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@@ -539,7 +539,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
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ui8 color = obj->tempOwner;
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//checking if object has non-empty graphic on this tile
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- if(obj->ID != GameConstants::HEROI_TYPE && !obj->coveringAt(obj->pos.x - (top_tile.x + bx), top_tile.y + by - obj->pos.y + 5))
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+ if(obj->ID != GameConstants::HEROI_TYPE && !obj->coveringAt(top_tile.x + bx - obj->pos.x, top_tile.y + by - obj->pos.y))
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continue;
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static const int notBlittedInPuzzleMode[] = {124};
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@@ -655,7 +655,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
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if(color < 8 || color==255)
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CSDL_Ext::setPlayerColor(bitmap, color);
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- if( obj->hasShadowAt(obj->pos.x - (top_tile.x + bx), top_tile.y + by - obj->pos.y + 5) )
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+ if( obj->hasShadowAt(top_tile.x + bx - obj->pos.x, top_tile.y + by - obj->pos.y) )
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CSDL_Ext::blit8bppAlphaTo24bpp(bitmap,&pp,extSurf,&sr2);
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else
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CSDL_Ext::blitSurface(bitmap,&pp,extSurf,&sr2);
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@@ -803,7 +803,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
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std::pair<SDL_Surface *, bool> CMapHandler::getVisBitmap( const int3 & pos, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap ) const
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{
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//NOTE: some images have unused in VCMI pair (same blockmap but a bit different look)
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- // 0-1, 2-3, 4-5, 11-13, 13-14
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+ // 0-1, 2-3, 4-5, 11-13, 12-14
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static const int visBitmaps[256] = {
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-1, 34, 4, 4, 22, 23, 4, 4, 36, 36, 38, 38, 47, 47, 38, 38, //16
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3, 25, 12, 12, 3, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //32
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