } //for(int fx=0; fxw/32; ++fx) } // for(int f=0; fobjects.size(); ++f) for(int ix=0; ixid == GameConstants::EVENTI_TYPE) { graphics->advmapobjGraphics[def->id][def->subid][def->name] = NULL; return; } CDefEssential * ourDef = graphics->getDef(def); if(!ourDef) //if object has already set handler (eg. heroes) it should not be overwritten { if(def->name.size()) { if(vstd::contains(graphics->mapObjectDefs, def->name)) { graphics->advmapobjGraphics[def->id][def->subid][def->name] = graphics->mapObjectDefs[def->name]; } else { graphics->mapObjectDefs[def->name] = graphics->advmapobjGraphics[def->id][def->subid][def->name] = CDefHandler::giveDefEss(def->name); } } else { tlog2 << "No def name for " << def->id << " " << def->subid << std::endl; return; } ourDef = graphics->getDef(def); } //alpha transformation for(size_t yy=0; yy < ourDef->ourImages.size(); ++yy) { CSDL_Ext::alphaTransform(ourDef->ourImages[yy].bitmap); } } void CMapHandler::initHeroDef(const CGHeroInstance * h) { graphics->advmapobjGraphics[h->defInfo->id][h->defInfo->subid][h->defInfo->name] = graphics->flags1[0]; } void CMapHandler::init() { CStopWatch th; th.getDiff(); graphics->advmapobjGraphics[8][0]["AB01_.DEF"] = graphics->boatAnims[0]; graphics->advmapobjGraphics[8][1]["AB02_.DEF"] = graphics->boatAnims[1]; graphics->advmapobjGraphics[8][2]["AB03_.DEF"] = graphics->boatAnims[2]; // Size of visible terrain. int mapW = conf.go()->ac.advmapW; int mapH = conf.go()->ac.advmapH; //sizes of terrain sizes.x = map->width; sizes.y = map->height; sizes.z = map->twoLevel+1; // Total number of visible tiles. Subtract 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. frameW = (mapW+31) /32 / 2; frameH = (mapH+31) /32 / 2; offsetX = (mapW - (2*frameW+1)*32)/2; offsetY = (mapH - (2*frameH+1)*32)/2; for(int i=0;iheroes.size();i++) { if( !graphics->getDef(map->heroes[i]) ) { initHeroDef(map->heroes[i]); } } std::for_each(map->defy.begin(),map->defy.end(),processDef); //load h3m defs tlog0<<"\tUnpacking and handling defs: "<players[i].heroesNames.size(); ++j) // { // usedHeroes.insert(map->players[i].heroesNames[j].heroID); // } // } // tlog0<<"\tChecking used heroes: "< > > * visibilityMap, bool otherHeroAnim, ui8 heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode, int3 grailPosRel ) const { // Width and height of the portion of the map to process. Units in tiles. ui32 dx = tilesW; ui32 dy = tilesH; // 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 right. We still need to draw the old tile on the // left, so adjust our referential top_tile.x --; srx_init -= 32; } } if (moveY != 0) { dy++; sry_init += moveY; if (moveY > 0) { // Moving down. We still need to draw the tile on the top, // 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 > sizes.x + frameW) dx = sizes.x + frameW - top_tile.x; if (top_tile.y + dy > sizes.y + frameH) dy = sizes.y + frameH - top_tile.y; if(!otherHeroAnim) heroAnim = anim; //the same, as it should be SDL_Rect prevClip; SDL_GetClipRect(extSurf, &prevClip); SDL_SetClipRect(extSurf, extRect); //preventing blitting outside of that rect const BlitterWithRotationVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf); const BlitterWithRotationVal blitterWithRotationAndAlpha = CSDL_Ext::getBlitterWithRotationAndAlpha(extSurf); //const BlitterWithRotationAndAlphaVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf); // printing terrain srx = srx_init; for (int bx = 0; bx < dx; bx++, srx+=32) { // Skip column if not in map if (top_tile.x+bx < 0 || top_tile.x+bx >= sizes.x) continue; sry = sry_init; for (int by=0; by < dy; by++, sry+=32) { int3 pos(top_tile.x+bx, top_tile.y+by, top_tile.z); //blitted tile position // Skip tile if not in map if (pos.y < 0 || pos.y >= sizes.y) continue; const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z]; const TerrainTile &tinfo = map->terrain[pos.x][pos.y][pos.z]; SDL_Rect sr; sr.x=srx; sr.y=sry; sr.h=sr.w=32; //blit terrain with river/road if(tile.terbitmap) { //if custom terrain graphic - use it SDL_Rect temp_rect = genRect(sr.h, sr.w, 0, 0); CSDL_Ext::blitSurface(tile.terbitmap, &temp_rect, extSurf, &sr); } else //use default terrain graphic { blitterWithRotation(terrainGraphics[tinfo.tertype][tinfo.terview],rtile, extSurf, sr, tinfo.siodmyTajemniczyBajt%4); } if(tinfo.nuine) //print river if present { blitterWithRotationAndAlpha(staticRiverDefs[tinfo.nuine-1]->ourImages[tinfo.rivDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>2)%4); } //Roads are shifted by 16 pixels to bottom. We have to draw both parts separately if (pos.y > 0 && map->terrain[pos.x][pos.y-1][pos.z].malle) { //part from top tile const TerrainTile &topTile = map->terrain[pos.x][pos.y-1][pos.z]; Rect source(0, 16, 32, 16); Rect dest(sr.x, sr.y, sr.w, sr.h/2); blitterWithRotationAndAlpha(roadDefs[topTile.malle-1]->ourImages[topTile.roadDir].bitmap, source, extSurf, dest, (topTile.siodmyTajemniczyBajt>>4)%4); } if(tinfo.malle) //print road from this tile { Rect source(0, 0, 32, 32); Rect dest(sr.x, sr.y+16, sr.w, sr.h/2); blitterWithRotationAndAlpha(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap, source, extSurf, dest, (tinfo.siodmyTajemniczyBajt>>4)%4); } //blit objects const std::vector < std::pair > &objects = tile.objects; for(int h=0; h < objects.size(); ++h) { const CGObjectInstance *obj = objects[h].first; if (!graphics->getDef(obj)) processDef(obj->defInfo); ui8 color = obj->tempOwner; //checking if object has non-empty graphic on this tile if(obj->ID != GameConstants::HEROI_TYPE && !obj->coveringAt(top_tile.x + bx - obj->pos.x, top_tile.y + by - obj->pos.y)) continue; static const int notBlittedInPuzzleMode[] = {124}; //don't print flaggable objects in puzzle mode if(puzzleMode && (obj->isVisitable() || std::find(notBlittedInPuzzleMode, notBlittedInPuzzleMode+1, obj->ID) != notBlittedInPuzzleMode+1)) //? continue; SDL_Rect sr2(sr); SDL_Rect pp = objects[h].second; pp.h = sr.h; pp.w = sr.w; const CGHeroInstance * themp = (obj->ID != GameConstants::HEROI_TYPE ? NULL : static_cast(obj)); //print hero / boat and flag if((themp && themp->moveDir && themp->type) || (obj->ID == 8)) //it's hero or boat { const int IMGVAL = 8; //frames per group of movement animation ui8 dir; std::vector * iv = NULL; std::vector Graphics::*flg = NULL; SDL_Surface * tb = nullptr; //surface to blitted if(themp) //hero { dir = themp->moveDir; //pick graphics of hero (or boat if hero is sailing) iv = (themp->boat) ? &graphics->boatAnims[themp->boat->subID]->ourImages : &graphics->heroAnims[themp->type->heroType]->ourImages; //pick appropriate flag set if(themp->boat) { switch (themp->boat->subID) { case 0: flg = &Graphics::flags1; break; case 1: flg = &Graphics::flags2; break; case 2: flg = &Graphics::flags3; break; default: tlog1 << "Not supported boat subtype: " << themp->boat->subID << std::endl; } } else { flg = &Graphics::flags4; } } else //boat { const CGBoat *boat = static_cast(obj); dir = boat->direction; iv = &graphics->boatAnims[boat->subID]->ourImages; } if(themp && !themp->isStanding) //hero is moving { size_t gg; for(gg=0; ggsize(); ++gg) { if((*iv)[gg].groupNumber==getHeroFrameNum(dir, true)) { tb = (*iv)[gg+heroAnim%IMGVAL].bitmap; break; } } CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2); //printing flag pp.y+=IMGVAL*2-32; sr2.y-=16; CSDL_Ext::blitSurface((graphics->*flg)[color]->ourImages[gg+heroAnim%IMGVAL+35].bitmap, &pp, extSurf, &sr2); } else //hero / boat stands still { size_t gg; for(gg=0; gg < iv->size(); ++gg) { if((*iv)[gg].groupNumber==getHeroFrameNum(dir, false)) { tb = (*iv)[gg].bitmap; break; } } CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2); //printing flag if(flg && obj->pos.x == top_tile.x + bx && obj->pos.y == top_tile.y + by) { SDL_Rect bufr = sr2; bufr.x-=2*32; bufr.y-=1*32; bufr.h = 64; bufr.w = 96; if(bufr.x-extRect->x>-64) CSDL_Ext::blitSurface((graphics->*flg)[color]->ourImages[getHeroFrameNum(dir, false) *8+(heroAnim/4)%IMGVAL].bitmap, NULL, extSurf, &bufr); } } } else //blit normal object { const std::vector &ourImages = graphics->getDef(obj)->ourImages; SDL_Surface *bitmap = ourImages[(anim+obj->animPhaseShift)%ourImages.size()].bitmap; //setting appropriate flag color if(color < 8 || color==255) CSDL_Ext::setPlayerColor(bitmap, color); if( obj->hasShadowAt(top_tile.x + bx - obj->pos.x, top_tile.y + by - obj->pos.y) ) CSDL_Ext::blit8bppAlphaTo24bpp(bitmap,&pp,extSurf,&sr2); else CSDL_Ext::blitSurface(bitmap,&pp,extSurf,&sr2); } } //objects blitted //X sign if(puzzleMode) { if(bx == grailPosRel.x && by == grailPosRel.y) { CSDL_Ext::blit8bppAlphaTo24bpp(graphics->heroMoveArrows->ourImages[0].bitmap, NULL, extSurf, &sr); } } } } // terrain printed // printing borders srx = srx_init; for (int bx = 0; bx < dx; bx++, srx+=32) { sry = sry_init; for (int by = 0; by= sizes.x || pos.y < 0 || pos.y >= sizes.y) { SDL_Rect temp_rect = genRect(sr.h, sr.w, 0, 0); CSDL_Ext::blitSurface(ttiles[pos.x][pos.y][top_tile.z].terbitmap, &temp_rect,extSurf,&sr); } else { //blitting Fog of War if (!puzzleMode) { if (pos.x >= 0 && pos.y >= 0 && pos.x < sizes.x && pos.y < sizes.y && !(*visibilityMap)[pos.x][pos.y][top_tile.z]) { std::pair hide = getVisBitmap(pos, *visibilityMap); if(hide.second) CSDL_Ext::blit8bppAlphaTo24bpp(hide.first, &rtile, extSurf, &sr); else CSDL_Ext::blitSurface(hide.first, &rtile, extSurf, &sr); } } //FoW blitted // TODO: these should be activable by the console #ifdef MARK_BLOCKED_POSITIONS if(map->terrain[pos.x][pos.y][top_tile.z].blocked) //temporary hiding blocked positions { SDL_Rect sr; sr.x=srx; sr.y=sry; sr.h=sr.w=32; memset(rSurf->pixels, 128, rSurf->pitch * rSurf->h); CSDL_Ext::blitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr); } #endif #ifdef MARK_VISITABLE_POSITIONS if(map->terrain[pos.x][pos.y][top_tile.z].visitable) //temporary hiding visitable positions { SDL_Rect sr; sr.x=srx; sr.y=sry; sr.h=sr.w=32; memset(rSurf->pixels, 128, rSurf->pitch * rSurf->h); CSDL_Ext::blitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr); } #endif } } } // borders printed // print grid if (settings["session"]["showGrid"].Bool()) { srx = srx_init; for (int bx = 0; bx < dx; bx++, srx+=32) { sry = sry_init; for (int by = 0; by= extRect->y && sr.y < extRect->y+extRect->h) for(int i=0;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= 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 //applying sepia / gray effect if(puzzleMode) { CSDL_Ext::applyEffect(extSurf, extRect, static_cast(!ADVOPT.puzzleSepia)); } //sepia / gray effect applied SDL_SetClipRect(extSurf, &prevClip); //restoring clip_rect } std::pair CMapHandler::getVisBitmap( const int3 & pos, const std::vector< std::vector< std::vector > > & visibilityMap ) const { //NOTE: some images have unused in VCMI pair (same blockmap but a bit different look) // 0-1, 2-3, 4-5, 11-13, 12-14 static const int visBitmaps[256] = { -1, 34, 4, 4, 22, 23, 4, 4, 36, 36, 38, 38, 47, 47, 38, 38, //16 3, 25, 12, 12, 3, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //32 35, 39, 48, 48, 41, 43, 48, 48, 36, 36, 38, 38, 47, 47, 38, 38, //48 26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //64 0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //80 13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //96 0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //112 13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //128 15, 17, 30, 30, 16, 19, 30, 30, 46, 46, 40, 40, 32, 32, 40, 40, //144 2, 25, 12, 12, 2, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //160 18, 42, 31, 31, 20, 21, 31, 31, 46, 46, 40, 40, 32, 32, 40, 40, //176 26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //192 0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //208 13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //224 0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //240 13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10 //256 }; auto getTile = [&](int dx, int dy)->bool { if ( dx + pos.x < 0 || dx + pos.x >= sizes.x || dy + pos.y < 0 || dy + pos.y >= sizes.y) return false; return visibilityMap[dx+pos.x][dy+pos.y][pos.z]; }; //is tile visible. arrangement: (like num keyboard) bool d7 = getTile(-1, -1), //789 d8 = getTile( 0, -1), //456 d9 = getTile(+1, -1), //123 d4 = getTile(-1, 0), d6 = getTile(+1, 0), d1 = getTile(-1, +1), d2 = getTile( 0, +1), d3 = getTile(+1, +1); int retBitmapID = visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide if (retBitmapID < 0) { retBitmapID = - hideBitmap[pos.x][pos.y][pos.z] - 1; //fully hidden } if (retBitmapID >= 0) { return std::make_pair(graphics->FoWpartialHide->ourImages[retBitmapID].bitmap, true); } else { return std::make_pair(graphics->FoWfullHide->ourImages[-retBitmapID - 1].bitmap, false); } } bool CMapHandler::printObject(const CGObjectInstance *obj) { if (!graphics->getDef(obj)) processDef(obj->defInfo); const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap; const int tilesW = bitmap->w/32; const int tilesH = bitmap->h/32; for(int fx=0; fx toAdd = std::make_pair(obj, cr); if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)pos.x + fx - tilesW+1][obj->pos.y + fy - tilesH+1][obj->pos.z]; std::vector< std::pair >::iterator i = curt.objects.begin(); for(; i != curt.objects.end(); i++) { OCM_HLP cmp; if(cmp(toAdd, *i)) { curt.objects.insert(i, toAdd); i = curt.objects.begin(); //to validate and avoid adding it second time break; } } if(i == curt.objects.end()) curt.objects.insert(i, toAdd); } } // for(int fy=0; fygetDef(obj); if(!curd) return false; const SDL_Surface *bitmap = curd->ourImages[0].bitmap; for(int fx=0; fxw/32; ++fx) { for(int fy=0; fyh/32; ++fy) { if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1) > & 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) { if(ctile[dd].first->id==obj->id) ctile.erase(ctile.begin() + dd); } } } // for(int fy=0; fyh/32; ++fy) } //for(int fx=0; fxw/32; ++fx) return true; } bool CMapHandler::removeObject(CGObjectInstance *obj) { hideObject(obj); return true; } ui8 