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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-18 17:40:48 +02:00
vcmi/client/mapHandler.cpp
Michał W. Urbańczyk d45a554fec Significant changes to saving system. Now both client and server store their lib part.
Desync detection upon loading. Fixed many desyncs. (more remain)
Monsters won't have creature count 0 even if that is set as creature properties.
2013-02-18 22:37:22 +00:00

1120 lines
32 KiB
C++

#include "StdInc.h"
#include "mapHandler.h"
#include "UIFramework/SDL_Extensions.h"
#include "CGameInfo.h"
#include "../lib/CDefObjInfoHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "Graphics.h"
#include "../lib/CObjectHandler.h"
#include "../lib/Mapping/CMap.h"
#include "CDefHandler.h"
#include "../lib/CConfigHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/GameConstants.h"
#include "../lib/CStopWatch.h"
/*
* mapHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
const bool MARK_BLOCKED_POSITIONS = false;
const bool MARK_VISITABLE_POSITIONS = false;
extern SDL_Surface * screen;
#define ADVOPT (conf.go()->ac)
std::string nameFromType (int typ)
{
switch(ETerrainType(typ))
{
case ETerrainType::DIRT:
return std::string("DIRTTL.DEF");
case ETerrainType::SAND:
return std::string("SANDTL.DEF");
case ETerrainType::GRASS:
return std::string("GRASTL.DEF");
case ETerrainType::SNOW:
return std::string("SNOWTL.DEF");
case ETerrainType::SWAMP:
return std::string("SWMPTL.DEF");
case ETerrainType::ROUGH:
return std::string("ROUGTL.DEF");
case ETerrainType::SUBTERRANEAN:
return std::string("SUBBTL.DEF");
case ETerrainType::LAVA:
return std::string("LAVATL.DEF");
case ETerrainType::WATER:
return std::string("WATRTL.DEF");
case ETerrainType::ROCK:
return std::string("ROCKTL.DEF");
case ETerrainType::BORDER:
//TODO use me
break;
default:
//TODO do something here
break;
}
return std::string();
}
struct OCM_HLP
{
bool operator ()(const std::pair<const CGObjectInstance*, SDL_Rect> & a, const std::pair<const CGObjectInstance*, SDL_Rect> & b)
{
return (*a.first)<(*b.first);
}
} ocmptwo ;
// void alphaTransformDef(CGDefInfo * defInfo)
// {
// for(int yy=0; yy<defInfo->handler->ourImages.size(); ++yy)
// {
// CSDL_Ext::alphaTransform(defInfo->handler->ourImages[yy].bitmap);
// }
// }
void CMapHandler::prepareFOWDefs()
{
graphics->FoWfullHide = CDefHandler::giveDef("TSHRC.DEF");
graphics->FoWpartialHide = CDefHandler::giveDef("TSHRE.DEF");
//adding necessary rotations
static const int missRot [] = {22, 15, 2, 13, 12, 16, 28, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27};
Cimage nw;
for(int g=0; g<ARRAY_COUNT(missRot); ++g)
{
nw = graphics->FoWpartialHide->ourImages[missRot[g]];
nw.bitmap = CSDL_Ext::rotate01(nw.bitmap);
graphics->FoWpartialHide->ourImages.push_back(nw);
}
//necessaary rotations added
//alpha - transformation
for(size_t i = 0; i < graphics->FoWpartialHide->ourImages.size(); ++i)
{
CSDL_Ext::alphaTransform(graphics->FoWpartialHide->ourImages[i].bitmap);
}
//initialization of type of full-hide image
hideBitmap.resize(sizes.x);
for (size_t i = 0; i < hideBitmap.size();i++)
{
hideBitmap[i].resize(sizes.y);
}
for (size_t i = 0; i < hideBitmap.size(); ++i)
{
for (int j = 0; j < sizes.y; ++j)
{
hideBitmap[i][j].resize(sizes.z);
for(int k = 0; k < sizes.z; ++k)
{
hideBitmap[i][j][k] = rand()%graphics->FoWfullHide->ourImages.size();
}
}
}
}
void CMapHandler::roadsRiverTerrainInit()
