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https://github.com/vcmi/vcmi.git
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674f1f8a62
Uzależniłem co trzeba, jednak twój talent psucia znów się ujawnił - zamiast mapy dostaję czarne tło... przy okazji drobny bugfix
684 lines
28 KiB
C++
684 lines
28 KiB
C++
#include "stdafx.h"
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#include "mapHandler.h"
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#include "CSemiDefHandler.h"
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#include "SDL_rotozoom.h"
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#include "SDL_Extensions.h"
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#include "CGameInfo.h"
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#include "stdlib.h"
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#include <algorithm>
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extern SDL_Surface * ekran;
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//
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//bool ObjSorter::operator <(const ObjSorter & por) const
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//{
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// if(this->xpos>=por.xpos)
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// return false;
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// if(this->ypos>=por.ypos)
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// return false;
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// return true;
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//};
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class poX
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{
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public:
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bool operator()(const ObjSorter & por2, const ObjSorter & por) const
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{
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if(por2.xpos<=por.xpos)
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return false;
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return true;
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};
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} pox;
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class poY
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{
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public:
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bool operator ()(const ObjSorter & por2, const ObjSorter & por) const
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{
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if(por2.ypos>=por.ypos)
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return false;
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return true;
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};
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} poy;
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void CMapHandler::init()
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{
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fullHide = CGameInfo::mainObj->spriteh->giveDef("TSHRC.DEF");
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partialHide = CGameInfo::mainObj->sspriteh->giveDef("TSHRE.DEF");
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for(int i=0; i<partialHide->ourImages.size(); ++i)
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{
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CSDL_Ext::alphaTransform(partialHide->ourImages[i].bitmap);
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}
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visibility.resize(reader->map.width+2*Woff);
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for(int gg=0; gg<reader->map.width+2*Woff; ++gg)
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{
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visibility[gg].resize(reader->map.height+2*Hoff);
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for(int jj=0; jj<reader->map.height+2*Hoff; ++jj)
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visibility[gg][jj] = true;
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}
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undVisibility.resize(reader->map.width+2*Woff);
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for(int gg=0; gg<reader->map.width+2*Woff; ++gg)
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{
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undVisibility[gg].resize(reader->map.height+2*Woff);
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for(int jj=0; jj<reader->map.height+2*Woff; ++jj)
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undVisibility[gg][jj] = true;
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}
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visibility[6][7] = false;
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undVisibility[5][7] = false;
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visibility[7][7] = false;
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visibility[6][8] = false;
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visibility[6][6] = false;
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//visibility[5][6] = false;
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//visibility[7][8] = false;
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visibility[5][8] = false;
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visibility[7][6] = false;
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visibility[6][9] = false;
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terrainBitmap = new SDL_Surface **[reader->map.width+8];
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for (int ii=0;ii<reader->map.width+2*Woff;ii++)
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terrainBitmap[ii] = new SDL_Surface*[reader->map.height+2*Hoff]; // allocate memory
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CDefHandler * bord = CGameInfo::mainObj->spriteh->giveDef("EDG.DEF");
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for (int i=0; i<reader->map.width+2*Woff; i++) //jest po szeroko�ci
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{
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for (int j=0; j<reader->map.height+2*Hoff;j++) //po wysoko�ci
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{
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if(i < Woff || i > (reader->map.width+Woff-1) || j < Hoff || j > (reader->map.height+Hoff-1))
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{
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if(i==Woff-1 && j==Hoff-1)
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{
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terrainBitmap[i][j] = bord->ourImages[16].bitmap;
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continue;