CMapHandler::getHeroFrameNum(ui8 dir, bool isMoving) const { if(isMoving) { static const ui8 frame [] = {0xff, 10, 5, 6, 7, 8, 9, 12, 11}; return frame[dir]; } else //if(isMoving) { static const ui8 frame [] = {0xff, 13, 0, 1, 2, 3, 4, 15, 14}; return frame[dir]; } } void CMapHandler::validateRectTerr(SDL_Rect * val, const SDL_Rect * ext) { if(ext) { if(val->x<0) { val->w += val->x; val->x = ext->x; } else { val->x += ext->x; } if(val->y<0) { val->h += val->y; val->y = ext->y; } else { val->y += ext->y; } if(val->x+val->w > ext->x+ext->w) { val->w = ext->x+ext->w-val->x; } if(val->y+val->h > ext->y+ext->h) { val->h = ext->y+ext->h-val->y; } //for sign problems if(val->h > 20000 || val->w > 20000) { val->h = val->w = 0; } } } ui8 CMapHandler::getDir(const int3 &a, const int3 &b) { if(a.z!=b.z) return -1; //error! if(a.x==b.x+1 && a.y==b.y+1) //lt return 0; else if(a.x==b.x && a.y==b.y+1) //t return 1; else if(a.x==b.x-1 && a.y==b.y+1) //rt return 2; else if(a.x==b.x-1 && a.y==b.y) //r return 3; else if(a.x==b.x-1 && a.y==b.y-1) //rb return 4; else if(a.x==b.x && a.y==b.y-1) //b return 5; else if(a.x==b.x+1 && a.y==b.y-1) //lb return 6; else if(a.x==b.x+1 && a.y==b.y) //l return 7; return -2; //shouldn't happen } void shiftColors(SDL_Surface *img, int from, int howMany) //shifts colors in palette { //works with at most 16 colors, if needed more -> increase values assert(howMany < 16); SDL_Color palette[16]; for(int i=0; iformat->palette->colors[from + i]; } SDL_SetColors(img,palette,from,howMany); } void CMapHandler::updateWater() //shift colors in palettes of water tiles { for(size_t j=0; j < terrainGraphics[7].size(); ++j) { shiftColors(terrainGraphics[7][j],246, 9); } for(size_t j=0; j < terrainGraphics[8].size(); ++j) { shiftColors(terrainGraphics[8][j],229, 12); shiftColors(terrainGraphics[8][j],242, 14); } for(size_t j=0; j < staticRiverDefs[0]->ourImages.size(); ++j) { shiftColors(staticRiverDefs[0]->ourImages[j].bitmap,183, 12); shiftColors(staticRiverDefs[0]->ourImages[j].bitmap,195, 6); } for(size_t j=0; j < staticRiverDefs[2]->ourImages.size(); ++j) { shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,228, 12); shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,183, 6); shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,240, 6); } for(size_t j=0; j < staticRiverDefs[3]->ourImages.size(); ++j) { shiftColors(staticRiverDefs[3]->ourImages[j].bitmap,240, 9); } } CMapHandler::~CMapHandler() { delete graphics->FoWfullHide; delete graphics->FoWpartialHide; for(int i=0; i < roadDefs.size(); i++) delete roadDefs[i]; for(int i=0; i < staticRiverDefs.size(); i++) delete staticRiverDefs[i]; for(int i=0; i < terrainGraphics.size(); ++i) { for(int j=0; j < terrainGraphics[i].size(); ++j) SDL_FreeSurface(terrainGraphics[i][j]); } terrainGraphics.clear(); } CMapHandler::CMapHandler() { frameW = frameH = 0; graphics->FoWfullHide = NULL; graphics->FoWpartialHide = NULL; } void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName ) { out.clear(); TerrainTile2 & tt = ttiles[pos.x][pos.y][pos.z]; const TerrainTile &t = map->terrain[pos.x][pos.y][pos.z]; for(std::vector < std::pair >::const_iterator i = tt.objects.begin(); i != tt.objects.end(); i++) { if(i->first->ID == 124) //Hole { out = i->first->hoverName; return; } } if(t.hasFavourableWinds()) out = CGI->generaltexth->names[225]; //Favourable Winds else if(terName) out = CGI->generaltexth->terrainNames[t.tertype]; } TerrainTile2::TerrainTile2() :terbitmap(0) {}