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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/client/mapHandler.cpp
2014-07-03 20:41:42 +04:00

1139 lines
31 KiB
C++

/*
* 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
*
*/
#include "StdInc.h"
#include "mapHandler.h"
#include "CBitmapHandler.h"
#include "gui/SDL_Extensions.h"
#include "CGameInfo.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/CObjectClassesHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "Graphics.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"
#include "CMT.h"
#include "../lib/CRandomGenerator.h"
#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();
}
static bool objectBlitOrderSorter(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b)
{
return CMapHandler::compareObjectBlitOrder(a.first, b.first);
}
struct NeighborTilesInfo
{
bool d7, //789
d8, //456
d9, //123
d4,
d5,
d6,
d1,
d2,
d3;
NeighborTilesInfo(const int3 & pos, const int3 & sizes, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap)
{
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];
};
d7 = getTile(-1, -1); //789
d8 = getTile( 0, -1); //456
d9 = getTile(+1, -1); //123
d4 = getTile(-1, 0);
d5 = visibilityMap[pos.x][pos.y][pos.z];
d6 = getTile(+1, 0);
d1 = getTile(-1, +1);
d2 = getTile( 0, +1);
d3 = getTile(+1, +1);
}
bool areAllHidden() const
{
return !(d1 || d2 || d3 || d4 || d5 || d6 || d7 || d8 || d8 );
}
int getBitmapID() 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
};
return visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide
}
};
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(auto & elem : missRot)
{
nw = graphics->FoWpartialHide->ourImages[elem];
nw.bitmap = CSDL_Ext::verticalFlip(nw.bitmap);
graphics->FoWpartialHide->ourImages.push_back(nw);
}
//necessaary rotations added
//alpha - transformation
for(auto & elem : graphics->FoWpartialHide->ourImages)
{
CSDL_Ext::alphaTransform(elem.bitmap);
}
//initialization of type of full-hide image
hideBitmap.resize(sizes.x);
for (auto & elem : hideBitmap)
{
elem.resize(sizes.y);
}
for (auto & elem : hideBitmap)
{
for (int j = 0; j < sizes.y; ++j)
{
elem[j].resize(sizes.z);
for(int k = 0; k < sizes.z; ++k)
{
elem[j][k] = CRandomGenerator::getDefault().nextInt(graphics->FoWfullHide->ourImages.size() - 1);
}
}
}
}
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(auto & elem : staticRiverDefs)
{
for(size_t h=0; h < elem->ourImages.size(); ++h)
{
CSDL_Ext::alphaTransform(elem->ourImages[h].bitmap);
}
}
for(auto & elem : roadDefs)
{
for(size_t h=0; h < elem->ourImages.size(); ++h)
{
CSDL_Ext::alphaTransform(elem->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);
}
}
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;
auto & rand = CRandomGenerator::getDefault();
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.x)
terBitmapNum = rand.nextInt(22, 23);
else if(i == -1 && j > -1 && j < sizes.y)
terBitmapNum = rand.nextInt(33, 34);
else if(j == sizes.y && i >-1 && i < sizes.x)
terBitmapNum = rand.nextInt(29, 30);
else if(i == sizes.x && j > -1 && j < sizes.y)
terBitmapNum = rand.nextInt(25, 26);
else
terBitmapNum = rand.nextInt(15);
if(terBitmapNum != -1)
{
ttiles[i][j][k].terbitmap = bord->ourImages[terBitmapNum].bitmap;
continue;
}
}
}
}
}
delete bord;
}
static void processDef (const ObjectTemplate & objTempl)
{
if(objTempl.id == Obj::EVENT)
{
graphics->advmapobjGraphics[objTempl.animationFile] = nullptr;
return;
}
CDefEssential * ourDef = graphics->getDef(objTempl);
if(!ourDef) //if object has already set handler (eg. heroes) it should not be overwritten
{
if(objTempl.animationFile.size())
{
graphics->advmapobjGraphics[objTempl.animationFile] = CDefHandler::giveDefEss(objTempl.animationFile);
}
else
{
logGlobal->warnStream() << "No def name for " << objTempl.id << " " << objTempl.subid;
return;
}
ourDef = graphics->getDef(objTempl);