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}
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else if(i==Woff-1 && j==(reader->map.height+Hoff))
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{
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terrainBitmap[i][j] = bord->ourImages[19].bitmap;
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continue;
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}
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else if(i==(reader->map.width+Woff) && j==Hoff-1)
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{
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terrainBitmap[i][j] = bord->ourImages[17].bitmap;
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continue;
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}
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else if(i==(reader->map.width+Woff) && j==(reader->map.height+Hoff))
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{
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terrainBitmap[i][j] = bord->ourImages[18].bitmap;
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continue;
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}
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else if(j == Hoff-1 && i > Woff-1 && i < reader->map.height+Woff)
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{
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terrainBitmap[i][j] = bord->ourImages[22+rand()%2].bitmap;
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continue;
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}
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else if(i == Woff-1 && j > Hoff-1 && j < reader->map.height+Hoff)
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{
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terrainBitmap[i][j] = bord->ourImages[33+rand()%2].bitmap;
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continue;
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}
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else if(j == reader->map.height+Hoff && i > Woff-1 && i < reader->map.width+Woff)
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{
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terrainBitmap[i][j] = bord->ourImages[29+rand()%2].bitmap;
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continue;
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}
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else if(i == reader->map.width+Woff && j > Hoff-1 && j < reader->map.height+Hoff)
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{
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terrainBitmap[i][j] = bord->ourImages[25+rand()%2].bitmap;
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continue;
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}
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else
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{
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terrainBitmap[i][j] = bord->ourImages[rand()%16].bitmap;
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continue;
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}
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}
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TerrainTile zz = reader->map.terrain[i-Woff][j-Hoff];
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std::string name = CSemiDefHandler::nameFromType(reader->map.terrain[i-Woff][j-Hoff].tertype);
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for (unsigned int k=0; k<reader->defs.size(); k++)
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{
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try
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{
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if (reader->defs[k]->defName != name)
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continue;
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else
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{
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int ktora = reader->map.terrain[i-Woff][j-Hoff].terview;
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terrainBitmap[i][j] = reader->defs[k]->ourImages[ktora].bitmap;
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//TODO: odwracanie
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switch ((reader->map.terrain[i-Woff][j-Hoff].siodmyTajemniczyBajt)%4)
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{
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case 1:
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{
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terrainBitmap[i][j] = CSDL_Ext::rotate01(terrainBitmap[i][j]);
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break;
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}
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case 2:
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{
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terrainBitmap[i][j] = CSDL_Ext::hFlip(terrainBitmap[i][j]);
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break;
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}
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case 3:
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{
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terrainBitmap[i][j] = CSDL_Ext::rotate03(terrainBitmap[i][j]);
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break;
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}
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}
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//SDL_BlitSurface(terrainBitmap[i][j],NULL,ekran,NULL); SDL_Flip(ekran);SDL_Delay(50);
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break;
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}
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}
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catch (...)
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{ continue; }
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}
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}
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}
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if (reader->map.twoLevel)
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{
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undTerrainBitmap = new SDL_Surface **[reader->map.width+8];
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for (int ii=0;ii<reader->map.width+8;ii++)
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undTerrainBitmap[ii] = new SDL_Surface*[reader->map.height+8]; // allocate memory
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for (int i=0; i<reader->map.width+2*Woff; i++)
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{
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for (int j=0; j<reader->map.height+2*Hoff;j++)
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{