{
//initializing road's and river's DefHandlers
roadDefs.push_back(CDefHandler::giveDefEss("dirtrd.def"));
roadDefs.push_back(CDefHandler::giveDefEss("gravrd.def"));
roadDefs.push_back(CDefHandler::giveDefEss("cobbrd.def"));
staticRiverDefs.push_back(CDefHandler::giveDefEss("clrrvr.def"));
staticRiverDefs.push_back(CDefHandler::giveDefEss("icyrvr.def"));
staticRiverDefs.push_back(CDefHandler::giveDefEss("mudrvr.def"));
staticRiverDefs.push_back(CDefHandler::giveDefEss("lavrvr.def"));
for(size_t g=0; g<staticRiverDefs.size(); ++g)
{
for(size_t h=0; h < staticRiverDefs[g]->ourImages.size(); ++h)
{
CSDL_Ext::alphaTransform(staticRiverDefs[g]->ourImages[h].bitmap);
}
}
for(size_t g=0; g<roadDefs.size(); ++g)
{
for(size_t h=0; h < roadDefs[g]->ourImages.size(); ++h)
{
CSDL_Ext::alphaTransform(roadDefs[g]->ourImages[h].bitmap);
}
}
// Create enough room for the whole map and its frame
ttiles.resize(sizes.x, frameW, frameW);
for (int i=0-frameW;i<ttiles.size()-frameW;i++)
{
ttiles[i].resize(sizes.y, frameH, frameH);
}
for (int i=0-frameW;i<ttiles.size()-frameW;i++)
{
for (int j=0-frameH;j<(int)sizes.y+frameH;j++)
ttiles[i][j].resize(sizes.z, 0, 0);
}
/*
//FIXME: unused?
// prepare the map
for (int i=0; i<sizes.x; i++) //by width
{
for (int j=0; j<sizes.y;j++) //by height
{
for (int k=0; k<sizes.z; ++k) //by levels
{
TerrainTile2 &pom(ttiles[i][j][k]);
}
}
}*/
}
void CMapHandler::borderAndTerrainBitmapInit()
{
CDefHandler * bord = CDefHandler::giveDef("EDG.DEF");
bord->notFreeImgs = true;
terrainGraphics.resize(10);
for (int i = 0; i < 10 ; i++)
{
CDefHandler *hlp = CDefHandler::giveDef(nameFromType(i));
terrainGraphics[i].resize(hlp->ourImages.size());
hlp->notFreeImgs = true;
for(size_t j=0; j < hlp->ourImages.size(); ++j)
terrainGraphics[i][j] = hlp->ourImages[j].bitmap;
delete hlp;
}
for (int i=0-frameW; i<sizes.x+frameW; i++) //by width
{
for (int j=0-frameH; j<sizes.y+frameH;j++) //by height
{
for(int k=0; k<sizes.z; ++k) //by levles
{
if(i < 0 || i > (sizes.x-1) || j < 0 || j > (sizes.y-1))
{
int terBitmapNum = -1;
if(i==-1 && j==-1)
terBitmapNum = 16;
else if(i==-1 && j==(sizes.y))
terBitmapNum = 19;
else if(i==(sizes.x) && j==-1)
terBitmapNum = 17;
else if(i==(sizes.x) && j==(sizes.y))
terBitmapNum = 18;
else if(j == -1 && i > -1 && i < sizes.y)
terBitmapNum = 22+rand()%2;
else if(i == -1 && j > -1 && j < sizes.y)
terBitmapNum = 33+rand()%2;
else if(j == sizes.y && i >-1 && i < sizes.x)
terBitmapNum = 29+rand()%2;
else if(i == sizes.x && j > -1 && j < sizes.y)
terBitmapNum = 25+rand()%2;
else
terBitmapNum = rand()%16;
if(terBitmapNum != -1)
{
ttiles[i][j][k].terbitmap = bord->ourImages[terBitmapNum].bitmap;
continue;
}
}
}
}
}
delete bord;
}
static void processDef (const CGDefInfo* def)
{
if(def->id == Obj::EVENT)
{
graphics->advmapobjGraphics[def->name] = NULL;
return;
}
CDefEssential * ourDef = graphics->getDef(def);
if(!ourDef) //if object has already set handler (eg. heroes) it should not be overwritten
{
if(def->name.size())
{
graphics->advmapobjGraphics[def->name] = CDefHandler::giveDefEss(def->name);
}
else
{
tlog2 << "No def name for " << def->id << " " << def->subid << std::endl;
return;
}
ourDef = graphics->getDef(def);
}
//alpha transformation
for(size_t yy=0; yy < ourDef->ourImages.size(); ++yy)
{
CSDL_Ext::alphaTransform(ourDef->ourImages[yy].bitmap);
}
}
void CMapHandler::initObjectRects()
{
//initializing objects / rects
