Selaa lähdekoodia

* resolving #41 and #36
* small improvements

mateuszb 18 vuotta sitten
vanhempi
sitoutus
c1e9e9b750
8 muutettua tiedostoa jossa 114 lisäystä ja 59 poistoa
  1. 10 0
      CCallback.cpp
  2. 38 6
      CMT.cpp
  3. 6 1
      hch/CHeroHandler.cpp
  4. 1 0
      hch/CHeroHandler.h
  5. 6 1
      hch/CTownHandler.cpp
  6. 2 0
      hch/CTownHandler.h
  7. 50 50
      mapHandler.cpp
  8. 1 1
      mapHandler.h

+ 10 - 0
CCallback.cpp

@@ -102,6 +102,16 @@ bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
 		{
 			hero->pos = endpos;
 		}*/
+		for(int xd=0; xd<CGI->ac->map.width; ++xd) //revealing part of map around heroes
+		{
+			for(int yd=0; yd<CGI->ac->map.height; ++yd)
+			{
+				int deltaX = (endpos.x-xd)*(endpos.x-xd);
+				int deltaY = (endpos.y-yd)*(endpos.y-yd);
+				if(deltaX+deltaY<=hero->getSightDistance()*hero->getSightDistance())
+					gs->players[player].fogOfWarMap[xd][yd][endpos.z] = 1;
+			}
+		}
 		if((hero->movement>=CGI->mh->getCost(stpos, endpos, hero))  || player==-1)
 		{ //performing move
 			hero->movement-=CGI->mh->getCost(stpos, endpos, hero);

+ 38 - 6
CMT.cpp

@@ -145,17 +145,30 @@ void initGameState(CGameInfo * cgi)
 	for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
 	{
 		k->second.fogOfWarMap.resize(cgi->ac->map.width, Woff);
-		for(int g=0; g<cgi->ac->map.width; ++g)
+		for(int g=-Woff; g<cgi->ac->map.width+Woff; ++g)
 			k->second.fogOfWarMap[g].resize(cgi->ac->map.height, Hoff);
 
-		for(int g=0; g<cgi->ac->map.width; ++g)
-			for(int h=0; h<cgi->ac->map.height; ++h)
+		for(int g=-Woff; g<cgi->ac->map.width+Woff; ++g)
+			for(int h=-Hoff; h<cgi->ac->map.height+Hoff; ++h)
 				k->second.fogOfWarMap[g][h].resize(cgi->ac->map.twoLevel+1, 0);
 
-		for(int g=0; g<cgi->ac->map.width; ++g)
-			for(int h=0; h<cgi->ac->map.height; ++h)
+		for(int g=-Woff; g<cgi->ac->map.width+Woff; ++g)
+			for(int h=-Hoff; h<cgi->ac->map.height+Hoff; ++h)
 				for(int v=0; v<cgi->ac->map.twoLevel+1; ++v)
-					k->second.fogOfWarMap[g][h][v] = 1;
+					k->second.fogOfWarMap[g][h][v] = 0;
+		for(int xd=0; xd<cgi->ac->map.width; ++xd) //revealing part of map around heroes
+		{
+			for(int yd=0; yd<cgi->ac->map.height; ++yd)
+			{
+				for(int ch=0; ch<k->second.heroes.size(); ++ch)
+				{
+					int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
+					int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
+					if(deltaX+deltaY<=k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
+						k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
+				}
+			}
+		}
 	}
 	/****************************TOWNS************************************************/
 	for (int i=0;i<cgi->townh->townInstances.size();i++)
@@ -167,6 +180,25 @@ void initGameState(CGameInfo * cgi)
 		
 		cgi->state->players[vti->owner].towns.push_back(vti);
 	}
+
+	for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
+	{
+		if(k->first==-1 || k->first==255)
+			continue;
+		for(int xd=0; xd<cgi->ac->map.width; ++xd) //revealing part of map around towns
+		{
+			for(int yd=0; yd<cgi->ac->map.height; ++yd)
+			{
+				for(int ch=0; ch<k->second.towns.size(); ++ch)
+				{
+					int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
+					int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
+					if(deltaX+deltaY<=k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
+						k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
+				}
+			}
+		}
+	}
 }
 
 int _tmain(int argc, _TCHAR* argv[])

