#include "stdafx.h" #include "mapHandler.h" #include "hch\CSemiDefHandler.h" #include "SDL_rotozoom.h" #include "SDL_Extensions.h" #include "CGameInfo.h" #include "stdlib.h" #include "hch\CLodHandler.h" #include "hch\CDefObjInfoHandler.h" #include #include "CGameState.h" #include "CLua.h" #include "hch\CCastleHandler.h" #include "hch\CHeroHandler.h" #include "hch\CTownHandler.h" #include #include extern SDL_Surface * screen; class OCM_HLP { public: bool operator ()(const std::pair & a, const std::pair & b) { return (*a.first)<(*b.first); } } ocmptwo ; void alphaTransformDef(CGDefInfo * defInfo) { SDL_Surface * alphaTransSurf = SDL_CreateRGBSurface(SDL_SWSURFACE, 12, 12, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000); for(int yy=0;yyhandler->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 CMapHandler::pickObject(CGObjectInstance *obj) { switch(obj->ID) { case 65: //random artifact return std::pair(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(5,CGI->arth->treasures[rand()%CGI->arth->treasures.size()]->id); case 67: //random minor artifact return std::pair(5,CGI->arth->minors[rand()%CGI->arth->minors.size()]->id); case 68: //random major artifact return std::pair(5,CGI->arth->majors[rand()%CGI->arth->majors.size()]->id); case 69: //random relic artifact return std::pair(5,CGI->arth->relics[rand()%CGI->arth->relics.size()]->id); case 70: //random hero { return std::pair(34,pickHero(obj->tempOwner)); } case 71: //random monster return std::pair(54,rand()%(CGI->creh->creatures.size())); case 72: //random monster lvl1 return std::pair(54,CGI->creh->levelCreatures[1][rand()%CGI->creh->levelCreatures[1].size()]->idNumber); case 73: //random monster lvl2 return std::pair(54,CGI->creh->levelCreatures[2][rand()%CGI->creh->levelCreatures[2].size()]->idNumber); case 74: //random monster lvl3 return std::pair(54,CGI->creh->levelCreatures[3][rand()%CGI->creh->levelCreatures[3].size()]->idNumber); case 75: //random monster lvl4 return std::pair(54,CGI->creh->levelCreatures[4][rand()%CGI->creh->levelCreatures[4].size()]->idNumber); case 76: //random resource return std::pair(79,rand()%7); //now it's OH3 style, use %8 for mithril case 77: //random town { int align = ((CCastleObjInfo*)obj->info)->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(98,f); } case 162: //random monster lvl5 return std::pair(54,CGI->creh->levelCreatures[5][rand()%CGI->creh->levelCreatures[5].size()]->idNumber); case 163: //random monster lvl6 return std::pair(54,CGI->creh->levelCreatures[6][rand()%CGI->creh->levelCreatures[6].size()]->idNumber); case 164: //random monster lvl7 return std::pair(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;iobjh->objInstances.size();i++) { if(CGI->objh->objInstances[i]->ID==77 && dynamic_cast(CGI->objh->objInstances[i])->identifier == info->identifier) { randomizeObject(CGI->objh->objInstances[i]); //we have to randomize the castle first faction = CGI->objh->objInstances[i]->subID; break; } else if(CGI->objh->objInstances[i]->ID==98 && dynamic_cast(CGI->objh->objInstances[i])->identifier == info->identifier) { faction = CGI->objh->objInstances[i]->subID; break; } } } else { while((!(info->castles[0]&(1<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;iobjh->cregens.size();i++) if(CGI->objh->cregens[i]==cid) return std::pair(17,i); std::cout << "Cannot find a dwelling for creature "<(17,0); } case 217: { int faction = rand()%F_NUMBER; CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info; if (info->asCastle) { for(int i=0;iobjh->objInstances.size();i++) { if(CGI->objh->objInstances[i]->ID==77 && dynamic_cast(CGI->objh->objInstances[i])->identifier == info->identifier) { randomizeObject(CGI->objh->objInstances[i]); //we have to randomize the castle first faction = CGI->objh->objInstances[i]->subID; break; } else if(CGI->objh->objInstances[i]->ID==98 && dynamic_cast(CGI->objh->objInstances[i])->identifier == info->identifier) { faction = CGI->objh->objInstances[i]->subID; break; } } } else { while((!