for(size_t f=0; f < map->objects.size(); ++f)
{
const CGObjectInstance *obj = map->objects[f];
if( !obj
|| (obj->ID==Obj::HERO && static_cast<const CGHeroInstance*>(obj)->inTownGarrison) //garrisoned hero
|| (obj->ID==Obj::BOAT && static_cast<const CGBoat*>(obj)->hero) //boat with hero (hero graphics is used)
|| !obj->defInfo )
{
continue;
}
if (!graphics->getDef(obj)) //try to load it
processDef(obj->defInfo);
if (!graphics->getDef(obj)) // stil no graphics? exit
continue;
const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
for(int fx=0; fx<bitmap->w>>5; ++fx) //bitmap->w/32
{
for(int fy=0; fy<bitmap->h>>5; ++fy) //bitmap->h/32
{
SDL_Rect cr;
cr.w = 32;
cr.h = 32;
cr.x = fx<<5; //fx*32
cr.y = fy<<5; //fy*32
std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj,cr);
if( (obj->pos.x + fx - bitmap->w/32+1) >= 0
&& (obj->pos.x + fx - bitmap->w/32+1) < ttiles.size() - frameW
&& (obj->pos.y + fy - bitmap->h/32+1) >= 0
&& (obj->pos.y + fy - bitmap->h/32+1) < ttiles[0].size() - frameH
)
{
//TerrainTile2 & curt =
// ttiles
// [obj->pos.x + fx - bitmap->w/32]
//[obj->pos.y + fy - bitmap->h/32]
//[obj->pos.z];
ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z].objects.push_back(toAdd);
}
} // for(int fy=0; fy<bitmap->h/32; ++fy)
} //for(int fx=0; fx<bitmap->w/32; ++fx)
} // for(int f=0; f<map->objects.size(); ++f)
for(int ix=0; ix<ttiles.size()-frameW; ++ix)
{
for(int iy=0; iy<ttiles[0].size()-frameH; ++iy)
{
for(int iz=0; iz<ttiles[0][0].size(); ++iz)
{
stable_sort(ttiles[ix][iy][iz].objects.begin(), ttiles[ix][iy][iz].objects.end(), ocmptwo);
}
}
}
}
void CMapHandler::initHeroDef(const CGHeroInstance * h)
{
graphics->advmapobjGraphics[h->defInfo->name] = graphics->flags1[0];
}
void CMapHandler::init()
{
CStopWatch th;
th.getDiff();
graphics->advmapobjGraphics["AB01_.DEF"] = graphics->boatAnims[0];
graphics->advmapobjGraphics["AB02_.DEF"] = graphics->boatAnims[1];
graphics->advmapobjGraphics["AB03_.DEF"] = graphics->boatAnims[2];
// Size of visible terrain.
int mapW = conf.go()->ac.advmapW;
int mapH = conf.go()->ac.advmapH;
//sizes of terrain
sizes.x = map->width;
sizes.y = map->height;
sizes.z = map->twoLevel ? 2 : 1;
// Total number of visible tiles. Subtract the center tile, then
// compute the number of tiles on each side, and reassemble.
int t1, t2;
t1 = (mapW-32)/2;
t2 = mapW - 32 - t1;
tilesW = 1 + (t1+31)/32 + (t2+31)/32;
t1 = (mapH-32)/2;
t2 = mapH - 32 - t1;
tilesH = 1 + (t1+31)/32 + (t2+31)/32;
// Size of the frame around the map. In extremes positions, the
// frame must not be on the center of the map, but right on the
// edge of the center tile.
frameW = (mapW+31) /32 / 2;
frameH = (mapH+31) /32 / 2;
offsetX = (mapW - (2*frameW+1)*32)/2;
offsetY = (mapH - (2*frameH+1)*32)/2;
for(int i=0;i<map->heroes.size();i++)
{
if( !graphics->getDef(map->heroes[i]) )
{
initHeroDef(map->heroes[i]);
}
}
std::for_each(map->customDefs.begin(),map->customDefs.end(),processDef); //load h3m defs
tlog0<<"\tUnpacking and handling defs: "<<th.getDiff()<<std::endl;
prepareFOWDefs();
roadsRiverTerrainInit(); //road's and river's DefHandlers; and simple values initialization
borderAndTerrainBitmapInit();
tlog0<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDiff()<<std::endl;
initObjectRects();
tlog0<<"\tMaking object rects: "<<th.getDiff()<<std::endl;
}
// Update map window screen
// top_tile top left tile to draw. Not necessarily visible.