}
//alpha transformation
for(auto & elem : ourDef->ourImages)
{
CSDL_Ext::alphaTransform(elem.bitmap);
}
}
void CMapHandler::initObjectRects()
{
//initializing objects / rects
for(auto & elem : map->objects)
{
const CGObjectInstance *obj = elem;
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)
{
continue;
}
if (!graphics->getDef(obj)) //try to load it
processDef(obj->appearance);
if (!graphics->getDef(obj)) // stil no graphics? exit
continue;
const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
for(int fx=0; fx < obj->getWidth(); ++fx)
{
for(int fy=0; fy < obj->getHeight(); ++fy)
{
int3 currTile(obj->pos.x - fx, obj->pos.y - fy, obj->pos.z);
SDL_Rect cr;
cr.w = 32;
cr.h = 32;
cr.x = bitmap->w - fx * 32 - 32;
cr.y = bitmap->h - fy * 32 - 32;
std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj,cr);
if( map->isInTheMap(currTile) && // within map
cr.x + cr.w > 0 && // image has data on this tile
cr.y + cr.h > 0 &&
obj->coveringAt(currTile.x, currTile.y) // object is visible here
)
{
ttiles[currTile.x][currTile.y][currTile.z].objects.push_back(toAdd);
}
}
}
}
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(), objectBlitOrderSorter);
}
}
}
}
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;
prepareFOWDefs();
roadsRiverTerrainInit(); //road's and river's DefHandlers; and simple values initialization
borderAndTerrainBitmapInit();
logGlobal->infoStream()<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDiff();
initObjectRects();
logGlobal->infoStream()<<"\tMaking object rects: "<<th.getDiff();
}
// 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;
//we should not render fully hidden tiles
if(!puzzleMode)
{
const NeighborTilesInfo info(pos,sizes,*visibilityMap);
if(info.areAllHidden())
continue;
}
const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z];
const TerrainTile &tinfo = map->getTile(int3(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->getTile(int3(pos.x, pos.y-1, pos.z)).roadType != ERoadType::NO_ROAD)
{ //part from top tile
const TerrainTile &topTile = map->getTile(int3(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(auto & object : objects)
{
const CGObjectInstance *obj = object.first;
if (!graphics->getDef(obj))
processDef(obj->appearance);
if (!graphics->getDef(obj) && !obj->appearance.animationFile.empty())
{
logGlobal->errorStream() << "Failed to load image " << obj->appearance.animationFile;
}
PlayerColor color = obj->tempOwner;
//checking if object has non-empty graphic on this tile
if(obj->ID != Obj::HERO && !obj->coveringAt(top_tile.x + bx, top_tile.y + by))
continue;
static const int notBlittedInPuzzleMode[] = {Obj::HOLE};
//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 = object.second;
pp.h = sr.h;
pp.w = sr.w;
const CGHeroInstance * themp = (obj->ID != Obj::HERO
? nullptr
: 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 = nullptr;
std::vector<CDefEssential *> Graphics::*flg = nullptr;
SDL_Surface * tb = nullptr; //surface to blitted
if(themp) //hero
{
if(themp->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
{
logGlobal->errorStream() << "A neutral hero (" << themp->name << ") at " << themp->pos << ". Should not happen!";
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
iv = &graphics->heroAnims[themp->appearance.animationFile]->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: logGlobal->errorStream() << "Not supported boat subtype: " << themp->boat->subID;
}
}
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.getNum()]->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.getNum()]->ourImages[getHeroFrameNum(dir, false) *8+(heroAnim/4)%IMGVAL].bitmap, nullptr, 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 < PlayerColor::PLAYER_LIMIT || color==PlayerColor::NEUTRAL)
CSDL_Ext::setPlayerColor(bitmap, color);