(info->castles[0]&(1<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;iobjh->cregens.size();i++) if(CGI->objh->cregens[i]==cid) return std::pair(17,i); std::cout << "Cannot find a dwelling for creature "<(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;iobjh->cregens.size();i++) if(CGI->objh->cregens[i]==cid) return std::pair(17,i); std::cout << "Cannot find a dwelling for creature "<(17,0); } } return std::pair(-1,-1); } void CMapHandler::randomizeObject(CGObjectInstance *cur) { std::pair 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(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 = CGI->spriteh->giveDef(t->defInfo->name); alphaTransformDef(t->defInfo); } } return; } else if(ran.first==34)//special code for hero { CGHeroInstance *h = dynamic_cast(cur); if(!h) {std::cout<<"Wrong random hero at "<pos<ID = ran.first; cur->subID = ran.second; h->type = CGI->heroh->heroes[ran.second]; CGI->heroh->heroInstances.push_back(h); CGI->objh->objInstances.erase(std::find(CGI->objh->objInstances.begin(),CGI->objh->objInstances.end(),h)); return; //TODO: maybe we should do something with definfo? } else if(ran.first==98)//special code for town { CGTownInstance *t = dynamic_cast(cur); if(!t) {std::cout<<"Wrong random town at "<pos<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 = CGI->spriteh->giveDef(t->defInfo->name); 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 "<ID<<" "<subID<defInfo->handler) //if we have to load def { cur->defInfo->handler = CGI->spriteh->giveDef(cur->defInfo->name); alphaTransformDef(cur->defInfo); } } void CMapHandler::randomizeObjects() { CGObjectInstance * cur; for(int no=0; noobjh->objInstances.size(); ++no) { randomizeObject(CGI->objh->objInstances[no]); if(CGI->objh->objInstances[no]->ID==26) CGI->objh->objInstances[no]->defInfo->handler=NULL; } } void CMapHandler::prepareFOWDefs() { fullHide = CGameInfo::mainObj->spriteh->giveDef("TSHRC.DEF"); partialHide = CGameInfo::mainObj->spriteh->giveDef("TSHRE.DEF"); //adding necessary rotations Cimage nw = partialHide->ourImages[22]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[15]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[2]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[13]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[12]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[16]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[18]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[17]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[20]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[19]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[7]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[24]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[26]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[25]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[30]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[32]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[27]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); nw = partialHide->ourImages[28]; nw.bitmap = CSDL_Ext::rotate01(nw.bitmap); partialHide->ourImages.push_back(nw); //necessaary rotations added for(int i=0; iourImages.size(); ++i) { CSDL_Ext::alphaTransform(partialHide->ourImages[i].bitmap); } //visibility.resize(reader->map.width+2*Woff); //for(int gg=0; ggmap.width+2*Woff; ++gg) //{ // visibility[gg].resize(reader->map.height+2*Hoff); // for(int jj=0; jjmap.height+2*Hoff; ++jj) // visibility[gg][jj] = true; //} visibility.resize(CGI->ac->map.width, Woff); for (int i=0-Woff;iac->map.height,Hoff); } for (int i=0-Woff; iac->map.height+Hoff; ++j) { visibility[i][j].resize(CGI->ac->map.twoLevel+1,0); for(int k=0; kac->map.twoLevel+1; ++k) visibility[i][j][k]=true; } } hideBitmap.resize(CGI->ac->map.width, Woff); for (int i=0-Woff;iac->map.height,Hoff); } for (int i=0-Woff; iac->map.height+Hoff; ++j) { hideBitmap[i][j].resize(CGI->ac->map.twoLevel+1,0); for(int k=0; kac->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() { //initializing road's and river's DefHandlers roadDefs.push_back(CGameInfo::mainObj->spriteh->giveDef("dirtrd.def")); roadDefs.push_back(CGameInfo::mainObj->spriteh->giveDef("gravrd.def")); roadDefs.push_back(CGameInfo::mainObj->spriteh->giveDef("cobbrd.def")); staticRiverDefs.push_back(CGameInfo::mainObj->spriteh->giveDef("clrrvr.def")); staticRiverDefs.push_back(CGameInfo::mainObj->spriteh->giveDef("icyrvr.def")); staticRiverDefs.push_back(CGameInfo::mainObj->spriteh->giveDef("mudrvr.def")); staticRiverDefs.push_back(CGameInfo::mainObj->spriteh->giveDef("lavrvr.def")); for(int g=0; gourImages.size(); ++h) { CSDL_Ext::alphaTransform(staticRiverDefs[g]->ourImages[h].bitmap); } } for(int g=0; gourImages.size(); ++h) { CSDL_Ext::alphaTransform(roadDefs[g]->ourImages[h].bitmap); } } //roadBitmaps = new SDL_Surface** [reader->map.width+2*Woff]; //for (int ii=0;iimap.width+2*Woff;ii++) // roadBitmaps[ii] = new SDL_Surface*[reader->map.height+2*Hoff]; // allocate memory sizes.x = CGI->ac->map.width; sizes.y = CGI->ac->map.height; sizes.z = CGI->ac->map.twoLevel+1; ttiles.resize(CGI->ac->map.width,Woff); for (int i=0-Woff;iac->map.height,Hoff); } for (int i=0-Woff;iac->map.height+Hoff;j++) ttiles[i][j].resize(CGI->ac->map.twoLevel+1,0); } for (int i=0; imap.width; i++) //jest po szerokości { for (int j=0; jmap.height;j++) //po wysokości { for (int k=0; k<=reader->map.twoLevel; ++k) { TerrainTile** pomm = reader->map.terrain; ; if (k==0) pomm = reader->map.terrain; else pomm = reader->map.undergroungTerrain; if(pomm[i][j].malle) { int cDir; bool rotV, rotH; if(k==0) { int roadpom = reader->map.terrain[i][j].malle-1, impom = reader->map.terrain[i][j].roadDir; SDL_Surface *pom1 = roadDefs[roadpom]->ourImages[impom].bitmap; ttiles[i][j][k].roadbitmap.push_back(pom1); cDir = reader->map.terrain[i][j].roadDir; rotH = (reader->map.terrain[i][j].siodmyTajemniczyBajt >> 5) & 1; rotV = (reader->map.terrain[i][j].siodmyTajemniczyBajt >> 4) & 1; } else { int pom111 = reader->map.undergroungTerrain[i][j].malle-1, pom777 = reader->map.undergroungTerrain[i][j].roadDir; SDL_Surface *pom1 = roadDefs[pom111]->ourImages[pom777].bitmap; ttiles[i][j][k].roadbitmap.push_back(pom1); cDir = reader->map.undergroungTerrain[i][j].roadDir; rotH = (reader->map.undergroungTerrain[i][j].siodmyTajemniczyBajt >> 5) & 1; rotV = (reader->map.undergroungTerrain[i][j].siodmyTajemniczyBajt >> 4) & 1; } if(rotH) { ttiles[i][j][k].roadbitmap[0] = CSDL_Ext::hFlip(ttiles[i][j][k].roadbitmap[0]); } if(rotV) { ttiles[i][j][k].roadbitmap[0] = CSDL_Ext::rotate01(ttiles[i][j][k].roadbitmap[0]); } if(rotH || rotV) { ttiles[i][j][k].roadbitmap[0] = CSDL_Ext::alphaTransform(ttiles[i][j][k].roadbitmap[0]); } } } } } //initializing simple values for (int i=0; iac->map.width; i++) //jest po szerokości { for (int j=0; jac->map.height;j++) //po wysokości { for(int k=0; k=CGI->ac->map.width || j>=CGI->ac->map.height) { ttiles[i][j][k].blocked = true; continue; } ttiles[i][j][k].terType = (k==0 ? CGI->ac->map.terrain[i][j].tertype : CGI->ac->map.undergroungTerrain[i][j].tertype); ttiles[i][j][k].malle = (k==0 ? CGI->ac->map.terrain[i][j].malle : CGI->ac->map.undergroungTerrain[i][j].malle); ttiles[i][j][k].nuine = (k==0 ? CGI->ac->map.terrain[i][j].nuine : CGI->ac->map.undergroungTerrain[i][j].nuine); ttiles[i][j][k].rivdir = (k==0 ? CGI->ac->map.terrain[i][j].rivDir : CGI->ac->map.undergroungTerrain[i][j].rivDir); ttiles[i][j][k].roaddir = (k==0 ? CGI->ac->map.terrain[i][j].roadDir : CGI->ac->map.undergroungTerrain[i][j].roadDir); } } } //simple values initialized for (int i=0; imap.width; i++) //jest po szerokości { for (int j=0; jmap.height;j++) //po wysokości { for(int k=0; k<=reader->map.twoLevel; ++k) { TerrainTile** pomm = reader->map.terrain; if(k==0) { pomm = reader->map.terrain; } else { pomm = reader->map.undergroungTerrain; } if(pomm[i][j].nuine) { int cDir; bool rotH, rotV; if(k==0) { ttiles[i][j][k].rivbitmap.push_back(staticRiverDefs[reader->map.terrain[i][j].nuine-1]->ourImages[reader->map.terrain[i][j].rivDir].bitmap); cDir = reader->map.terrain[i][j].rivDir; rotH = (reader->map.terrain[i][j].siodmyTajemniczyBajt >> 3) & 1; rotV = (reader->map.terrain[i][j].siodmyTajemniczyBajt >> 2) & 1; } else { ttiles[i][j][k].rivbitmap.push_back(staticRiverDefs[reader->map.undergroungTerrain[i][j].nuine-1]->ourImages[reader->map.undergroungTerrain[i][j].rivDir].bitmap); cDir = reader->map.undergroungTerrain[i][j].rivDir; rotH = (reader->map.undergroungTerrain[i][j].siodmyTajemniczyBajt >> 3) & 1; rotV = (reader->map.undergroungTerrain[i][j].siodmyTajemniczyBajt >> 2) & 1; } if(rotH) { ttiles[i][j][k].rivbitmap[0] = CSDL_Ext::hFlip(ttiles[i][j][k].rivbitmap[0]); } if(rotV) { ttiles[i][j][k].rivbitmap[0] = CSDL_Ext::rotate01(ttiles[i][j][k].rivbitmap[0]); } if(rotH || rotV) { ttiles[i][j][k].rivbitmap[0] = CSDL_Ext::alphaTransform(ttiles[i][j][k].rivbitmap[0]); } } } } } } void CMapHandler::borderAndTerrainBitmapInit() { //terrainBitmap = new SDL_Surface **[reader->map.width+2*Woff]; //for (int ii=0;iimap.width+2*Woff;ii++) // terrainBitmap[ii] = new SDL_Surface*[reader->map.height+2*Hoff]; // allocate memory CDefHandler * bord = CGameInfo::mainObj->spriteh->giveDef("EDG.DEF"); bord->notFreeImgs = true; for (int i=0-Woff; imap.width+Woff; i++) //jest po szerokości { for (int j=0-Hoff; jmap.height+Hoff;j++) //po wysokości { for(int k=0; k<=reader->map.twoLevel; ++k) { if(i < 0 || i > (reader->map.width-1) || j < 0 || j > (reader->map.height-1)) { if(i==-1 && j==-1) { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[16].bitmap); continue; } else if(i==-1 && j==(reader->map.height)) { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[19].bitmap); continue; } else if(i==(reader->map.width) && j==-1) { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[17].bitmap); continue; } else if(i==(reader->map.width) && j==(reader->map.height)) { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[18].bitmap); continue; } else if(j == -1 && i > -1 && i < reader->map.height) { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[22+rand()%2].bitmap); continue; } else if(i == -1 && j > -1 && j < reader->map.height) { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[33+rand()%2].bitmap); continue; } else if(j == reader->map.height && i >-1 && i < reader->map.width) { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[29+rand()%2].bitmap); continue; } else if(i == reader->map.width && j > -1 && j < reader->map.height) { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[25+rand()%2].bitmap); continue; } else { ttiles[i][j][k].terbitmap.push_back(bord->ourImages[rand()%16].bitmap); continue; } } //TerrainTile zz = reader->map.terrain[i-Woff][j-Hoff]; std::string name; if (k>0) name = CSemiDefHandler::nameFromType(reader->map.undergroungTerrain[i][j].tertype); else name = CSemiDefHandler::nameFromType(reader->map.terrain[i][j].tertype); for (unsigned int m=0; mdefs.size(); m++) { try { if (reader->defs[m]->defName != name) continue; else { int ktora; if (k==0) ktora = reader->map.terrain[i][j].terview; else ktora = reader->map.undergroungTerrain[i][j].terview; ttiles[i][j][k].terbitmap.push_back(reader->defs[m]->ourImages[ktora].bitmap); int zz; if (k==0) zz = (reader->map.terrain[i][j].siodmyTajemniczyBajt)%4; else zz = (reader->map.undergroungTerrain[i][j].siodmyTajemniczyBajt)%4; switch (zz) { case 1: { ttiles[i][j][k].terbitmap[0] = CSDL_Ext::rotate01(ttiles[i][j][k].terbitmap[0]); break; } case 2: { ttiles[i][j][k].terbitmap[0] = CSDL_Ext::hFlip(ttiles[i][j][k].terbitmap[0]); break; } case 3: { ttiles[i][j][k].terbitmap[0] = CSDL_Ext::rotate03(ttiles[i][j][k].terbitmap[0]); break; } } break; } } catch (...) { continue; } } } } } delete bord; } void CMapHandler::initObjectRects() { //initializing objects / rects for(int f=0; fobjh->objInstances.size(); ++f) { /*CGI->objh->objInstances[f]->pos.x+=1; CGI->objh->objInstances[f]->pos.y+=1;*/ if(!CGI->objh->objInstances[f]->defInfo) { continue; } CDefHandler * curd = CGI->objh->objInstances[f]->defInfo->handler; if(curd) { for(int fx=0; fxourImages[0].bitmap->w>>5; ++fx) //curd->ourImages[0].bitmap->w/32 { for(int fy=0; fyourImages[0].bitmap->h>>5; ++fy) //curd->ourImages[0].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(CGI->objh->objInstances[f],cr); if((CGI->objh->objInstances[f]->pos.x + fx - curd->ourImages[0].bitmap->w/32+1)>=0 && (CGI->objh->objInstances[f]->pos.x + fx - curd->ourImages[0].bitmap->w/32+1)objh->objInstances[f]->pos.y + fy - curd->ourImages[0].bitmap->h/32+1)>=0 && (CGI->objh->objInstances[f]->pos.y + fy - curd->ourImages[0].bitmap->h/32+1)objh->objInstances[f]->pos.x + fx - curd->ourImages[0].bitmap->w/32] //[CGI->objh->objInstances[f]->pos.y + fy - curd->ourImages[0].bitmap->h/32] //[CGI->objh->objInstances[f]->pos.z]; ttiles[CGI->objh->objInstances[f]->pos.x + fx - curd->ourImages[0].bitmap->w/32+1][CGI->objh->objInstances[f]->pos.y + fy - curd->ourImages[0].bitmap->h/32+1][CGI->objh->objInstances[f]->pos.z].objects.push_back(toAdd); } } // for(int fy=0; fyourImages[0].bitmap->h/32; ++fy) } //for(int fx=0; fxourImages[0].bitmap->w/32; ++fx) }//if curd } // for(int f=0; fobjh->objInstances.size(); ++f) for(int ix=0; ixobjh->objInstances.size(); ++f) //calculationg blocked / visitable positions { if(!CGI->objh->objInstances[f]->defInfo) continue; CDefHandler * curd = CGI->objh->objInstances[f]->defInfo->handler; for(int fx=0; fx<8; ++fx) { for(int fy=0; fy<6; ++fy) { int xVal = CGI->objh->objInstances[f]->pos.x + fx - 7; int yVal = CGI->objh->objInstances[f]->pos.y + fy - 5; int zVal = CGI->objh->objInstances[f]->pos.z; if(xVal>=0 && xVal=0 && yValobjh->objInstances[f]->defInfo->visitMap[fy] >> (7 - fx)) & 1)) curt.visitable = true; if(!