// extRect, extRect = map window on screen
// moveX, moveY: when a hero is in movement indicates how to shift the map. Range is -31 to + 31.
void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, bool otherHeroAnim, ui8 heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode, int3 grailPosRel ) const
{
// Width and height of the portion of the map to process. Units in tiles.
ui32 dx = tilesW;
ui32 dy = tilesH;
// Basic rectangle for a tile. Should be a const but conflicts with SDL headers
SDL_Rect rtile = { 0, 0, 32, 32 };
// Absolute coords of the first pixel in the top left corner
int srx_init = offsetX + extRect->x;
int sry_init = offsetY + extRect->y;
int srx, sry; // absolute screen coordinates in pixels
// If moving, we need to add an extra column/line
if (moveX != 0)
{
dx++;
srx_init += moveX;
if (moveX > 0)
{
// Moving right. We still need to draw the old tile on the
// left, so adjust our referential
top_tile.x --;
srx_init -= 32;
}
}
if (moveY != 0)
{
dy++;
sry_init += moveY;
if (moveY > 0)
{
// Moving down. We still need to draw the tile on the top,
// so adjust our referential.
top_tile.y --;
sry_init -= 32;
}
}
// Reduce sizes if we go out of the full map.
if (top_tile.x < -frameW)
top_tile.x = -frameW;
if (top_tile.y < -frameH)
top_tile.y = -frameH;
if (top_tile.x + dx > sizes.x + frameW)
dx = sizes.x + frameW - top_tile.x;
if (top_tile.y + dy > sizes.y + frameH)
dy = sizes.y + frameH - top_tile.y;
if(!otherHeroAnim)
heroAnim = anim; //the same, as it should be
SDL_Rect prevClip;
SDL_GetClipRect(extSurf, &prevClip);
SDL_SetClipRect(extSurf, extRect); //preventing blitting outside of that rect
const BlitterWithRotationVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);
const BlitterWithRotationVal blitterWithRotationAndAlpha = CSDL_Ext::getBlitterWithRotationAndAlpha(extSurf);
//const BlitterWithRotationAndAlphaVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);
// printing terrain
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
{
// Skip column if not in map
if (top_tile.x+bx < 0 || top_tile.x+bx >= sizes.x)
continue;
sry = sry_init;
for (int by=0; by < dy; by++, sry+=32)
{
int3 pos(top_tile.x+bx, top_tile.y+by, top_tile.z); //blitted tile position
// Skip tile if not in map
if (pos.y < 0 || pos.y >= sizes.y)
continue;
const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z];
const TerrainTile &tinfo = map->terrain[pos.x][pos.y][pos.z];
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
//blit terrain with river/road
if(tile.terbitmap)
{ //if custom terrain graphic - use it
SDL_Rect temp_rect = genRect(sr.h, sr.w, 0, 0);
CSDL_Ext::blitSurface(tile.terbitmap, &temp_rect, extSurf, &sr);
}
else //use default terrain graphic
{
blitterWithRotation(terrainGraphics[tinfo.terType][tinfo.terView],rtile, extSurf, sr, tinfo.extTileFlags%4);
}
if(tinfo.riverType) //print river if present
{
blitterWithRotationAndAlpha(staticRiverDefs[tinfo.riverType-1]->ourImages[tinfo.riverDir].bitmap,rtile, extSurf, sr, (tinfo.extTileFlags>>2)%4);
}
//Roads are shifted by 16 pixels to bottom. We have to draw both parts separately
if (pos.y > 0 && map->terrain[pos.x][pos.y-1][pos.z].roadType != ERoadType::NO_ROAD)
{ //part from top tile
const TerrainTile &topTile = map->terrain[pos.x][pos.y-1][pos.z];
Rect source(0, 16, 32, 16);
Rect dest(sr.x, sr.y, sr.w, sr.h/2);
blitterWithRotationAndAlpha(roadDefs[topTile.roadType - 1]->ourImages[topTile.roadDir].bitmap, source, extSurf, dest, (topTile.extTileFlags>>4)%4);
}
if(tinfo.roadType != ERoadType::NO_ROAD) //print road from this tile
{
Rect source(0, 0, 32, 32);
Rect dest(sr.x, sr.y+16, sr.w, sr.h/2);
blitterWithRotationAndAlpha(roadDefs[tinfo.roadType-1]->ourImages[tinfo.roadDir].bitmap, source, extSurf, dest, (tinfo.extTileFlags>>4)%4);
}
//blit objects
const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > &objects = tile.objects;
for(int h=0; h < objects.size(); ++h)
{
const CGObjectInstance *obj = objects[h].first;
if (!graphics->getDef(obj))
processDef(obj->defInfo);
ui8 color = obj->tempOwner;
//checking if object has non-empty graphic on this tile
if(obj->ID != Obj::HERO && !obj->coveringAt(top_tile.x + bx - obj->pos.x, top_tile.y + by - obj->pos.y))
continue;
static const int notBlittedInPuzzleMode[] = {124};
//don't print flaggable objects in puzzle mode
if(puzzleMode && (obj->isVisitable() || std::find(notBlittedInPuzzleMode, notBlittedInPuzzleMode+1, obj->ID) != notBlittedInPuzzleMode+1)) //?
