#include "stdafx.h" #include "mapHandler.h" #include "CSemiDefHandler.h" #include "SDL_rotozoom.h" #include "SDL_Extensions.h" #include "CGameInfo.h" #include "stdlib.h" extern SDL_Surface * ekran; void CMapHandler::init() { fullHide = CGameInfo::mainObj->sspriteh->giveDef("TSHRC.DEF", 2); partialHide = CGameInfo::mainObj->sspriteh->giveDef("TSHRE.DEF", 2); for(int i=0; iourImages.size(); ++i) { CSDL_Ext::alphaTransform(partialHide->ourImages[i].bitmap); } visibility.resize(reader->map.width+8); for(int gg=0; ggmap.width+8; ++gg) { visibility[gg].resize(reader->map.height+8); for(int jj=0; jjmap.height+8; ++jj) visibility[gg][jj] = true; } undVisibility.resize(reader->map.width+8); for(int gg=0; ggmap.width+8; ++gg) { undVisibility[gg].resize(reader->map.height+8); for(int jj=0; jjmap.height+8; ++jj) undVisibility[gg][jj] = true; } visibility[6][7] = false; undVisibility[5][7] = false; visibility[7][7] = false; visibility[6][8] = false; visibility[6][6] = false; //visibility[5][6] = false; //visibility[7][8] = false; visibility[5][8] = false; visibility[7][6] = false; visibility[6][9] = false; terrainBitmap = new SDL_Surface **[reader->map.width+8]; for (int ii=0;iimap.width+8;ii++) terrainBitmap[ii] = new SDL_Surface*[reader->map.height+8]; // allocate memory CSemiDefHandler * bord = CGameInfo::mainObj->sspriteh->giveDef("EDG.DEF"); for (int i=0; imap.width+8; i++) //jest po szerokości { for (int j=0; jmap.height+8;j++) //po wysokości { if(i < 4 || i > (reader->map.width+3) || j < 4 || j > (reader->map.height+3)) { if(i==3 && j==3) { terrainBitmap[i][j] = bord->ourImages[16].bitmap; continue; } else if(i==3 && j==(reader->map.height+4)) { terrainBitmap[i][j] = bord->ourImages[19].bitmap; continue; } else if(i==(reader->map.width+4) && j==3) { terrainBitmap[i][j] = bord->ourImages[17].bitmap; continue; } else if(i==(reader->map.width+4) && j==(reader->map.height+4)) { terrainBitmap[i][j] = bord->ourImages[18].bitmap; continue; } else if(j == 3 && i > 3 && i < reader->map.height+4) { terrainBitmap[i][j] = bord->ourImages[22+rand()%2].bitmap; continue; } else if(i == 3 && j > 3 && j < reader->map.height+4) { terrainBitmap[i][j] = bord->ourImages[33+rand()%2].bitmap; continue; } else if(j == reader->map.height+4 && i > 3 && i < reader->map.width+4) { terrainBitmap[i][j] = bord->ourImages[29+rand()%2].bitmap; continue; } else if(i == reader->map.width+4 && j > 3 && j < reader->map.height+4) { terrainBitmap[i][j] = bord->ourImages[25+rand()%2].bitmap; continue; } else { terrainBitmap[i][j] = bord->ourImages[rand()%16].bitmap; continue; } } TerrainTile zz = reader->map.terrain[i-4][j-4]; std::string name = CSemiDefHandler::nameFromType(reader->map.terrain[i-4][j-4].tertype); for (unsigned int k=0; kdefs.size(); k++) { try { if (reader->defs[k]->defName != name) continue; else { int ktora = reader->map.terrain[i-4][j-4].terview; terrainBitmap[i][j] = reader->defs[k]->ourImages[ktora].bitmap; //TODO: odwracanie switch ((reader->map.terrain[i-4][j-4].siodmyTajemniczyBajt)%4) { case 1: { terrainBitmap[i][j] = CSDL_Ext::rotate01(terrainBitmap[i][j]); break; } case 2: { terrainBitmap[i][j] = CSDL_Ext::hFlip(terrainBitmap[i][j]); break; } case 3: { terrainBitmap[i][j] = CSDL_Ext::rotate03(terrainBitmap[i][j]); break; } } //SDL_BlitSurface(terrainBitmap[i][j],NULL,ekran,NULL); SDL_Flip(ekran);SDL_Delay(50); break; } } catch (...) { continue; } } } } if (reader->map.twoLevel) { undTerrainBitmap = new SDL_Surface **[reader->map.width+8]; for (int ii=0;iimap.width+8;ii++) undTerrainBitmap[ii] = new SDL_Surface*[reader->map.height+8]; // allocate memory for (int i=0; imap.width+8; i++) { for (int j=0; jmap.height+8;j++) { if(i < 4 || i > (reader->map.width+3) || j < 4 || j > (reader->map.height+3)) { if(i==3 && j==3) { undTerrainBitmap[i][j] = bord->ourImages[16].bitmap; continue; } else if(i==3 && j==(reader->map.height+4)) { undTerrainBitmap[i][j] = bord->ourImages[19].bitmap; continue; } else if(i==(reader->map.width+4) && j==3) { undTerrainBitmap[i][j] = bord->ourImages[17].bitmap; continue; } else if(i==(reader->map.width+4) && j==(reader->map.height+4)) { undTerrainBitmap[i][j] = bord->ourImages[18].bitmap; continue; } else if(j == 3 && i > 3 && i < reader->map.height+4) { undTerrainBitmap[i][j] = bord->ourImages[22+rand()%2].bitmap; continue; } else if(i == 3 && j > 3 && j < reader->map.height+4) { undTerrainBitmap[i][j] = bord->ourImages[33+rand()%2].bitmap; continue; } else if(j == reader->map.height+4 && i > 3 && i < reader->map.width+4) { undTerrainBitmap[i][j] = bord->ourImages[29+rand()%2].bitmap; continue; } else if(i == reader->map.width+4 && j > 3 && j < reader->map.height+4) { undTerrainBitmap[i][j] = bord->ourImages[25+rand()%2].bitmap; continue; } else { undTerrainBitmap[i][j] = bord->ourImages[rand()%16].bitmap; continue; } } TerrainTile zz = reader->map.undergroungTerrain[i-4][j-4]; std::string name = CSemiDefHandler::nameFromType(reader->map.undergroungTerrain[i-4][j-4].tertype); for (unsigned int k=0; kdefs.size(); k++) { try { if (reader->defs[k]->defName != name) continue; else { int ktora = reader->map.undergroungTerrain[i-4][j-4].terview; undTerrainBitmap[i][j] = reader->defs[k]->ourImages[ktora].bitmap; //TODO: odwracanie switch ((reader->map.undergroungTerrain[i-4][j-4].siodmyTajemniczyBajt)%4) { case 1: { undTerrainBitmap[i][j] = CSDL_Ext::rotate01(undTerrainBitmap[i][j]); break; } case 2: { undTerrainBitmap[i][j] = CSDL_Ext::hFlip(undTerrainBitmap[i][j]); break; } case 3: { undTerrainBitmap[i][j] = CSDL_Ext::rotate03(undTerrainBitmap[i][j]); break; } } //SDL_BlitSurface(undTerrainBitmap[i][j],NULL,ekran,NULL); SDL_Flip(ekran);SDL_Delay(50); break; } } catch (...) { continue; } } } //end of internal for } //end of external for } //end of if } SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level) { #if SDL_BYTEORDER == SDL_BIG_ENDIAN int rmask = 0xff000000; int gmask = 0x00ff0000; int bmask = 0x0000ff00; int amask = 0x000000ff; #else int rmask = 0x000000ff; int gmask = 0x0000ff00; int bmask = 0x00ff0000; int amask = 0xff000000; #endif SDL_Surface * su = SDL_CreateRGBSurface(SDL_SWSURFACE, dx*32, dy*32, 32, rmask, gmask, bmask, amask); if (((dx+x)>((reader->map.width+8)) || (dy+y)>((reader->map.height+8))) || ((x<0)||(y<0) ) ) throw new std::string("Poza zakresem"); ////printing terrain for (int bx=0; bxy=by*32; sr->x=bx*32; sr->h=sr->w=32; if (!level) { SDL_BlitSurface(terrainBitmap[bx+x][by+y],NULL,su,sr); } else { SDL_BlitSurface(undTerrainBitmap[bx+x][by+y],NULL,su,sr); } delete sr; } } ////terrain printed; printing objects /* for (int bx=0; bxobjh->objInstances.size(); ++gg) { if(CGameInfo::mainObj->objh->objInstances[gg].x == bx+x-4 && CGameInfo::mainObj->objh->objInstances[gg].y == by+y-4 && CGameInfo::mainObj->objh->objInstances[gg].z == level) { SDL_Rect * sr = new SDL_Rect; sr->h=sr->w=192; sr->x = (bx)*32 - CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->w + 32; sr->y = (by)*32 - CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->h + 32; SDL_Surface * s2 = CSDL_Ext::secondAlphaTransform(CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap, su); SDL_BlitSurface(s2, NULL, su, sr); SDL_FreeSurface(s2); delete sr; } } } }//*/ ////objects printed, printing shadow for (int bx=0; bxy=by*32; sr->x=bx*32; sr->h=sr->w=32; if (!level) { if( bx+x>3 && by+y>3 && bx+x3 && by+y>3 && bx+x > & visibility) { if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1]) { return fullHide->ourImages[rand()%fullHide->ourImages.size()].bitmap; //fully hidden } else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[22].bitmap; //visible right bottom corner } else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[15].bitmap; //visible right top corner } else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[22].bitmap); //visible left bottom corner } else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[15].bitmap); //visible left top corner } else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[rand()%2].bitmap; //visible top } else if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1]) { return partialHide->ourImages[4+rand()%2].bitmap; //visble bottom } else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[2+rand()%2].bitmap); //visible left } else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[2+rand()%2].bitmap; //visible right } else if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1]) { return partialHide->ourImages[12+2*(rand()%2)].bitmap; //visible bottom, right - bottom, right; left top corner hidden } else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[13].bitmap; //visible right, right - top; left bottom corner hidden } else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && !visibility[x+1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[13].bitmap); //visible top, top - left, left; right bottom corner hidden } else if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && !visibility[x+1][y-1]) { return CSDL_Ext::rotate01(partialHide->ourImages[12+2*(rand()%2)].bitmap); //visible left, left - bottom, bottom; right top corner hidden } else if(visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1]) { return partialHide->ourImages[10].bitmap; //visible left, right, bottom and top } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[16].bitmap; //visible right corners } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[18].bitmap; //visible top corners } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[16].bitmap); //visible