+ 6 - 1
hch/CHeroHandler.cpp

@@ -535,4 +535,9 @@ void CHeroHandler::initTerrainCosts()
 		}
 	}
 	inp.close();
-}
+}
+
+int CHeroInstance::getSightDistance() const //TODO: finish
+{
+	return 6;
+}

+ 1 - 0
hch/CHeroHandler.h

@@ -72,6 +72,7 @@ public:
 	unsigned float getMultiplicativeMoveBonus();
 	static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
 	int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
+	int getSightDistance() const; //returns sight distance of this hero
 	void setPosition(int3 Pos, bool h3m); //as above, but sets position
 
 	bool canWalkOnSea() const;

+ 6 - 1
hch/CTownHandler.cpp

@@ -71,4 +71,9 @@ CTownInstance::CTownInstance()
 	garrisonHero=NULL;
 	owner=-1;
 	town=NULL;
-}
+}
+
+int CTownInstance::getSightDistance() const //TODO: finish
+{
+	return 10;
+}

+ 2 - 0
hch/CTownHandler.h

@@ -57,6 +57,8 @@ public:
 
 	std::vector<CSpell *> possibleSpells, obligatorySpells, availableSpells;
 
+	int getSightDistance() const; //returns sight distance
+
 	CTownInstance();
 };
 

+ 50 - 50
mapHandler.cpp

@@ -1000,199 +1000,199 @@ SDL_Surface * CMapHandler::undTerrBitmap(int x, int y)
 	return ttiles[x+Woff][y+Hoff][0].terbitmap[1];
 }
 