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if(i < Woff || i > (reader->map.width+Woff-1) || j < Hoff || j > (reader->map.height+Hoff-1))
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{
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if(i==Woff-1 && j==Hoff-1)
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{
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undTerrainBitmap[i][j] = bord->ourImages[16].bitmap;
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continue;
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}
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else if(i==Woff-1 && j==(reader->map.height+Hoff))
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{
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undTerrainBitmap[i][j] = bord->ourImages[19].bitmap;
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continue;
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}
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else if(i==(reader->map.width+Woff) && j==Hoff-1)
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{
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undTerrainBitmap[i][j] = bord->ourImages[17].bitmap;
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continue;
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}
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else if(i==(reader->map.width+Woff) && j==(reader->map.height+Hoff))
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{
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undTerrainBitmap[i][j] = bord->ourImages[18].bitmap;
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continue;
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}
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else if(j == Hoff-1 && i > Woff-1 && i < reader->map.width+Woff)
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{
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undTerrainBitmap[i][j] = bord->ourImages[22+rand()%2].bitmap;
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continue;
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}
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else if(i == Woff-1 && j > Hoff-1 && j < reader->map.height+Hoff)
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{
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undTerrainBitmap[i][j] = bord->ourImages[33+rand()%2].bitmap;
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continue;
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}
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else if(j == reader->map.height+Hoff && i > Woff-1 && i < reader->map.width+Woff)
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{
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undTerrainBitmap[i][j] = bord->ourImages[29+rand()%2].bitmap;
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continue;
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}
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else if(i == reader->map.width+Woff && j > Hoff-1 && j < reader->map.height+Hoff)
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{
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undTerrainBitmap[i][j] = bord->ourImages[25+rand()%2].bitmap;
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continue;
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}
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else
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{
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undTerrainBitmap[i][j] = bord->ourImages[rand()%16].bitmap;
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continue;
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}
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}
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TerrainTile zz = reader->map.undergroungTerrain[i-Woff][j-Hoff];
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std::string name = CSemiDefHandler::nameFromType(reader->map.undergroungTerrain[i-Woff][j-Hoff].tertype);
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for (unsigned int k=0; k<reader->defs.size(); k++)
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{
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try
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{
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if (reader->defs[k]->defName != name)
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continue;
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else
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{
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int ktora = reader->map.undergroungTerrain[i-Woff][j-Hoff].terview;
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undTerrainBitmap[i][j] = reader->defs[k]->ourImages[ktora].bitmap;
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//TODO: odwracanie
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switch ((reader->map.undergroungTerrain[i-Woff][j-Hoff].siodmyTajemniczyBajt)%4)
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{
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case 1:
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{
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undTerrainBitmap[i][j] = CSDL_Ext::rotate01(undTerrainBitmap[i][j]);
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break;
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}
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case 2:
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{
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undTerrainBitmap[i][j] = CSDL_Ext::hFlip(undTerrainBitmap[i][j]);
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break;
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}
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case 3:
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{
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undTerrainBitmap[i][j] = CSDL_Ext::rotate03(undTerrainBitmap[i][j]);
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break;
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}
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}
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//SDL_BlitSurface(undTerrainBitmap[i][j],NULL,ekran,NULL); SDL_Flip(ekran);SDL_Delay(50);
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break;
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}
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}
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catch (...)
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{ continue; }
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}
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} //end of internal for
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} //end of external for
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} //end of if
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}