left corners } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1]) { return CSDL_Ext::hFlip(partialHide->ourImages[18].bitmap); //visible bottom corners } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1]) { return partialHide->ourImages[17].bitmap; //visible right - top and bottom - left corners } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1]) { return CSDL_Ext::hFlip(partialHide->ourImages[17].bitmap); //visible top - left and bottom - right corners } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1]) { return partialHide->ourImages[19].bitmap; //visible corners without left top } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[20].bitmap; //visible corners without left bottom } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[20].bitmap); //visible corners without right bottom } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[19].bitmap); //visible corners without right top } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1]) { return partialHide->ourImages[21].bitmap; //visible all corners only } if(visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1]) { return partialHide->ourImages[6].bitmap; //hidden top } if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1]) { return partialHide->ourImages[7].bitmap; //hidden right } if(!visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1]) { return partialHide->ourImages[8].bitmap; //hidden bottom } if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1]) { return CSDL_Ext::rotate01(partialHide->ourImages[6].bitmap); //hidden left } if(!visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1]) { return partialHide->ourImages[9].bitmap; //hidden top and bottom } if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1]) { return partialHide->ourImages[29].bitmap; //hidden left and right } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1] && !visibility[x-1][y+1]) { return partialHide->ourImages[24].bitmap; //visible top and right bottom corner } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && !visibility[x+1][y+1] && visibility[x-1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[24].bitmap); //visible top and left bottom corner } if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1] && visibility[x-1][y+1]) { return partialHide->ourImages[33].bitmap; //visible top and bottom corners } if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1]) { return CSDL_Ext::rotate01(partialHide->ourImages[26].bitmap); //visible left and right top corner } if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1]) { return CSDL_Ext::rotate01(partialHide->ourImages[25].bitmap); //visible left and right bottom corner } if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1]) { return partialHide->ourImages[32].bitmap; //visible left and right corners } if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y-1]) { return CSDL_Ext::rotate01(partialHide->ourImages[30].bitmap); //visible bottom and left top corner } if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y-1]) { return partialHide->ourImages[30].bitmap; //visible bottom and right top corner } if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y-1]) { return partialHide->ourImages[31].bitmap; //visible bottom and top corners } if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x-1][y+1]) { return partialHide->ourImages[25].bitmap; //visible right and left bottom corner } if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x-1][y+1]) { return partialHide->ourImages[26].bitmap; //visible right and left top corner } if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x-1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[32].bitmap); //visible right and left cornres } if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1]) { return partialHide->ourImages[28].bitmap; //visible bottom, right - bottom, right; left top corner visible } else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y+1]) { return partialHide->ourImages[27].bitmap; //visible right, right - top; left bottom corner visible } else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1]) { return CSDL_Ext::rotate01(partialHide->ourImages[27].bitmap); //visible top, top - left, left; right bottom corner visible } else if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y-1]) { return CSDL_Ext::rotate01(partialHide->ourImages[28].bitmap); //visible left, left - bottom, bottom; right top corner visible } return fullHide->ourImages[0].bitmap; //this case should never happen, but it is better to hide too much than reveal it.... } char & CMapHandler::visAccess(int x, int y) { return visibility[x+4][y+4]; } char & CMapHandler::undVisAccess(int x, int y) { return undVisibility[x+4][y+4]; }