#include "stdafx.h" #include "mapHandler.h" #include "client/SDL_Extensions.h" #include "client/CGameInfo.h" #include #include "hch/CLodHandler.h" #include "hch/CDefObjInfoHandler.h" #include #include "lib/CGameState.h" #include "hch/CHeroHandler.h" #include "hch/CTownHandler.h" #include "client/Graphics.h" #include #include #include "hch/CObjectHandler.h" #include "lib/map.h" #include "hch/CDefHandler.h" #include "client/CConfigHandler.h" #include /* * 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 * */ 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() { fullHide = CDefHandler::giveDef("TSHRC.DEF"); partialHide = CDefHandler::giveDef("TSHRE.DEF"); //adding necessary rotations int missRot [] = {22, 15, 2, 13, 12, 16, 18, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27, 28}; Cimage nw; for(int g=0; gourImages[missRot[g]]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); } //necessaary rotations added //alpha - transformation for(size_t i=0; iourImages.size(); ++i) { CSDL_Ext::alphaTransform(partialHide->ourImages[i].bitmap); } //initialization of type of full-hide image hideBitmap.resize(CGI->mh->map->width); for (size_t i=0;imh->map->height); } for (size_t i=0; imh->map->height; ++j) { hideBitmap[i][j].resize(CGI->mh->map->twoLevel+1); for(int k=0; kmh->map->twoLevel+1; ++k) { hideBitmap[i][j][k] = rand()%fullHide->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); } } sizes.x = CGI->mh->map->width; sizes.y = CGI->mh->map->height; sizes.z = CGI->mh->map->twoLevel+1; // Create enough room for the whole map and its frame ttiles.resize(CGI->mh->map->width, frameW, frameW); for (int i=0-frameW;imh->map->height, frameH, frameH); } for (int i=0-frameW;imh->map->height+frameH;j++) ttiles[i][j].resize(CGI->mh->map->twoLevel+1, 0, 0); } // prepare the map for (int i=0; iwidth; i++) //by width { for (int j=0; jheight;j++) //by height { for (int k=0; k<=map->twoLevel; ++k) //by levels { TerrainTile2 &pom(ttiles[i][j][k]); pom.pos = int3(i, j, k); pom.tileInfo = &(map->terrain[i][j][k]); } } } } void CMapHandler::borderAndTerrainBitmapInit() { CDefHandler * bord = CDefHandler::giveDef("EDG.DEF"); bord->notFreeImgs = 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; iwidth+frameW; i++) //by width { for (int j=0-frameH; jheight+frameH;j++) //by height { for(int k=0; k<=map->twoLevel; ++k) //by levles { if(i < 0 || i > (map->width-1) || j < 0 || j > (map->height-1)) { int terBitmapNum = -1; if(i==-1 && j==-1) terBitmapNum = 16; else if(i==-1 && j==(map->height)) terBitmapNum = 19; else if(i==(map->width) && j==-1) terBitmapNum = 17; else if(i==(map->width) && j==(map->height)) terBitmapNum = 18; else if(j == -1 && i > -1 && i < map->height) terBitmapNum = 22+rand()%2; else if(i == -1 && j > -1 && j < map->height) terBitmapNum = 33+rand()%2; else if(j == map->height && i >-1 && i < map->width) terBitmapNum = 29+rand()%2; else if(i == map->width && j > -1 && j < map->height) 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==HEROI_TYPE && static_cast(obj)->inTownGarrison //garrisoned hero || obj->ID==8 && static_cast(obj)->hero //boat wih hero (hero graphics is used) || !obj->defInfo || !obj->defInfo->handler) //no graphic... { continue; } const SDL_Surface *bitmap = obj->defInfo->handler->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 == EVENTI_TYPE) return; if(!def->handler) //if object has already set handler (eg. heroes) it should not be overwritten { if(def->name.size()) { def->handler = CDefHandler::giveDefEss(def->name); } else { tlog2 << "No def name for " << def->id << " " << def->subid << std::endl; def->handler = NULL; return; } 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 && def->id!