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SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim)
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{
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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int rmask = 0xff000000;
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int gmask = 0x00ff0000;
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int bmask = 0x0000ff00;
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int amask = 0x000000ff;
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#else
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int rmask = 0x000000ff;
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int gmask = 0x0000ff00;
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int bmask = 0x00ff0000;
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int amask = 0xff000000;
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#endif
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SDL_Surface * su = SDL_CreateRGBSurface(SDL_SWSURFACE, dx*32, dy*32, 32,
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rmask, gmask, bmask, amask);
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if (((dx+x)>((reader->map.width+8)) || (dy+y)>((reader->map.height+8))) || ((x<0)||(y<0) ) )
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throw new std::string("Poza zakresem");
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////printing terrain
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for (int bx=0; bx<dx; bx++)
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{
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for (int by=0; by<dy; by++)
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{
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SDL_Rect * sr = new SDL_Rect;
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sr->y=by*32;
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sr->x=bx*32;
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sr->h=sr->w=32;
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if (!level)
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{
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SDL_BlitSurface(terrainBitmap[bx+x][by+y],NULL,su,sr);
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}
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else
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{
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SDL_BlitSurface(undTerrainBitmap[bx+x][by+y],NULL,su,sr);
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}
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delete sr;
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}
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}
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////terrain printed; printing objects
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std::vector<ObjSorter> lowPrObjs;
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std::vector<ObjSorter> highPrObjs;
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std::vector<ObjSorter> highPrObjsVis;
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for(int gg=0; gg<CGameInfo::mainObj->objh->objInstances.size(); ++gg)
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{
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if(CGameInfo::mainObj->objh->objInstances[gg].x >= x-Woff-4 && CGameInfo::mainObj->objh->objInstances[gg].x < dx+x-Hoff+4 && CGameInfo::mainObj->objh->objInstances[gg].y >= y-Hoff-4 && CGameInfo::mainObj->objh->objInstances[gg].y < dy+y-Hoff+4 && CGameInfo::mainObj->objh->objInstances[gg].z == level)
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{
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if(!CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].isOnDefList)
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{
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ObjSorter os;
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os.bitmap = CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[anim%CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages.size()].bitmap;
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os.xpos = (CGameInfo::mainObj->objh->objInstances[gg].x-x+Woff)*32;
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os.ypos = (CGameInfo::mainObj->objh->objInstances[gg].y-y+Hoff)*32;
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highPrObjsVis.push_back(os);
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}
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else if(CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].printPriority==0)
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{
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ObjSorter os;
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int defyod = CGameInfo::mainObj->objh->objInstances[gg].defNumber;
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int ourimagesod = anim%CGameInfo::mainObj->ac->map.defy[defyod].handler->ourImages.size();
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os.bitmap = CGameInfo::mainObj->ac->map.defy[defyod].handler->ourImages[ourimagesod].bitmap;
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os.xpos = (CGameInfo::mainObj->objh->objInstances[gg].x-x+Woff)*32;
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os.ypos = (CGameInfo::mainObj->objh->objInstances[gg].y-y+Hoff)*32;
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if (CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].isVisitable())
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highPrObjsVis.push_back(os);
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else
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highPrObjs.push_back(os);
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}
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else
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{
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ObjSorter os;
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os.bitmap = CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[anim%CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages.size()].bitmap;
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os.xpos = (CGameInfo::mainObj->objh->objInstances[gg].x-x+Woff)*32;
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os.ypos = (CGameInfo::mainObj->objh->objInstances[gg].y-y+Hoff)*32;
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lowPrObjs.push_back(os);
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}
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}
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}
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//std::stable_sort(lowPrObjs.begin(), lowPrObjs.end(), pox);
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//std::stable_sort(lowPrObjs.begin(), lowPrObjs.end(), poy);
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//std::stable_sort(highPrObjs.begin(), highPrObjs.end(),pox);