((CGI->objh->objInstances[f]->defInfo->blockMap[fy] >> (7 - fx)) & 1)) curt.blocked = true; } } } } } void CMapHandler::init() { //loading castles' defs std::ifstream ifs("config/townsDefs.txt"); int ccc; ifs>>ccc; for(int i=0;idobjinfo->castles[i%ccc]); ifs >> n->name; if (!(n->handler = CGI->spriteh->giveDef(n->name))) std::cout << "Cannot open "<name<scenarioOps.playerInfos.size();i++) { if(CGI->scenarioOps.playerInfos[i].castle==-1) { int f; do { f = rand()%F_NUMBER; }while(!(reader->map.players[CGI->scenarioOps.playerInfos[i].color].allowedFactions & 1<scenarioOps.playerInfos[i].castle = f; } } for(int i=0;imap.players[i].heroesNames.size();j++) { usedHeroes.insert(reader->map.players[i].heroesNames[j].heroID); } } timeHandler th; th.getDif(); randomizeObjects();//randomizing objects on map std::cout<<"\tRandomizing objects: "<map.defy.size(); ++h) //initializing loaded def handler's info { //std::string hlp = reader->map.defy[h]->name; //std::transform(hlp.begin(), hlp.end(), hlp.begin(), (int(*)(int))toupper); CGI->mh->loadedDefs.insert(std::make_pair(reader->map.defy[h]->name, reader->map.defy[h]->handler)); } std::cout<<"\tCollecting loaded def's handlers: "<map.players[i].generateHeroAtMainTown && reader->map.players[i].hasMainTown) || (reader->map.players[i].hasMainTown && reader->map.version==RoE)) { int3 hpos = reader->map.players[i].posOfMainTown; hpos.x+=1;// hpos.y+=1; int j; for(j=0;jscenarioOps.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 = CGI->heroh->flags1[0]; CGI->heroh->heroInstances.push_back(nnn); CGI->objh->objInstances.push_back(nnn); } } std::cout<<"\tGiving starting heroes: "<>am; battleBacks[i].resize(am); for(int f=0; f>battleBacks[i][f]; } } //initializing battle hero animation std::ifstream bher("config/battleHeroes.txt"); int numberofh; bher>>numberofh; battleHeroes.resize(numberofh); for(int i=0; i>battleHeroes[i]; } } SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV > > & visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect) { if(!otherHeroAnim) heroAnim = anim; //the same, as it should be //setting surface to blit at SDL_Surface * su = NULL; //blitting surface CSDL_Ext::newSurface(dx*32, dy*32, CSDL_Ext::std32bppSurface); if(extSurf) { su = extSurf; } else { su = CSDL_Ext::newSurface(dx*32, dy*32, CSDL_Ext::std32bppSurface); } if (((dx+x)>((reader->map.width+Woff)) || (dy+y)>((reader->map.height+Hoff))) || ((x<-Woff)||(y<-Hoff) ) ) throw new std::string("terrainRect: out of range"); ////printing terrain for (int bx=0; bx(ttiles[x+bx][y+by][level].objects[h].first)); if(themp && themp->moveDir && !themp->isStanding && themp->ID!=62) //last condition - this is not prison { int imgVal = 8; SDL_Surface * tb; if(themp->type==NULL) continue; std::vector & iv = themp->type->heroClass->moveAnim->ourImages; int gg; for(gg=0; ggmoveDir, !themp->isStanding)) { tb = iv[gg+heroAnim%imgVal].bitmap; break; } } CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,su,&sr); pp.y+=imgVal*2-32; sr.y-=16; SDL_BlitSurface(CGI->heroh->flags4[themp->getOwner()]->ourImages[gg+heroAnim%imgVal+35].bitmap, &pp, su, &sr); } else if(themp && themp->moveDir && themp->isStanding && themp->ID!=62) //last condition - this is not prison) { int imgVal = 8; SDL_Surface * tb; if(themp->type==NULL) continue; std::vector & iv = themp->type->heroClass->moveAnim->ourImages; int gg; for(gg=0; ggmoveDir, !themp->isStanding)) { tb = iv[gg].bitmap; break; } } CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,su,&sr); if(themp->pos.x==x+bx && themp->pos.y==y+by) { SDL_Rect bufr = sr; bufr.x-=2*32; bufr.y-=1*32; bufr.h = 64; bufr.w = 96; if(bufr.x-extRect->x>-64) SDL_BlitSurface(CGI->heroh->flags4[themp->getOwner()]->ourImages[ getHeroFrameNum(themp->moveDir, !themp->isStanding) *8+(heroAnim/4)%imgVal].bitmap, NULL, su, &bufr); themp->flagPrinted = true; } } else { int imgVal = ttiles[x+bx][y+by][level].objects[h].first->defInfo->handler->ourImages.size(); //setting appropriate flag color if((ttiles[x+bx][y+by][level].objects[h].first->tempOwner>=0 && ttiles[x+bx][y+by][level].objects[h].first->tempOwner<8) || ttiles[x+bx][y+by][level].objects[h].first->tempOwner==255) CSDL_Ext::setPlayerColor(ttiles[x+bx][y+by][level].objects[h].first->defInfo->handler->ourImages[anim%imgVal].bitmap, ttiles[x+bx][y+by][level].objects[h].first->tempOwner); CSDL_Ext::blit8bppAlphaTo24bpp(ttiles[x+bx][y+by][level].objects[h].first->defInfo->handler->ourImages[anim%imgVal].bitmap,&pp,su,&sr); } } } } ////objects printed, printing shadow for (int bx=0; bx=0 && by+y>=0 && bx+xmh->reader->map.width && by+ymh->reader->map.height && !visibilityMap[bx+x][by+y][level]) { SDL_Surface * hide = getVisBitmap(bx+x, by+y, visibilityMap, level); CSDL_Ext::blit8bppAlphaTo24bpp(hide, &genRect(sr.h, sr.w, 0, 0), su, &sr); } } } ////shadow printed //printing borders for (int bx=0; bxreader->map.width+(-1) || by+y>reader->map.height+(-1)) { SDL_Rect sr; sr.y=by*32; sr.x=bx*32; sr.h=sr.w=32; validateRectTerr(&sr, extRect); SDL_BlitSurface(ttiles[x+bx][y+by][level].terbitmap[anim%ttiles[x+bx][y+by][level].terbitmap.size()],&genRect(sr.h, sr.w, 0, 0),su,&sr); } else { if(MARK_BLOCKED_POSITIONS && ttiles[x+bx][y+by][level].blocked) //temporary hiding blocked positions { SDL_Rect sr; sr.y=by*32; sr.x=bx*32; sr.h=sr.w=32; validateRectTerr(&sr, extRect); SDL_Surface * ns = CSDL_Ext::newSurface(32, 32, CSDL_Ext::std32bppSurface); for(int f=0; fw*ns->h*4; ++f) { *((unsigned char*)(ns->pixels) + f) = 128; } SDL_BlitSurface(ns,&genRect(sr.h, sr.w, 0, 0),su,&sr); SDL_FreeSurface(ns); } if(MARK_VISITABLE_POSITIONS && ttiles[x+bx][y+by][level].visitable) //temporary hiding visitable positions { SDL_Rect sr; sr.y=by*32; sr.x=bx*32; sr.h=sr.w=32; validateRectTerr(&sr, extRect); SDL_Surface * ns = CSDL_Ext::newSurface(32, 32, CSDL_Ext::std32bppSurface); for(int f=0; fw*ns->h*4; ++f) { *((unsigned char*)(ns->pixels) + f) = 128; } SDL_BlitSurface(ns,&genRect(sr.h, sr.w, 0, 0),su,&sr); SDL_FreeSurface(ns); } } } } //borders printed return su; } SDL_Surface * CMapHandler::terrBitmap(int x, int y) { return ttiles[x+Woff][y+Hoff][0].terbitmap[0]; } 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 > > & 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]) { 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]) { 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]) { 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]) { //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]) { //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]) { //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]) { //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]) { //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]) { //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]) { //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]) { 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]) { //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]) { //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]) { 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]) { 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]) { 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]) { //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]) { //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]) { 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]) { //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]) { 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]) { 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]) { //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]) { //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]) { 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]) { 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]) { 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]) { 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]) { //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]) { 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]) { 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]) { 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]) { //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]) { 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]) { //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]) { //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]) { 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]) { //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]) { 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]) { 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]) { 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]) { 