=TOWNI_TYPE) { pom->handler = def->handler; pom->width = pom->handler->ourImages[0].bitmap->w/32; pom->height = pom->handler->ourImages[0].bitmap->h/32; } else if(def->id != HEROI_TYPE && def->id != TOWNI_TYPE) tlog3 << "\t\tMinor warning: lacking def info for " << def->id << " " << def->subid <<" " << def->name << std::endl; //alpha transformation for(size_t yy=0; yy < def->handler->ourImages.size(); ++yy) { CSDL_Ext::alphaTransform(def->handler->ourImages[yy].bitmap); } } void CMapHandler::initHeroDef(CGHeroInstance * h) { h->defInfo->handler = graphics->flags1[0]; h->defInfo->width = h->defInfo->handler->ourImages[0].bitmap->w/32; h->defInfo->height = h->defInfo->handler->ourImages[0].bitmap->h/32; } void CMapHandler::init() { timeHandler th; th.getDif(); CGI->dobjinfo->gobjs[8][0]->handler = graphics->boatAnims[0]; CGI->dobjinfo->gobjs[8][1]->handler = graphics->boatAnims[1]; CGI->dobjinfo->gobjs[8][2]->handler = graphics->boatAnims[2]; // Size of visible terrain. mapW = conf.go()->ac.advmapW; mapH = conf.go()->ac.advmapH; // 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. 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(DATA_DIR "/config/townsDefs.txt"); int ccc; ifs>>ccc; for(int i=0;istate->villages[i]; map->defy.push_back(CGI->state->forts[i]); } else n = CGI->state->capitols[i%ccc]; ifs >> n->name; if(!n) tlog1 << "*HUGE* Warning - missing town def for " << i << std::endl; else map->defy.push_back(n); } tlog0<<"\tLoading town def info: "<heroes.size();i++) { if(!map->heroes[i]->defInfo->handler) { 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: "<defy.size(); ++h) //initializing loaded def handler's info { CGI->mh->loadedDefs.insert(std::make_pair(map->defy[h]->name, map->defy[h]->handler)); tlog0<<"\tCollecting loaded def's handlers: "< > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode) { // Width and height of the portion of the map to process. Units in tiles. unsigned int dx = tilesW; unsigned int 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 > 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 SDL_Rect prevClip; SDL_GetClipRect(extSurf, &prevClip); SDL_SetClipRect(extSurf, extRect); //preventing blitting outside of that rect // 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 >= map->width) 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 >= map->height) continue; const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z]; const TerrainTile &tinfo = *tile.tileInfo; 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_BlitSurface(tile.terbitmap, &genRect(sr.h, sr.w, 0, 0), extSurf, &sr); else //use default terrain graphic CSDL_Ext::blitWithRotateClipVal(terrainGraphics[tinfo.tertype][tinfo.terview],rtile, extSurf, sr, tinfo.siodmyTajemniczyBajt%4); if(tinfo.nuine) //print river if present CSDL_Ext::blitWithRotateClipValWithAlpha(staticRiverDefs[tinfo.nuine-1]->ourImages[tinfo.rivDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>2)%4); if(tinfo.malle) //print road if present CSDL_Ext::blitWithRotateClipValWithAlpha(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap,rtile, extSurf, sr, (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; ui8 color = obj->tempOwner; //checking if object has non-empty graphic on this tile if(obj->ID != HEROI_TYPE && !obj->coveringAt(obj->pos.x - (top_tile.x + bx), top_tile.y + by - obj->pos.y + 5)) continue; //don't print flaggable objects in puzzle mode if(puzzleMode && obj->tempOwner != 254) continue; SDL_Rect sr2(sr); SDL_Rect pp = objects[h].second; pp.h = sr.h; pp.w = sr.w; const CGHeroInstance * themp = (obj->ID != 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; //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; SDL_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) SDL_BlitSurface((graphics->*flg)[color]->ourImages[getHeroFrameNum(dir, false) *8+(heroAnim/4)%IMGVAL].bitmap, NULL, extSurf, &bufr); } } } else //blit normal object { const std::vector &ourImages = obj->defInfo->handler->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); CSDL_Ext::blit8bppAlphaTo24bpp(bitmap,&pp,extSurf,&sr2); } } //objects blitted } } // terrain printed // printing borders srx = srx_init; for (int bx = 0; bx < dx; bx++, srx+=32) { sry = sry_init; for (int by = 0; by= map->width || pos.y < 0 || pos.y >= map->height) { SDL_BlitSurface(ttiles[pos.x][pos.y][top_tile.z].terbitmap, &genRect(sr.h, sr.w, 0, 0),extSurf,&sr); } else { //blitting Fog of War if (pos.x >= 0 && pos.y >= 0 && pos.x < CGI->mh->map->width && pos.y < CGI->mh->map->height && !