|
@@ -1,9 +1,8 @@
|
|
|
#include "stdafx.h"
|
|
|
#include "mapHandler.h"
|
|
|
-#include "SDL_rotozoom.h"
|
|
|
#include "SDL_Extensions.h"
|
|
|
#include "CGameInfo.h"
|
|
|
-#include "stdlib.h"
|
|
|
+#include <cstdlib>
|
|
|
#include "hch\CLodHandler.h"
|
|
|
#include "hch\CDefObjInfoHandler.h"
|
|
|
#include <algorithm>
|
|
@@ -11,7 +10,6 @@
|
|
|
#include "CLua.h"
|
|
|
#include "hch\CHeroHandler.h"
|
|
|
#include "hch\CTownHandler.h"
|
|
|
-#include "hch\CArtHandler.h"
|
|
|
#include "client\Graphics.h"
|
|
|
#include <iomanip>
|
|
|
#include <sstream>
|
|
@@ -87,262 +85,10 @@ void alphaTransformDef(CGDefInfo * defInfo)
|
|
|
for(int yy=0;yy<defInfo->handler->ourImages.size();yy++)
|
|
|
{
|
|
|
defInfo->handler->ourImages[yy].bitmap = CSDL_Ext::alphaTransform(defInfo->handler->ourImages[yy].bitmap);
|
|
|
- //SDL_Surface * bufs = CSDL_Ext::secondAlphaTransform(defInfo->handler->ourImages[yy].bitmap, alphaTransSurf);
|
|
|
- //SDL_FreeSurface(defInfo->handler->ourImages[yy].bitmap);
|
|
|
- //defInfo->handler->ourImages[yy].bitmap = bufs;
|
|
|
defInfo->handler->alphaTransformed = true;
|
|
|
}
|
|
|
SDL_FreeSurface(alphaTransSurf);
|
|
|
}
|
|
|
-int CMapHandler::pickHero(int owner)
|
|
|
-{
|
|
|
- int h;
|
|
|
- if(usedHeroes.find(h = CGI->scenarioOps.getIthPlayersSettings(owner).hero)==usedHeroes.end() && h>=0) //we haven't used selected hero
|
|
|
- {
|
|
|
- usedHeroes.insert(h);
|
|
|
- return h;
|
|
|
- }
|
|
|
- int f = CGI->scenarioOps.getIthPlayersSettings(owner).castle;
|
|
|
- int i=0;
|
|
|
- do //try to find free hero of our faction
|
|
|
- {
|
|
|
- i++;
|
|
|
- h = CGI->scenarioOps.getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(rand()%(HEROES_PER_TYPE*2));//cgi->scenarioOps.playerInfos[pru].hero = cgi->
|
|
|
- } while((usedHeroes.find(h)!=usedHeroes.end()) && i<175);
|
|
|
- if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
|
|
|
- {
|
|
|
- for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
|
|
|
- if(usedHeroes.find(j)==usedHeroes.end())
|
|
|
- h=j;
|
|
|
- }
|
|
|
- usedHeroes.insert(h);
|
|
|
- return h;
|
|
|
-}
|
|
|
-std::pair<int,int> CMapHandler::pickObject(CGObjectInstance *obj)
|
|
|
-{
|
|
|
- switch(obj->ID)
|
|
|
- {
|
|
|
- case 65: //random artifact
|
|
|
- return std::pair<int,int>(5,(rand()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
|
|
|
- case 66: //random treasure artifact
|
|
|
- return std::pair<int,int>(5,CGI->arth->treasures[rand()%CGI->arth->treasures.size()]->id);
|
|
|
- case 67: //random minor artifact
|
|
|
- return std::pair<int,int>(5,CGI->arth->minors[rand()%CGI->arth->minors.size()]->id);
|
|
|
- case 68: //random major artifact
|
|
|
- return std::pair<int,int>(5,CGI->arth->majors[rand()%CGI->arth->majors.size()]->id);
|
|
|
- case 69: //random relic artifact
|
|
|
- return std::pair<int,int>(5,CGI->arth->relics[rand()%CGI->arth->relics.size()]->id);
|
|
|
- case 70: //random hero
|
|
|
- {
|
|
|
- return std::pair<int,int>(34,pickHero(obj->tempOwner));
|
|
|
- }
|
|
|
- case 71: //random monster
|
|
|
- return std::pair<int,int>(54,rand()%(CGI->creh->creatures.size()));