CSDL_Ext::blit8bppAlphaTo24bpp(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, nullptr, 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)
{
// outside of the map - print borders
SDL_Rect temp_rect = genRect(sr.h, sr.w, 0, 0);
SDL_Surface * src = ttiles[pos.x][pos.y][top_tile.z].terbitmap;
assert(src);
CSDL_Ext::blitSurface(src, &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
SDL_Rect tileRect = genRect(sr.h, sr.w, 0, 0);
if (settings["session"]["showBlock"].Bool())
{
if(map->getTile(int3(pos.x, pos.y, top_tile.z)).blocked) //temporary hiding blocked positions
{
static SDL_Surface * block = nullptr;
if (!block)
block = BitmapHandler::loadBitmap("blocked");
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
CSDL_Ext::blitSurface(block, &tileRect, extSurf, &sr);
}
}
if (settings["session"]["showVisit"].Bool())
{
if(map->getTile(int3(pos.x, pos.y, top_tile.z)).visitable) //temporary hiding visitable positions
{
static SDL_Surface * visit = nullptr;
if (!visit)
visit = BitmapHandler::loadBitmap("visitable");
SDL_Rect sr;
sr.x=srx;
sr.y=sry;
sr.h=sr.w=32;
CSDL_Ext::blitSurface(visit, &tileRect, extSurf, &sr);
}
}
}
}
}
// 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
{
const NeighborTilesInfo info(pos,sizes,visibilityMap);
int retBitmapID = info.getBitmapID();// >=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->appearance);
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];
auto i = curt.objects.begin();
for(; i != curt.objects.end(); i++)
{
if(objectBlitOrderSorter(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)
{
for (size_t i=0; i<map->width; i++)
{
for (size_t j=0; j<map->height; j++)
{
for (size_t k=0; k<(map->twoLevel ? 2 : 1); k++)
{
for(size_t x=0; x < ttiles[i][j][k].objects.size(); x++)
{
if (ttiles[i][j][k].objects[x].first->id == obj->id)
{
ttiles[i][j][k].objects.erase(ttiles[i][j][k].objects.begin() + x);
break;
}
}
}
}
}
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(auto & elem : terrainGraphics[7])
{
shiftColors(elem,246, 9);
}
for(auto & elem : terrainGraphics[8])
{
shiftColors(elem,229, 12);
shiftColors(elem,242, 14);
}
for(auto & elem : staticRiverDefs[0]->ourImages)
{
shiftColors(elem.bitmap,183, 12);
shiftColors(elem.bitmap,195, 6);
}
for(auto & elem : staticRiverDefs[2]->ourImages)
{
shiftColors(elem.bitmap,228, 12);
shiftColors(elem.bitmap,183, 6);
shiftColors(elem.bitmap,240, 6);
}
for(auto & elem : staticRiverDefs[3]->ourImages)
{
shiftColors(elem.bitmap,240, 9);
}
}
CMapHandler::~CMapHandler()
{
delete graphics->FoWfullHide;
delete graphics->FoWpartialHide;
for(auto & elem : roadDefs)
delete elem;
for(auto & elem : staticRiverDefs)
delete elem;
for(auto & elem : terrainGraphics)
{
for(int j=0; j < elem.size(); ++j)
SDL_FreeSurface(elem[j]);
}
terrainGraphics.clear();
}
CMapHandler::CMapHandler()
{
frameW = frameH = 0;
graphics->FoWfullHide = nullptr;
graphics->FoWpartialHide = nullptr;
}
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->getTile(pos);
for(auto & elem : tt.objects)
{
if(elem.first->ID == Obj::HOLE) //Hole
{
out = elem.first->getObjectName();
return;
}
}
if(t.hasFavourableWinds())
out = CGI->objtypeh->getObjectName(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 = CRandomGenerator::getDefault().nextInt(254);
animationPhase[object] = ret;
return ret;
}
return i->second;
}
TerrainTile2::TerrainTile2()
:terbitmap(nullptr)
{}
bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
{
if (a->appearance.printPriority != b->appearance.printPriority)
return a->appearance.printPriority > b->appearance.printPriority;
if(a->pos.y != b->pos.y)
return a->pos.y < b->pos.y;
if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
return true;
if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
return false;
if(!a->isVisitable() && b->isVisitable())
return true;
if(!b->isVisitable() && a->isVisitable())
return false;
if(a->pos.x < b->pos.x)
return true;
return false;
}