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674f1f8a62
Uzależniłem co trzeba, jednak twój talent psucia znów się ujawnił - zamiast mapy dostaję czarne tło... przy okazji drobny bugfix
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
#ifndef MAPHANDLER_H
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#define MAPHANDLER_H
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#include "CAmbarCendamo.h"
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#include "CSemiDefHandler.h"
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#include "CGameInfo.h"
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const int Woff = 4; //width of map's frame
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const int Hoff = 4;
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struct ObjSorter
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{
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SDL_Surface * bitmap;
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int xpos, ypos;
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bool operator<(const ObjSorter & por) const;
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};
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class CMapHandler
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{
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public:
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CAmbarCendamo * reader;
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SDL_Surface *** terrainBitmap;
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SDL_Surface *** undTerrainBitmap; // used only if there is underground level
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SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0);
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SDL_Surface * terrBitmap(int x, int y);
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SDL_Surface * undTerrBitmap(int x, int y);
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CDefHandler * fullHide;
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CSemiDefHandler * partialHide;
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std::vector< std::vector<char> > visibility; //true means that pointed place is visible
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std::vector< std::vector<char> > undVisibility; //true means that pointed place is visible
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char & visAccess(int x, int y);
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char & undVisAccess(int x, int y);
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SDL_Surface mirrorImage(SDL_Surface *src); //what is this??
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SDL_Surface * getVisBitmap(int x, int y, std::vector< std::vector<char> > & visibility);
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void init();
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};
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#endif //MAPHANDLER_H
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