continue;
SDL_Rect sr2(sr);
SDL_Rect pp = objects[h].second;
pp.h = sr.h;
pp.w = sr.w;
const CGHeroInstance * themp = (obj->ID != Obj::HERO
? NULL
: static_cast<const CGHeroInstance*>(obj));
//print hero / boat and flag
if((themp && themp->moveDir && themp->type) || (obj->ID == Obj::BOAT)) //it's hero or boat
{
const int IMGVAL = 8; //frames per group of movement animation
ui8 dir;
std::vector<Cimage> * iv = NULL;
std::vector<CDefEssential *> Graphics::*flg = NULL;
SDL_Surface * tb = nullptr; //surface to blitted
if(themp) //hero
{
if(themp->tempOwner >= GameConstants::PLAYER_LIMIT) //Neutral hero?
{
tlog1 << "A neutral hero (" << themp->name << ") at " << themp->pos << ". Should not happen!\n";
continue;
}
dir = themp->moveDir;
//pick graphics of hero (or boat if hero is sailing)
if (themp->boat)
iv = &graphics->boatAnims[themp->boat->subID]->ourImages;
else if (themp->sex)
iv = &graphics->heroAnims[themp->type->heroClass->imageMapFemale]->ourImages;
else
iv = &graphics->heroAnims[themp->type->heroClass->imageMapMale]->ourImages;
//pick appropriate flag set
if(themp->boat)
{
switch (themp->boat->subID)
{
case 0: flg = &Graphics::flags1; break;
case 1: flg = &Graphics::flags2; break;
case 2: flg = &Graphics::flags3; break;
default: tlog1 << "Not supported boat subtype: " << themp->boat->subID << std::endl;
}
}
else
{
flg = &Graphics::flags4;
}
}
else //boat
{
const CGBoat *boat = static_cast<const CGBoat*>(obj);
dir = boat->direction;
iv = &graphics->boatAnims[boat->subID]->ourImages;
}
if(themp && !themp->isStanding) //hero is moving
{
size_t gg;
for(gg=0; gg<iv->size(); ++gg)
{
if((*iv)[gg].groupNumber==getHeroFrameNum(dir, true))
{
tb = (*iv)[gg+heroAnim%IMGVAL].bitmap;
break;
}
}
CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);
//printing flag
pp.y+=IMGVAL*2-32;
sr2.y-=16;
CSDL_Ext::blitSurface((graphics->*flg)[color]->ourImages[gg+heroAnim%IMGVAL+35].bitmap, &pp, extSurf, &sr2);
}
else //hero / boat stands still
{
size_t gg;
for(gg=0; gg < iv->size(); ++gg)
{
if((*iv)[gg].groupNumber==getHeroFrameNum(dir, false))
{
tb = (*iv)[gg].bitmap;
break;
}
}
CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);
//printing flag
if(flg
&& obj->pos.x == top_tile.x + bx
&& obj->pos.y == top_tile.y + by)
{
SDL_Rect bufr = sr2;
bufr.x-=2*32;
bufr.y-=1*32;
bufr.h = 64;
bufr.w = 96;
if(bufr.x-extRect->x>-64)
CSDL_Ext::blitSurface((graphics->*flg)[color]->ourImages[getHeroFrameNum(dir, false) *8+(heroAnim/4)%IMGVAL].bitmap, NULL, extSurf, &bufr);
}
}
}
else //blit normal object
{
const std::vector<Cimage> &ourImages = graphics->getDef(obj)->ourImages;
SDL_Surface *bitmap = ourImages[(anim+getPhaseShift(obj))%ourImages.size()].bitmap;
//setting appropriate flag color
if(color < 8 || color==255)
CSDL_Ext::setPlayerColor(bitmap, color);
if( obj->hasShadowAt(top_tile.x + bx - obj->pos.x, top_tile.y + by - obj->pos.y) )
CSDL_Ext::blit8bppAlphaTo24bpp(bitmap,&pp,extSurf,&sr2);
else
CSDL_Ext::blitSurface(bitmap,&pp,extSurf,&sr2);
}
}
//objects blitted
//X sign
if(puzzleMode)
{
if(bx == grailPosRel.x && by == grailPosRel.y)
{
CSDL_Ext::blit8bppAlphaTo24bpp(graphics->heroMoveArrows->ourImages[0].bitmap, NULL, extSurf, &sr);
}
}
}
}
// terrain printed
// printing borders
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
{
sry = sry_init;
for (int by = 0; by<dy; by++, sry+=32)
{
int3 pos(top_tile.x+bx, top_tile.y+by, top_tile.z); //blitted tile position