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//std::stable_sort(highPrObjs.begin(), highPrObjs.end(),poy);
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//std::stable_sort(highPrObjsVis.begin(), highPrObjsVis.end(),pox);
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//std::stable_sort(highPrObjsVis.begin(), highPrObjsVis.end(),poy);
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for(int yy=0; yy<lowPrObjs.size(); ++yy)
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{
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SDL_Rect * sr = new SDL_Rect;
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sr->w = lowPrObjs[yy].bitmap->w;
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sr->h = lowPrObjs[yy].bitmap->h;
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sr->x = lowPrObjs[yy].xpos - lowPrObjs[yy].bitmap->w + 32;
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sr->y = lowPrObjs[yy].ypos - lowPrObjs[yy].bitmap->h + 32;
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SDL_BlitSurface(lowPrObjs[yy].bitmap, NULL, su, sr);
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delete sr;
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}
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for(int yy=0; yy<highPrObjs.size(); ++yy)
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{
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SDL_Rect * sr = new SDL_Rect;
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sr->w = highPrObjs[yy].bitmap->w;
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sr->h = highPrObjs[yy].bitmap->h;
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sr->x = highPrObjs[yy].xpos - highPrObjs[yy].bitmap->w + 32;
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sr->y = highPrObjs[yy].ypos - highPrObjs[yy].bitmap->h + 32;
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SDL_BlitSurface(highPrObjs[yy].bitmap, NULL, su, sr);
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delete sr;
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}
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for(int yy=0; yy<highPrObjsVis.size(); ++yy)
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{
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SDL_Rect * sr = new SDL_Rect;
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sr->w = highPrObjsVis[yy].bitmap->w;
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sr->h = highPrObjsVis[yy].bitmap->h;
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sr->x = highPrObjsVis[yy].xpos - highPrObjsVis[yy].bitmap->w + 32;
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sr->y = highPrObjsVis[yy].ypos - highPrObjsVis[yy].bitmap->h + 32;
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SDL_BlitSurface(highPrObjsVis[yy].bitmap, NULL, su, sr);
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delete sr;
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}
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/*for(int gg=0; gg<CGameInfo::mainObj->objh->objInstances.size(); ++gg)
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{
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if(CGameInfo::mainObj->objh->objInstances[gg].x >= x-3 && CGameInfo::mainObj->objh->objInstances[gg].x < dx+x-3 && CGameInfo::mainObj->objh->objInstances[gg].y >= y-3 && CGameInfo::mainObj->objh->objInstances[gg].y < dy+y-3 && CGameInfo::mainObj->objh->objInstances[gg].z == level)
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{
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SDL_Rect * sr = new SDL_Rect;
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sr->w = CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->w;
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sr->h = CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->h;
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sr->x = (CGameInfo::mainObj->objh->objInstances[gg].x-x+4)*32 - CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->w + 32;
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sr->y = (CGameInfo::mainObj->objh->objInstances[gg].y-y+4)*32 - CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->h + 32;
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SDL_BlitSurface(CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[anim%CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages.size()].bitmap, NULL, su, sr);
|
|
delete sr;
|
|
}
|
|
}*/
|
|
////objects printed, printing shadow
|
|
for (int bx=0; bx<dx; bx++)
|
|
{
|
|
for (int by=0; by<dy; by++)
|
|
{
|
|
SDL_Rect * sr = new SDL_Rect;
|
|
sr->y=by*32;
|
|
sr->x=bx*32;
|
|
sr->h=sr->w=32;
|
|
if (!level)
|
|
{
|
|
|
|
if( bx+x>Woff-1 && by+y>Hoff-1 && bx+x<visibility.size()-(Woff-1) && by+y<visibility[0].size()-(Hoff-1) && !visibility[bx+x][by+y])
|
|
{
|
|
SDL_Surface * hide = getVisBitmap(bx+x, by+y, visibility);
|
|
SDL_Surface * hide2 = CSDL_Ext::secondAlphaTransform(hide, su);
|
|
SDL_BlitSurface(hide2, NULL, su, sr);
|
|
SDL_FreeSurface(hide2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( bx+x>Woff-1 && by+y>Hoff-1 && bx+x<undVisibility.size()-(Woff-1) && by+y<undVisibility[0].size()-(Hoff-1) && !undVisibility[bx+x][by+y])
|
|
{
|
|
SDL_Surface * hide = getVisBitmap(bx+x, by+y, undVisibility);
|
|
SDL_Surface * hide2 = CSDL_Ext::secondAlphaTransform(hide, su);
|
|
SDL_BlitSurface(hide2, NULL, su, sr);
|
|
SDL_FreeSurface(hide2);
|
|
}
|
|
}
|
|
delete sr;
|
|
}
|
|
}
|
|
////shadow printed
|
|
//printing borders
|
|
for (int bx=0; bx<dx; bx++)
|
|
{
|
|
for (int by=0; by<dy; by++)
|
|
{
|
|
if(bx+x<Woff || by+y<Hoff || bx+x>reader->map.width+(Woff-1) || by+y>reader->map.height+(Hoff-1))
|
|
{
|
|
SDL_Rect * sr = new SDL_Rect;
|
|
sr->y=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;
|
|
}
|
|
}
|
|
}
|
|
//borders printed
|
|
return su;
|
|
}
|
|
|
|
SDL_Surface * CMapHandler::terrBitmap(int x, int y)
|
|
{
|
|
return terrainBitmap[x+4][y+4];
|
|
}
|
|
|
|
SDL_Surface * CMapHandler::undTerrBitmap(int x, int y)
|
|
{
|
|
return undTerrainBitmap[x+4][y+4];
|
|
}
|
|
|
|
SDL_Surface * CMapHandler::getVisBitmap(int x, int y, std::vector< std::vector<char> > & 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
|
|
return partialHide->ourImages[0].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
|
|
return partialHide->ourImages[4].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
|
|
return CSDL_Ext::rotate01(partialHide->ourImages[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
|
|
return partialHide->ourImages[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
|
|
return partialHide->ourImages[12].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
|
|
return CSDL_Ext::rotate01(partialHide->ourImages[12].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+Woff][y+Hoff];
|
|
}
|
|
|
|
char & CMapHandler::undVisAccess(int x, int y)
|
|
{
|
|
return undVisibility[x+Woff][y+Hoff];
|
|
}
|