|
|
|
- case 72: //random monster lvl1
|
|
|
- return std::pair<int,int>(54,CGI->creh->levelCreatures[1][rand()%CGI->creh->levelCreatures[1].size()]->idNumber);
|
|
|
- case 73: //random monster lvl2
|
|
|
- return std::pair<int,int>(54,CGI->creh->levelCreatures[2][rand()%CGI->creh->levelCreatures[2].size()]->idNumber);
|
|
|
- case 74: //random monster lvl3
|
|
|
- return std::pair<int,int>(54,CGI->creh->levelCreatures[3][rand()%CGI->creh->levelCreatures[3].size()]->idNumber);
|
|
|
- case 75: //random monster lvl4
|
|
|
- return std::pair<int,int>(54,CGI->creh->levelCreatures[4][rand()%CGI->creh->levelCreatures[4].size()]->idNumber);
|
|
|
- case 76: //random resource
|
|
|
- return std::pair<int,int>(79,rand()%7); //now it's OH3 style, use %8 for mithril
|
|
|
- case 77: //random town
|
|
|
- {
|
|
|
- int align = ((CGTownInstance*)obj)->alignment,
|
|
|
- f;
|
|
|
- if(align>PLAYER_LIMIT-1)//same as owner / random
|
|
|
- {
|
|
|
- if(obj->tempOwner > PLAYER_LIMIT-1)
|
|
|
- f = -1; //random
|
|
|
- else
|
|
|
- f = CGI->scenarioOps.getIthPlayersSettings(obj->tempOwner).castle;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- f = CGI->scenarioOps.getIthPlayersSettings(align).castle;
|
|
|
- }
|
|
|
- if(f<0) f = rand()%CGI->townh->towns.size();
|
|
|
- return std::pair<int,int>(98,f);
|
|
|
- }
|
|
|
- case 162: //random monster lvl5
|
|
|
- return std::pair<int,int>(54,CGI->creh->levelCreatures[5][rand()%CGI->creh->levelCreatures[5].size()]->idNumber);
|
|
|
- case 163: //random monster lvl6
|
|
|
- return std::pair<int,int>(54,CGI->creh->levelCreatures[6][rand()%CGI->creh->levelCreatures[6].size()]->idNumber);
|
|
|
- case 164: //random monster lvl7
|
|
|
- return std::pair<int,int>(54,CGI->creh->levelCreatures[7][rand()%CGI->creh->levelCreatures[7].size()]->idNumber);
|
|
|
- case 216: //random dwelling
|
|
|
- {
|
|
|
- int faction = rand()%F_NUMBER;
|
|
|
- CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
|
|
|
- if (info->asCastle)
|
|
|
- {
|
|
|
- for(int i=0;i<map->objects.size();i++)
|
|
|
- {
|
|
|
- if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
|
|
|
- {
|
|
|
- randomizeObject(map->objects[i]); //we have to randomize the castle first
|
|
|
- faction = map->objects[i]->subID;
|
|
|
- break;
|
|
|
- }
|
|
|
- else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
|
|
|
- {
|
|
|
- faction = map->objects[i]->subID;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- while((!(info->castles[0]&(1<<faction))))
|
|
|
- {
|
|
|
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
|
- break;
|
|
|
- faction = rand()%F_NUMBER;
|
|
|
- }
|
|
|
- }
|
|
|
- int level = ((info->maxLevel-info->minLevel) ? (rand()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
|
|
|
- int cid = CGI->townh->towns[faction].basicCreatures[level];
|
|
|
- for(int i=0;i<CGI->objh->cregens.size();i++)
|
|
|
- if(CGI->objh->cregens[i]==cid)
|
|
|
- return std::pair<int,int>(17,i);
|
|
|
- std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
|
|
|
- return std::pair<int,int>(17,0);
|
|