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
if (pos.x < 0 || pos.x >= sizes.x ||
pos.y < 0 || pos.y >= sizes.y)
{
SDL_Rect temp_rect = genRect(sr.h, sr.w, 0, 0);
CSDL_Ext::blitSurface(ttiles[pos.x][pos.y][top_tile.z].terbitmap,
&temp_rect,extSurf,&sr);
}
else
{
//blitting Fog of War
if (!puzzleMode)
{
if (pos.x >= 0 &&
pos.y >= 0 &&
pos.x < sizes.x &&
pos.y < sizes.y &&
!(*visibilityMap)[pos.x][pos.y][top_tile.z])
{
std::pair<SDL_Surface *, bool> hide = getVisBitmap(pos, *visibilityMap);
if(hide.second)
CSDL_Ext::blit8bppAlphaTo24bpp(hide.first, &rtile, extSurf, &sr);
else
CSDL_Ext::blitSurface(hide.first, &rtile, extSurf, &sr);
}
}
//FoW blitted
// TODO: these should be activable by the console
#ifdef MARK_BLOCKED_POSITIONS
if(map->terrain[pos.x][pos.y][top_tile.z].blocked) //temporary hiding blocked positions
{
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
memset(rSurf->pixels, 128, rSurf->pitch * rSurf->h);
CSDL_Ext::blitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
}
#endif
#ifdef MARK_VISITABLE_POSITIONS
if(map->terrain[pos.x][pos.y][top_tile.z].visitable) //temporary hiding visitable positions
{
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
memset(rSurf->pixels, 128, rSurf->pitch * rSurf->h);
CSDL_Ext::blitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);
}
#endif
}
}
}
// borders printed
// print grid
if (settings["session"]["showGrid"].Bool())
{
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
{
sry = sry_init;
for (int by = 0; by<dy; by++, sry+=32)
{
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
const int3 color(0x555555, 0x555555, 0x555555);
if (sr.y >= extRect->y &&
sr.y < extRect->y+extRect->h)
for(int i=0;i<sr.w;i++)
if (sr.x+i >= extRect->x &&
sr.x+i < extRect->x+extRect->w)
CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x+i,sr.y,color.x,color.y,color.z);
if (sr.x >= extRect->x &&
sr.x < extRect->x+extRect->w)
for(int i=0; i<sr.h;i++)
if (sr.y+i >= extRect->y &&
sr.y+i < extRect->y+extRect->h)
CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x,sr.y+i,color.x,color.y,color.z);
}
}
}
// grid
//applying sepia / gray effect
if(puzzleMode)
{
CSDL_Ext::applyEffect(extSurf, extRect, static_cast<int>(!ADVOPT.puzzleSepia));
}
//sepia / gray effect applied
SDL_SetClipRect(extSurf, &prevClip); //restoring clip_rect
}
std::pair<SDL_Surface *, bool> CMapHandler::getVisBitmap( const int3 & pos, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap ) const
{
//NOTE: some images have unused in VCMI pair (same blockmap but a bit different look)
// 0-1, 2-3, 4-5, 11-13, 12-14
static const int visBitmaps[256] = {
-1, 34, 4, 4, 22, 23, 4, 4, 36, 36, 38, 38, 47, 47, 38, 38, //16
3, 25, 12, 12, 3, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //32
35, 39, 48, 48, 41, 43, 48, 48, 36, 36, 38, 38, 47, 47, 38, 38, //48
26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //64
0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //80
13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //96
0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //112
13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //128
15, 17, 30, 30, 16, 19, 30, 30, 46, 46, 40, 40, 32, 32, 40, 40, //144
2, 25, 12, 12, 2, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //160
18, 42, 31, 31, 20, 21, 31, 31, 46, 46, 40, 40, 32, 32, 40, 40, //176