(*visibilityMap)[pos.x][pos.y][top_tile.z]) { SDL_Surface * hide = getVisBitmap(pos.x, pos.y, *visibilityMap, top_tile.z); CSDL_Ext::blit8bppAlphaTo24bpp(hide, &rtile, extSurf, &sr); } //FoW blitted // TODO: these should be activable by the console #ifdef MARK_BLOCKED_POSITIONS if(ttiles[pos.x][pos.y][top_tile.z].tileInfo->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); SDL_BlitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr); } #endif #ifdef MARK_VISITABLE_POSITIONS if(ttiles[pos.x][pos.y][top_tile.z].tileInfo->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); SDL_BlitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr); } #endif } } } // borders printed #ifdef MARK_GRID_POSITIONS // 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= 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 #endif //applying sepia / gray effect if(puzzleMode) { if(ADVOPT.puzzleSepia) { const int sepiaDepth = 20; const int sepiaIntensity = 30; for(int xp = extRect->x; xp < extRect->x + extRect->w; ++xp) { for(int yp = extRect->y; yp < extRect->y + extRect->h; ++yp) { unsigned char * pixels = (unsigned char*)extSurf->pixels + yp * extSurf->pitch + xp * extSurf->format->BytesPerPixel; int b = pixels[0]; int g = pixels[1]; int r = pixels[2]; int gry = (r + g + b) / 3; r = g = b = gry; r = r + (sepiaDepth * 2); g = g + sepiaDepth; if (r>255) r=255; if (g>255) g=255; if (b>255) b=255; // Darken blue color to increase sepia effect b -= sepiaIntensity; // normalize if out of bounds if (b<0) b=0; if (b>255) b=255; pixels[0] = b; pixels[1] = g; pixels[2] = r; } } } else { for(int xp = extRect->x; xp < extRect->x + extRect->w; ++xp) { for(int yp = extRect->y; yp < extRect->y + extRect->h; ++yp) { unsigned char * pixels = (unsigned char*)extSurf->pixels + yp * extSurf->pitch + xp * extSurf->format->BytesPerPixel; int b = pixels[0]; int g = pixels[1]; int r = pixels[2]; int gry = (r + g + b) / 3; pixels[0] = pixels[1] = pixels[2] = gry; } } } } //sepia / gray effect applied SDL_SetClipRect(extSurf, &prevClip); //restoring clip_rect } SDL_Surface * CMapHandler::getVisBitmap(int x, int y, const std::vector< std::vector< std::vector > > & visibilityMap, int 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 && x0) ? visibilityMap[x-1][y][lvl] : 0, d5 = visibilityMap[x][y][lvl], //TODO use me - OMFG d6 = (x0 && yourImages[hideBitmap[x][y][lvl]].bitmap; //fully hidden } else if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1) { return partialHide->ourImages[22].bitmap; //visible right bottom corner } else if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && d9 && !d1) { return partialHide->ourImages[15].bitmap; //visible right top corner } else if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && !d9 && d1) { return partialHide->ourImages[34].bitmap; //visible left bottom corner } else if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && !d9 && !d1) { return partialHide->ourImages[35].bitmap; //visible left top corner } else if(!d2 && !d6 && !d4 && d8 && d7 && !d3 && d9 && !d1) { return partialHide->ourImages[0].bitmap; //visible top } else if(d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && d1) { return partialHide->ourImages[4].bitmap; //visble bottom } else if(!d2 && !d6 && d4 && !d8 && d7 && !d3 && !d9 && d1) { return partialHide->ourImages[36].bitmap; //visible left } else if(!d2 && d6 && !d4 && !d8 && !d7 && d3 && d9 && !d1) { return