|
- }
|
|
|
- case 217:
|
|
|
- {
|
|
|
- int faction = rand()%F_NUMBER;
|
|
|
- CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
|
|
|
- if (info->asCastle)
|
|
|
- {
|
|
|
- for(int i=0;i<map->objects.size();i++)
|
|
|
- {
|
|
|
- if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
|
|
|
- {
|
|
|
- randomizeObject(map->objects[i]); //we have to randomize the castle first
|
|
|
- faction = map->objects[i]->subID;
|
|
|
- break;
|
|
|
- }
|
|
|
- else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
|
|
|
- {
|
|
|
- faction = map->objects[i]->subID;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- while((!(info->castles[0]&(1<<faction))))
|
|
|
- {
|
|
|
- if((faction>7) && (info->castles[1]&(1<<(faction-8))))
|
|
|
- break;
|
|
|
- faction = rand()%F_NUMBER;
|
|
|
- }
|
|
|
- }
|
|
|
- int cid = CGI->townh->towns[faction].basicCreatures[obj->subID];
|
|
|
- for(int i=0;i<CGI->objh->cregens.size();i++)
|
|
|
- if(CGI->objh->cregens[i]==cid)
|
|
|
- return std::pair<int,int>(17,i);
|
|
|
- std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
|
|
|
- return std::pair<int,int>(17,0);
|
|
|
- }
|
|
|
- case 218:
|
|
|
- {
|
|
|
- CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
|
|
|
- int level = ((info->maxLevel-info->minLevel) ? (rand()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
|
|
|
- int cid = CGI->townh->towns[obj->subID].basicCreatures[level];
|
|
|
- for(int i=0;i<CGI->objh->cregens.size();i++)
|
|
|
- if(CGI->objh->cregens[i]==cid)
|
|
|
- return std::pair<int,int>(17,i);
|
|
|
- std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
|
|
|
- return std::pair<int,int>(17,0);
|
|
|
- }
|
|
|
- }
|
|
|
- return std::pair<int,int>(-1,-1);
|
|
|
-}
|
|
|
-void CMapHandler::randomizeObject(CGObjectInstance *cur)
|
|
|
-{
|
|
|
- std::pair<int,int> ran = pickObject(cur);
|
|
|
- if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
|
|
|
- {
|
|
|
- if(cur->ID==98) //town - set def
|
|
|
- {
|
|
|
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
|
- if(t->hasCapitol())
|
|
|
- t->defInfo = capitols[t->subID];
|
|
|
- else if(t->hasFort())
|
|
|
- t->defInfo = CGI->dobjinfo->castles[t->subID];
|
|
|
- else
|
|
|
- t->defInfo = villages[t->subID];
|
|
|
- if(!t->defInfo->handler)
|
|
|
- {
|
|
|
- t->defInfo->handler = CDefHandler::giveDef(t->defInfo->name);
|
|
|
- t->defInfo->width = t->defInfo->handler->ourImages[0].bitmap->w/32;
|
|
|
- t->defInfo->height = t->defInfo->handler->ourImages[0].bitmap->h/32;
|
|
|
- alphaTransformDef(t->defInfo);
|
|
|
- }
|
|
|
- }
|
|
|
- return;
|
|
|
- }
|
|
|
- else if(ran.first==34)//special code for hero
|
|
|
- {
|
|
|
- CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
|
|
|
- if(!h) {std::cout<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
|
|
|
- cur->ID = ran.first;
|
|
|
- cur->subID = ran.second;
|
|
|
- h->type = CGI->heroh->heroes[ran.second];
|
|
|
- map->heroes.push_back(h);
|
|
|
- map->objects.erase(std::find(map->objects.begin(),map->objects.end(),h));
|
|
|
- return; //TODO: maybe we should do something with definfo?