26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //192
0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //208
13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //224
0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //240
13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10 //256
};
auto getTile = [&](int dx, int dy)->bool
{
if ( dx + pos.x < 0 || dx + pos.x >= sizes.x
|| dy + pos.y < 0 || dy + pos.y >= sizes.y)
return false;
return visibilityMap[dx+pos.x][dy+pos.y][pos.z];
};
//is tile visible. arrangement: (like num keyboard)
bool d7 = getTile(-1, -1), //789
d8 = getTile( 0, -1), //456
d9 = getTile(+1, -1), //123
d4 = getTile(-1, 0),
d6 = getTile(+1, 0),
d1 = getTile(-1, +1),
d2 = getTile( 0, +1),
d3 = getTile(+1, +1);
int retBitmapID = visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide
if (retBitmapID < 0)
{
retBitmapID = - hideBitmap[pos.x][pos.y][pos.z] - 1; //fully hidden
}
if (retBitmapID >= 0)
{
return std::make_pair(graphics->FoWpartialHide->ourImages[retBitmapID].bitmap, true);
}
else
{
return std::make_pair(graphics->FoWfullHide->ourImages[-retBitmapID - 1].bitmap, false);
}
}
bool CMapHandler::printObject(const CGObjectInstance *obj)
{
if (!graphics->getDef(obj))
processDef(obj->defInfo);
const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
const int tilesW = bitmap->w/32;
const int tilesH = bitmap->h/32;
for(int fx=0; fx<tilesW; ++fx)
{
for(int fy=0; fy<tilesH; ++fy)
{
SDL_Rect cr;
cr.w = 32;
cr.h = 32;
cr.x = fx*32;
cr.y = fy*32;
std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj, cr);
if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)
{
TerrainTile2 & curt = ttiles[obj->pos.x + fx - tilesW+1][obj->pos.y + fy - tilesH+1][obj->pos.z];
std::vector< std::pair<const CGObjectInstance*,SDL_Rect> >::iterator i = curt.objects.begin();
for(; i != curt.objects.end(); i++)
{
OCM_HLP cmp;
if(cmp(toAdd, *i))
{
curt.objects.insert(i, toAdd);
i = curt.objects.begin(); //to validate and avoid adding it second time
break;
}
}
if(i == curt.objects.end())
curt.objects.insert(i, toAdd);
}
} // for(int fy=0; fy<tilesH; ++fy)
} //for(int fx=0; fx<tilesW; ++fx)
return true;
}
bool CMapHandler::hideObject(const CGObjectInstance *obj)
{
CDefEssential * curd = graphics->getDef(obj);
if(!curd) return false;
const SDL_Surface *bitmap = curd->ourImages[0].bitmap;
for(int fx=0; fx<bitmap->w/32; ++fx)
{
for(int fy=0; fy<bitmap->h/32; ++fy)
{
if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frameW && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frameH)
{
std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & ctile = ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z].objects;
for(size_t dd=0; dd < ctile.size(); ++dd)
{
if(ctile[dd].first->id==obj->id)
ctile.erase(ctile.begin() + dd);
}
}
} // for(int fy=0; fy<bitmap->h/32; ++fy)
} //for(int fx=0; fx<bitmap->w/32; ++fx)
return true;
}
bool CMapHandler::removeObject(CGObjectInstance *obj)
{
hideObject(obj);
return true;
}
ui8 CMapHandler::getHeroFrameNum(ui8 dir, bool isMoving) const
{
if(isMoving)
{
static const ui8 frame [] = {0xff, 10, 5, 6, 7, 8, 9, 12, 11};
return frame[dir];
}
else //if(isMoving)
{
static const ui8 frame [] = {0xff, 13, 0, 1, 2, 3, 4, 15, 14};
return frame[dir];
}
}
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;
}
}
}
ui8 CMapHandler::getDir(const int3 &a, const int3 &b)
{
if(a.z!=b.z)
return -1; //error!