partialHide->ourImages[2].bitmap; //visible right } else if(d2 && d6 && !d4 && !d8 && !d7) { return partialHide->ourImages[12].bitmap; //visible bottom, right - bottom, right; left top corner hidden } else if(!d2 && d6 && !d4 && d8 && !d1) { return partialHide->ourImages[13].bitmap; //visible right, right - top; left bottom corner hidden } else if(!d2 && !d6 && d4 && d8 && !d3) { return partialHide->ourImages[37].bitmap; //visible top, top - left, left; right bottom corner hidden } else if(d2 && !d6 && d4 && !d8 && !d9) { return partialHide->ourImages[38].bitmap; //visible left, left - bottom, bottom; right top corner hidden } else if(d2 && d6 && d4 && d8) { return partialHide->ourImages[10].bitmap; //visible left, right, bottom and top } if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && d9 && !d1) { return partialHide->ourImages[16].bitmap; //visible right corners } if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && d9 && !d1) { return partialHide->ourImages[18].bitmap; //visible top corners } if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && !d9 && d1) { return partialHide->ourImages[39].bitmap; //visible left corners } if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && d1) { return partialHide->ourImages[40].bitmap; //visible bottom corners } if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && d9 && d1) { return partialHide->ourImages[17].bitmap; //visible right - top and bottom - left corners } if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && !d9 && !d1) { return partialHide->ourImages[41].bitmap; //visible top - left and bottom - right corners } if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && d9 && d1) { return partialHide->ourImages[19].bitmap; //visible corners without left top } if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && d9 && !d1) { return partialHide->ourImages[20].bitmap; //visible corners without left bottom } if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && d9 && d1) { return partialHide->ourImages[42].bitmap; //visible corners without right bottom } if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && !d9 && d1) { return partialHide->ourImages[43].bitmap; //visible corners without right top } if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && d9 && d1) { return partialHide->ourImages[21].bitmap; //visible all corners only } if(d2 && d6 && d4 && !d8) { return partialHide->ourImages[6].bitmap; //hidden top } if(d2 && !d6 && d4 && d8) { return partialHide->ourImages[7].bitmap; //hidden right } if(!d2 && d6 && d4 && d8) { return partialHide->ourImages[8].bitmap; //hidden bottom } if(d2 && d6 && !d4 && d8) { return partialHide->ourImages[44].bitmap; //hidden left } if(!d2 && d6 && d4 && !d8) { return partialHide->ourImages[9].bitmap; //hidden top and bottom } if(d2 && !d6 && !d4 && d8) { return partialHide->ourImages[29].bitmap; //hidden left and right } if(!d2 && !d6 && !d4 && d8 && d3 && !d1) { return partialHide->ourImages[24].bitmap; //visible top and right bottom corner } if(!d2 && !d6 && !d4 && d8 && !d3 && d1) { return partialHide->ourImages[45].bitmap; //visible top and left bottom corner } if(!d2 && !d6 && !d4 && d8 && d3 && d1) { return partialHide->ourImages[33].bitmap; //visible top and bottom corners } if(!d2 && !d6 && d4 && !d8 && !d3 && d9) { return partialHide->ourImages[46].bitmap; //visible left and right top corner } if(!d2 && !d6 && d4 && !d8 && d3 && !d9) { return partialHide->ourImages[47].bitmap; //visible left and right bottom corner } if(!d2 && !d6 && d4 && !d8 && d3 && d9) { return partialHide->ourImages[32].bitmap; //visible left and right corners } if(d2 && !d6 && !d4 && !d8 && d7 && !d9) { return partialHide->ourImages[48].bitmap; //visible bottom and left top corner } if(d2 && !d6 && !d4 && !d8 && !d7 && d9) { return partialHide->ourImages[30].bitmap; //visible bottom and right top corner } if(d2 && !d6 && !d4 && !d8 && d7 && d9) { return partialHide->ourImages[31].bitmap; //visible bottom and top corners } if(!d2 && d6 && !d4 && !d8 && !d7 && d1) { return partialHide->ourImages[25].bitmap; //visible right and left bottom corner } if(!d2 && d6 && !d4 && !d8 && d7 && !d1) { return partialHide->ourImages[26].bitmap; //visible right and left top corner } if(!d2 && d6 && !d4 && !d8 && d7 && d1) { return partialHide->ourImages[49].bitmap; //visible right and left cornres } if(d2 && d6 && !d4 && !d8 && d7) { return partialHide->ourImages[28].bitmap; //visible bottom, right - bottom, right; left top corner visible } else if(!d2 && d6 && !d4 && d8 && d1) { return partialHide->ourImages[27].bitmap; //visible right, right - top; left bottom corner visible } else if(!d2 && !d6 && d4 && d8 && d3) { return partialHide->ourImages[50].bitmap; //visible top, top - left, left; right bottom corner visible } else if(d2 && !d6 && d4 && !d8 && d9) { return partialHide->ourImages[51].bitmap; //visible left, left - bottom, bottom; right top corner visible } //newly added else if(!d2 && !d6 && !d4 && d8 && !d7 && !d3 && d9 && !d1) //visible t and tr { return partialHide->ourImages[0].bitmap; } else if(!d2 && !d6 && !d4 && d8 && d7 && !d3 && !d9 && !d1) //visible t and tl { return partialHide->ourImages[1].bitmap; } else if(d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1) //visible b and br { return partialHide->ourImages[4].bitmap; } else if(d2 && !d6 && !d4 && !d8 && !d7 && !d3 && !d9 && d1) //visible b and bl { return partialHide->ourImages[5].bitmap; } else if(!d2 && !d6 && d4 && !d8 && d7 && !d3 && !d9 && !d1) //visible l and tl { return partialHide->ourImages[36].bitmap; } else if(!d2 && !d6 && d4 && !d8 && !d7 && !d3 && !d9 && d1) //visible l and bl { return partialHide->ourImages[36].bitmap; } else if(!d2 && d6 && !d4 && !d8 && !d7 && !d3 && d9 && !d1) //visible r and tr { return partialHide->ourImages[2].bitmap; } else if(!d2 && d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1) //visible r and br { return partialHide->ourImages[3].bitmap; } return fullHide->ourImages[0].bitmap; //this case should never happen, but it is better to hide too much than reveal it.... } bool CMapHandler::printObject(const CGObjectInstance *obj) { const SDL_Surface *bitmap = obj->defInfo->handler->ourImages[0].bitmap; for(int fx=0; fxw/32; ++fx) { for(int fy=0; fyh/32; ++fy) { SDL_Rect cr; cr.w = 32; cr.h = 32; cr.x = fx*32; cr.y = 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)pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)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) return true; } bool CMapHandler::hideObject(const CGObjectInstance *obj) { CDefEssential * curd = obj->defInfo->handler; 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; } unsigned char CMapHandler::getHeroFrameNum(unsigned char dir, bool isMoving) const { if(isMoving) { switch(dir) { case 1: return 10; case 2: return 5; case 3: return 6; case 4: return 7; case 5: return 8; case 6: return 9; case 7: return 12; case 8: return 11; default: throw std::string("Something very wrong1."); } } else //if(isMoving) { switch(dir) { case 1: return 13; case 2: return 0; case 3: return 1; case 4: return 2; case 5: return 3; case 6: return 4; case 7: return 15; case 8: return 14; default: throw std::string("Something very wrong2."); } } } 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; } } } unsigned char 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 fullHide; delete partialHide; for(int i=0; i < roadDefs.size(); i++) delete roadDefs[i]; for(int i=0; i < staticRiverDefs.size(); i++) delete staticRiverDefs[i]; //TODO: why this code makes VCMI crash? /*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() { mapW = mapH = 0; frameW = frameH = 0; fullHide = NULL; partialHide = NULL; } TerrainTile2::TerrainTile2() :tileInfo(0),terbitmap(0) {}