|
|
|
- }
|
|
|
- else if(ran.first==98)//special code for town
|
|
|
- {
|
|
|
- CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
|
|
|
- if(!t) {std::cout<<"Wrong random town at "<<cur->pos<<std::endl; return;}
|
|
|
- cur->ID = ran.first;
|
|
|
- cur->subID = ran.second;
|
|
|
- t->town = &CGI->townh->towns[ran.second];
|
|
|
- if(t->hasCapitol())
|
|
|
- t->defInfo = capitols[t->subID];
|
|
|
- else if(t->hasFort())
|
|
|
- t->defInfo = CGI->dobjinfo->castles[t->subID];
|
|
|
- else
|
|
|
- t->defInfo = villages[t->subID];
|
|
|
- if(!t->defInfo->handler)
|
|
|
- {
|
|
|
- t->defInfo->handler = CDefHandler::giveDef(t->defInfo->name);
|
|
|
- t->defInfo->width = t->defInfo->handler->ourImages[0].bitmap->w/32;
|
|
|
- t->defInfo->height = t->defInfo->handler->ourImages[0].bitmap->h/32;
|
|
|
- alphaTransformDef(t->defInfo);
|
|
|
- }
|
|
|
- //CGI->townh->townInstances.push_back(t);
|
|
|
- return;
|
|
|
- }
|
|
|
- //we have to replace normal random object
|
|
|
- cur->ID = ran.first;
|
|
|
- cur->subID = ran.second;
|
|
|
- cur->defInfo = CGI->dobjinfo->gobjs[ran.first][ran.second];
|
|
|
- if(!cur->defInfo){std::cout<<"Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;return;}
|
|
|
- if(!cur->defInfo->handler) //if we have to load def
|
|
|
- {
|
|
|
- cur->defInfo->handler = CDefHandler::giveDef(cur->defInfo->name);
|
|
|
- cur->defInfo->width = cur->defInfo->handler->ourImages[0].bitmap->w/32;
|
|
|
- cur->defInfo->height = cur->defInfo->handler->ourImages[0].bitmap->h/32;
|
|
|
- alphaTransformDef(cur->defInfo);
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-void CMapHandler::randomizeObjects()
|
|
|
-{
|
|
|
- CGObjectInstance * cur;
|
|
|
- for(int no=0; no<map->objects.size(); ++no)
|
|
|
- {
|
|
|
- randomizeObject(map->objects[no]);
|
|
|
- if(map->objects[no]->ID==26)
|
|
|
- map->objects[no]->defInfo->handler=NULL;
|
|
|
- }
|
|
|
-}
|
|
|
void CMapHandler::prepareFOWDefs()
|
|
|
{
|
|
|
fullHide = CDefHandler::giveDef("TSHRC.DEF");
|
|
@@ -399,43 +145,35 @@ void CMapHandler::prepareFOWDefs()
|
|
|
// visibility[gg][jj] = true;
|
|
|
//}
|
|
|
|
|
|
- visibility.resize(CGI->mh->map->width, Woff);
|
|
|
- for (int i=0-Woff;i<visibility.size()-Woff;i++)
|
|
|
- {
|
|
|
- visibility[i].resize(CGI->mh->map->height,Hoff);
|
|
|
- }
|
|
|
- for (int i=0-Woff; i<visibility.size()-Woff; ++i)
|
|
|
- {
|
|
|
- for (int j=0-Hoff; j<CGI->mh->map->height+Hoff; ++j)
|
|
|
- {
|
|
|
- visibility[i][j].resize(CGI->mh->map->twoLevel+1,0);
|
|
|
- for(int k=0; k<CGI->mh->map->twoLevel+1; ++k)
|
|
|
- visibility[i][j][k]=true;
|
|
|
- }
|
|
|
- }
|
|
|
+ //visibility.resize(CGI->mh->map->width, Woff);
|
|
|
+ //for (int i=0-Woff;i<visibility.size()-Woff;i++)
|
|
|
+ //{
|
|
|