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]) { //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]) { 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]) { 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]) { //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]) { //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 { 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 { 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 { 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 { 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 { 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 { 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 { 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 { 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.... } int CMapHandler::getCost(int3 &a, int3 &b, const CGHeroInstance *hero) { int ret=-1; if(a.x>=CGI->mh->reader->map.width && a.y>=CGI->mh->reader->map.height) ret = hero->type->heroClass->terrCosts[CGI->mh->ttiles[CGI->mh->reader->map.width-1][CGI->mh->reader->map.width-1][a.z].malle]; else if(a.x>=CGI->mh->reader->map.width && a.ymh->reader->map.height) ret = hero->type->heroClass->terrCosts[CGI->mh->ttiles[CGI->mh->reader->map.width-1][a.y][a.z].malle]; else if(a.xmh->reader->map.width && a.y>=CGI->mh->reader->map.height) ret = hero->type->heroClass->terrCosts[CGI->mh->ttiles[a.x][CGI->mh->reader->map.width-1][a.z].malle]; else ret = hero->type->heroClass->terrCosts[CGI->mh->ttiles[a.x][a.y][a.z].malle]; if(!(a.x==b.x || a.y==b.y)) ret*=1.41421; //TODO: use hero's pathfinding skill during calculating cost return ret; } std::vector < std::string > CMapHandler::getObjDescriptions(int3 pos) { std::vector < std::pair > objs = ttiles[pos.x][pos.y][pos.z].objects; std::vector ret; for(int g=0; gpos.y-pos.y)) >= 0 && (5-(objs[g].first->pos.y-pos.y)) < 6 && (objs[g].first->pos.x-pos.x) >= 0 && (objs[g].first->pos.x-pos.x)<7 && objs[g].first->defInfo && (((objs[g].first->defInfo->blockMap[5-(objs[g].first->pos.y-pos.y)])>>((objs[g].first->pos.x-pos.x)))&1)==0 ) //checking position blocking { //unsigned char * blm = objs[g].first->defInfo->blockMap; if (objs[g].first->state) ret.push_back(objs[g].first->state->hoverText(objs[g].first)); else ret.push_back(CGI->objh->objects[objs[g].first->ID].name); } } return ret; } std::vector < CGObjectInstance * > CMapHandler::getVisitableObjs(int3 pos) { std::vector < CGObjectInstance * > ret; for(int h=0; hvisitableAt(- curi->pos.x + pos.x + curi->getWidth() - 1, -curi->pos.y + pos.y + curi->getHeight() - 1)) ret.push_back(curi); } return ret; } CGObjectInstance * CMapHandler::createObject(int id, int subid, int3 pos, int owner) { CGObjectInstance * nobj; switch(id) { case 34: //hero { CGHeroInstance * nobj; nobj = new CGHeroInstance(); nobj->pos = pos; nobj->tempOwner = owner; nobj->defInfo = new CGDefInfo(); nobj->defInfo->id = 34; nobj->defInfo->subid = subid; nobj->defInfo->printPriority = 0; nobj->type = CGI->heroh->heroes[subid]; for(int i=0;i<6;i++) { nobj->defInfo->blockMap[i]=255; nobj->defInfo->visitMap[i]=0; } nobj->ID = id; nobj->subID = subid; nobj->defInfo->handler=NULL; nobj->defInfo->blockMap[5] = 253; nobj->defInfo->visitMap[5] = 2; nobj->artifWorn.resize(20); nobj->artifacts.resize(20); nobj->artifWorn[16] = &CGI->arth->artifacts[3]; nobj->primSkills.resize(4); nobj->primSkills[0] = nobj->type->heroClass->initialAttack; nobj->primSkills[1] = nobj->type->heroClass->initialDefence; nobj->primSkills[2] = nobj->type->heroClass->initialPower; nobj->primSkills[3] = nobj->type->heroClass->initialKnowledge; nobj->mana = 10 * nobj->primSkills[3]; return nobj; } case 98: //town nobj = new CGTownInstance; break; default: //rest of objects nobj = new CGObjectInstance; nobj->defInfo = CGI->dobjinfo->gobjs[id][subid]; break; } nobj->ID = id; nobj->subID = subid; if(!nobj->defInfo) std::cout <<"No def declaration for " <pos = pos; //nobj->state = NULL;//new CLuaObjectScript(); nobj->tempOwner = owner; nobj->info = NULL; nobj->defInfo->id = id; nobj->defInfo->subid = subid; //assigning defhandler if(nobj->ID==34 || nobj->ID==98) return nobj; nobj->defInfo = CGI->dobjinfo->gobjs[id][subid]; if(!nobj->defInfo->handler) nobj->defInfo->handler = CGI->spriteh->giveDef(nobj->defInfo->name); return nobj; } std::string CMapHandler::getDefName(int id, int subid) { CGDefInfo* temp = CGI->dobjinfo->gobjs[id][subid]; if(temp) return temp->name; throw new std::exception("Def not found."); } bool CMapHandler::printObject(CGObjectInstance *obj) { CDefHandler * curd = obj->defInfo->handler; for(int fx=0; fxourImages[0].bitmap->w/32; ++fx) { for(int fy=0; fyourImages[0].bitmap->h/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 - curd->ourImages[0].bitmap->w/32+1)>=0 && (obj->pos.x + fx - curd->ourImages[0].bitmap->w/32+1)pos.y + fy - curd->ourImages[0].bitmap->h/32+1)>=0 && (obj->pos.y + fy - curd->ourImages[0].bitmap->h/32+1)pos.x + fx - curd->ourImages[0].bitmap->w/32] [obj->pos.y + fy - curd->ourImages[0].bitmap->h/32] [obj->pos.z]; ttiles[obj->pos.x + fx - curd->ourImages[0].bitmap->w/32+1][obj->pos.y + fy - curd->ourImages[0].bitmap->h/32+1][obj->pos.z].objects.push_back(toAdd); } } // for(int fy=0; fyourImages[0].bitmap->h/32; ++fy) } //for(int fx=0; fxourImages[0].bitmap->w/32; ++fx) return true; } bool CMapHandler::hideObject(CGObjectInstance *obj) { CDefHandler * curd = obj->defInfo->handler; for(int fx=0; fxourImages[0].bitmap->w/32; ++fx) { for(int fy=0; fyourImages[0].bitmap->h/32; ++fy) { if((obj->pos.x + fx - curd->ourImages[0].bitmap->w/32+1)>=0 && (obj->pos.x + fx - curd->ourImages[0].bitmap->w/32+1)pos.y + fy - curd->ourImages[0].bitmap->h/32+1)>=0 && (obj->pos.y + fy - curd->ourImages[0].bitmap->h/32+1) > & ctile = ttiles[obj->pos.x + fx - curd->ourImages[0].bitmap->w/32+1][obj->pos.y + fy - curd->ourImages[0].bitmap->h/32+1][obj->pos.z].objects; for(int dd=0; ddid==obj->id) ctile.erase(ctile.begin() + dd); } } } // for(int fy=0; fyourImages[0].bitmap->h/32; ++fy) } //for(int fx=0; fxourImages[0].bitmap->w/32; ++fx) return true; } std::string CMapHandler::getRandomizedDefName(CGDefInfo *di, CGObjectInstance * obj) { return std::string(); } bool CMapHandler::removeObject(CGObjectInstance *obj) { hideObject(obj); std::vector::iterator db = std::find(CGI->objh->objInstances.begin(), CGI->objh->objInstances.end(), obj); recalculateHideVisPosUnderObj(*db); delete *db; CGI->objh->objInstances.erase(db); return true; } bool CMapHandler::recalculateHideVisPos(int3 &pos) { ttiles[pos.x][pos.y][pos.z].visitable = false; ttiles[pos.x][pos.y][pos.z].blocked = false; for(int i=0; idefInfo->handler; for(int fx=0; fx<8; ++fx) { for(int fy=0; fy<6; ++fy) { int xVal = ttiles[pos.x][pos.y][pos.z].objects[i].first->pos.x + fx - 7; int yVal = ttiles[pos.x][pos.y][pos.z].objects[i].first->pos.y + fy - 5; int zVal = ttiles[pos.x][pos.y][pos.z].objects[i].first->pos.z; if(xVal>=0 && xVal=0 && yValdefInfo->visitMap[fy] >> (7 - fx)) & 1)) curt.visitable = true; if(!((ttiles[pos.x][pos.y][pos.z].objects[i].first->defInfo->blockMap[fy] >> (7 - fx)) & 1)) curt.blocked = true; } } } } return true; } bool CMapHandler::recalculateHideVisPosUnderObj(CGObjectInstance *obj, bool withBorder) { if(withBorder) { for(int fx=-1; fx<=obj->defInfo->handler->ourImages[0].bitmap->w/32; ++fx) { for(int fy=-1; fy<=obj->defInfo->handler->ourImages[0].bitmap->h/32; ++fy) { if((obj->pos.x + fx - obj->defInfo->handler->ourImages[0].bitmap->w/32+1)>=0 && (obj->pos.x + fx - obj->defInfo->handler->ourImages[0].bitmap->w/32+1)pos.y + fy - obj->defInfo->handler->ourImages[0].bitmap->h/32+1)>=0 && (obj->pos.y + fy - obj->defInfo->handler->ourImages[0].bitmap->h/32+1)pos.x + fx - obj->defInfo->handler->ourImages[0].bitmap->w/32 +1, obj->pos.y + fy - obj->defInfo->handler->ourImages[0].bitmap->h/32 + 1, obj->pos.z)); } } } } else { for(int fx=0; fxdefInfo->handler->ourImages[0].bitmap->w/32; ++fx) { for(int fy=0; fydefInfo->handler->ourImages[0].bitmap->h/32; ++fy) { if((obj->pos.x + fx - obj->defInfo->handler->ourImages[0].bitmap->w/32+1)>=0 && (obj->pos.x + fx - obj->defInfo->handler->ourImages[0].bitmap->w/32+1)pos.y + fy - obj->defInfo->handler->ourImages[0].bitmap->h/32+1)>=0 && (obj->pos.y + fy - obj->defInfo->handler->ourImages[0].bitmap->h/32+1)pos.x + fx - obj->defInfo->handler->ourImages[0].bitmap->w/32 +1, obj->pos.y + fy - obj->defInfo->handler->ourImages[0].bitmap->h/32 + 1, obj->pos.z)); } } } } return true; } unsigned char CMapHandler::getHeroFrameNum(const unsigned char &dir, const 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: return -1; //should never happen } } 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: return -1; //should never happen } } } 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 }