if(a.x==b.x+1 && a.y==b.y+1) //lt
return 0;
else if(a.x==b.x && a.y==b.y+1) //t
return 1;
else if(a.x==b.x-1 && a.y==b.y+1) //rt
return 2;
else if(a.x==b.x-1 && a.y==b.y) //r
return 3;
else if(a.x==b.x-1 && a.y==b.y-1) //rb
return 4;
else if(a.x==b.x && a.y==b.y-1) //b
return 5;
else if(a.x==b.x+1 && a.y==b.y-1) //lb
return 6;
else if(a.x==b.x+1 && a.y==b.y) //l
return 7;
return -2; //shouldn't happen
}
void shiftColors(SDL_Surface *img, int from, int howMany) //shifts colors in palette
{
//works with at most 16 colors, if needed more -> increase values
assert(howMany < 16);
SDL_Color palette[16];
for(int i=0; i<howMany; ++i)
{
palette[(i+1)%howMany] =img->format->palette->colors[from + i];
}
SDL_SetColors(img,palette,from,howMany);
}
void CMapHandler::updateWater() //shift colors in palettes of water tiles
{
for(size_t j=0; j < terrainGraphics[7].size(); ++j)
{
shiftColors(terrainGraphics[7][j],246, 9);
}
for(size_t j=0; j < terrainGraphics[8].size(); ++j)
{
shiftColors(terrainGraphics[8][j],229, 12);
shiftColors(terrainGraphics[8][j],242, 14);
}
for(size_t j=0; j < staticRiverDefs[0]->ourImages.size(); ++j)
{
shiftColors(staticRiverDefs[0]->ourImages[j].bitmap,183, 12);
shiftColors(staticRiverDefs[0]->ourImages[j].bitmap,195, 6);
}
for(size_t j=0; j < staticRiverDefs[2]->ourImages.size(); ++j)
{
shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,228, 12);
shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,183, 6);
shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,240, 6);
}
for(size_t j=0; j < staticRiverDefs[3]->ourImages.size(); ++j)
{
shiftColors(staticRiverDefs[3]->ourImages[j].bitmap,240, 9);
}
}
CMapHandler::~CMapHandler()
{
delete graphics->FoWfullHide;
delete graphics->FoWpartialHide;
for(int i=0; i < roadDefs.size(); i++)
delete roadDefs[i];
for(int i=0; i < staticRiverDefs.size(); i++)
delete staticRiverDefs[i];
for(int i=0; i < terrainGraphics.size(); ++i)
{
for(int j=0; j < terrainGraphics[i].size(); ++j)
SDL_FreeSurface(terrainGraphics[i][j]);
}
terrainGraphics.clear();
}
CMapHandler::CMapHandler()
{
frameW = frameH = 0;
graphics->FoWfullHide = NULL;
graphics->FoWpartialHide = NULL;
}
void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName )
{
out.clear();
TerrainTile2 & tt = ttiles[pos.x][pos.y][pos.z];
const TerrainTile &t = map->terrain[pos.x][pos.y][pos.z];
for(std::vector < std::pair<const CGObjectInstance*,SDL_Rect> >::const_iterator i = tt.objects.begin(); i != tt.objects.end(); i++)
{
if(i->first->ID == Obj::HOLE) //Hole
{
out = i->first->hoverName;
return;
}
}
if(t.hasFavourableWinds())
out = CGI->generaltexth->names[Obj::FAVORABLE_WINDS];
else if(terName)
out = CGI->generaltexth->terrainNames[t.terType];
}
ui8 CMapHandler::getPhaseShift(const CGObjectInstance *object) const
{
auto i = animationPhase.find(object);
if(i == animationPhase.end())
{
ui8 ret = rand() % 255;
animationPhase[object] = ret;
return ret;
}
return i->second;
}
TerrainTile2::TerrainTile2()
:terbitmap(0)
{}