-SDL_Surface * CMapHandler::getVisBitmap(int x, int y, const PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl)
+SDL_Surface * CMapHandler::getVisBitmap(int x, int y, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl)
 {
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return fullHide->ourImages[rand()%fullHide->ourImages.size()].bitmap; //fully hidden
 	}
-	else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[22].bitmap; //visible right bottom corner
 	}
-	else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[15].bitmap; //visible right top corner
 	}
-	else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[22].bitmap); //visible left bottom corner
 	}
-	else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[15].bitmap); //visible left top corner
 	}
-	else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		//return partialHide->ourImages[rand()%2].bitmap; //visible top
 		return partialHide->ourImages[0].bitmap; //visible top
 	}
-	else if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	else if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		//return partialHide->ourImages[4+rand()%2].bitmap; //visble bottom
 		return partialHide->ourImages[4].bitmap; //visble bottom
 	}
-	else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		//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][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		//return partialHide->ourImages[2+rand()%2].bitmap; //visible right
 		return partialHide->ourImages[2].bitmap; //visible right
 	}
-	else if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl])
+	else if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl])
 	{
 		//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][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[13].bitmap; //visible right, right - top; left bottom corner hidden
 	}
-	else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && visibility[x+1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && !visibilityMap[x+1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[13].bitmap); //visible top, top - left, left; right bottom corner hidden
 	}
-	else if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x+1][y-1][lvl])
+	else if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x+1][y-1][lvl])
 	{
 		//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][lvl] && !visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	else if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[10].bitmap; //visible left, right, bottom and top
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[16].bitmap; //visible right corners
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[18].bitmap; //visible top corners
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[16].bitmap); //visible left corners
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::hFlip(partialHide->ourImages[18].bitmap); //visible bottom corners
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[17].bitmap; //visible right - top and bottom - left corners
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::hFlip(partialHide->ourImages[17].bitmap); //visible top - left and bottom - right corners
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[19].bitmap; //visible corners without left top
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[20].bitmap; //visible corners without left bottom
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[20].bitmap); //visible corners without right bottom
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[19].bitmap); //visible corners without right top
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[21].bitmap; //visible all corners only
 	}
-	if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl])
+	if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl])
 	{
 		return partialHide->ourImages[6].bitmap; //hidden top
 	}
-	if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
+	if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
 	{
 		return partialHide->ourImages[7].bitmap; //hidden right
 	}
-	if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
 	{
 		return partialHide->ourImages[8].bitmap; //hidden bottom
 	}
-	if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
+	if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
 	{
-		return CSDL_Ext::rotate01(partialHide->ourImages[6].bitmap); //hidden left
+		return CSDL_Ext::rotate01(partialHide->ourImages[7].bitmap); //hidden left
 	}
-	if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
 	{
 		return partialHide->ourImages[9].bitmap; //hidden top and bottom
 	}
-	if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl])
+	if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
 	{
 		return partialHide->ourImages[29].bitmap;  //hidden left and right
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[24].bitmap; //visible top and right bottom corner
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[24].bitmap); //visible top and left bottom corner
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[33].bitmap; //visible top and bottom corners
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[26].bitmap); //visible left and right top corner
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl] && visibility[x+1][y-1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && !visibilityMap[x+1][y-1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[25].bitmap); //visible left and right bottom corner
 	}
-	if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl] && !visibility[x+1][y-1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl])
 	{
 		return partialHide->ourImages[32].bitmap; //visible left and right corners
 	}
-	if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x+1][y-1][lvl])
+	if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x+1][y-1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[30].bitmap); //visible bottom and left top corner
 	}
-	if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x+1][y-1][lvl])
+	if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y-1][lvl])
 	{
 		return partialHide->ourImages[30].bitmap; //visible bottom and right top corner
 	}
-	if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x+1][y-1][lvl])
+	if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y-1][lvl])
 	{
 		return partialHide->ourImages[31].bitmap; //visible bottom and top corners
 	}
-	if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && visibility[x-1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && !visibilityMap[x-1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[25].bitmap; //visible right and left bottom corner
 	}
-	if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && !visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[26].bitmap; //visible right and left top corner
 	}
-	if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[32].bitmap); //visible right and left cornres
 	}
-	if(!visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x-1][y-1][lvl])
+	if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl])
 	{
 		return partialHide->ourImages[28].bitmap; //visible bottom, right - bottom, right; left top corner visible
 	}
-	else if(visibility[x][y+1][lvl] && !visibility[x+1][y][lvl] && visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x-1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
 	{
 		return partialHide->ourImages[27].bitmap; //visible right, right - top; left bottom corner visible
 	}
-	else if(visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && !visibility[x][y-1][lvl] && !visibility[x+1][y+1][lvl])
+	else if(!visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y+1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[27].bitmap); //visible top, top - left, left; right bottom corner visible
 	}
-	else if(!visibility[x][y+1][lvl] && visibility[x+1][y][lvl] && !visibility[x-1][y][lvl] && visibility[x][y-1][lvl] && !visibility[x+1][y-1][lvl])
+	else if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl] && visibilityMap[x+1][y-1][lvl])
 	{
 		return CSDL_Ext::rotate01(partialHide->ourImages[28].bitmap); //visible left, left - bottom, bottom; right top corner visible
 	}
@@ -1225,7 +1225,7 @@ std::vector < std::string > CMapHandler::getObjDescriptions(int3 pos)
 	std::vector<std::string> ret;
 	for(int g=0; g<objs.size(); ++g)
 	{
-		if( (5-(objs[g].first->pos.y-pos.y-1)) >= 0 && (5-(objs[g].first->pos.y-pos.y-1)) < 6 && (objs[g].first->pos.x-pos.x-1) >= 0 && (objs[g].first->pos.x-pos.x-1)<7 && objs[g].first->defObjInfoNumber!=-1 &&
+		if( (5-(objs[g].first->pos.y-pos.y)) >= 0 && (5-(objs[g].first->pos.y-pos.y)) < 6 && (objs[g].first->pos.x-pos.x) >= 0 && (objs[g].first->pos.x-pos.x)<7 && objs[g].first->defObjInfoNumber!=-1 &&
 			(((CGI->dobjinfo->objs[objs[g].first->defObjInfoNumber].blockMap[5-(objs[g].first->pos.y-pos.y-1)])>>((objs[g].first->pos.x-pos.x-1)))&1)==0
 			) //checking position blocking
 		{

+ 1 - 1
mapHandler.h

@@ -74,7 +74,7 @@ public:
 	char & visAccess(int x, int y);
 	char & undVisAccess(int x, int y);
 	SDL_Surface mirrorImage(SDL_Surface *src); //what is this??
-	SDL_Surface * getVisBitmap(int x, int y, const PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl);
+	SDL_Surface * getVisBitmap(int x, int y, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl);
 
 	int getCost(int3 & a, int3 & b, const CHeroInstance * hero);
 	std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position