+ // visibility[i].resize(CGI->mh->map->height,Hoff);
|
|
|
+ //}
|
|
|
+ //for (int i=0-Woff; i<visibility.size()-Woff; ++i)
|
|
|
+ //{
|
|
|
+ // for (int j=0-Hoff; j<CGI->mh->map->height+Hoff; ++j)
|
|
|
+ // {
|
|
|
+ // visibility[i][j].resize(CGI->mh->map->twoLevel+1,0);
|
|
|
+ // for(int k=0; k<CGI->mh->map->twoLevel+1; ++k)
|
|
|
+ // visibility[i][j][k]=true;
|
|
|
+ // }
|
|
|
+ //}
|
|
|
|
|
|
- hideBitmap.resize(CGI->mh->map->width, Woff);
|
|
|
- for (int i=0-Woff;i<visibility.size()-Woff;i++)
|
|
|
+ hideBitmap.resize(CGI->mh->map->width);
|
|
|
+ for (int i=0;i<hideBitmap.size();i++)
|
|
|
{
|
|
|
- hideBitmap[i].resize(CGI->mh->map->height,Hoff);
|
|
|
+ hideBitmap[i].resize(CGI->mh->map->height);
|
|
|
}
|
|
|
- for (int i=0-Woff; i<hideBitmap.size()-Woff; ++i)
|
|
|
+ for (int i=0; i<hideBitmap.size(); ++i)
|
|
|
{
|
|
|
- for (int j=0-Hoff; j<CGI->mh->map->height+Hoff; ++j)
|
|
|
+ for (int j=0; j<CGI->mh->map->height; ++j)
|
|
|
{
|
|
|
- hideBitmap[i][j].resize(CGI->mh->map->twoLevel+1,0);
|
|
|
+ hideBitmap[i][j].resize(CGI->mh->map->twoLevel+1);
|
|
|
for(int k=0; k<CGI->mh->map->twoLevel+1; ++k)
|
|
|
hideBitmap[i][j][k] = rand()%fullHide->ourImages.size();
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
- //visibility[6][7][1] = false;
|
|
|
- //visibility[7][7][1] = false;
|
|
|
- //visibility[6][8][1] = false;
|
|
|
- //visibility[6][6][1] = false;
|
|
|
- //visibility[5][8][1] = false;
|
|
|
- //visibility[7][6][1] = false;
|
|
|
- //visibility[6][9][1] = false;
|
|
|
}
|
|
|
|
|
|
void CMapHandler::roadsRiverTerrainInit()
|
|
@@ -464,9 +202,6 @@ void CMapHandler::roadsRiverTerrainInit()
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- //roadBitmaps = new SDL_Surface** [map->width+2*Woff];
|
|
|
- //for (int ii=0;ii<map->width+2*Woff;ii++)
|
|
|
- // roadBitmaps[ii] = new SDL_Surface*[map->height+2*Hoff]; // allocate memory
|
|
|
sizes.x = CGI->mh->map->width;
|
|
|
sizes.y = CGI->mh->map->height;
|
|
|
sizes.z = CGI->mh->map->twoLevel+1;
|
|
@@ -615,10 +350,6 @@ void CMapHandler::roadsRiverTerrainInit()
|
|
|
}
|
|
|
void CMapHandler::borderAndTerrainBitmapInit()
|
|
|
{
|
|
|
- //terrainBitmap = new SDL_Surface **[map->width+2*Woff];
|
|
|
- //for (int ii=0;ii<map->width+2*Woff;ii++)
|
|
|
- // terrainBitmap[ii] = new SDL_Surface*[map->height+2*Hoff]; // allocate memory
|
|
|
-
|
|
|
CDefHandler * bord = CDefHandler::giveDef("EDG.DEF");
|
|
|
bord->notFreeImgs = true;
|
|
|
for (int i=0-Woff; i<map->width+Woff; i++) //jest po szerokoœci
|
|
@@ -807,73 +538,59 @@ void CMapHandler::calculateBlockedPos()
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
-void CMapHandler::init()
|
|
|
+void processDef (CGDefInfo* def)
|
|
|
{
|
|
|
- timeHandler th;
|
|
|
- th.getDif();
|
|
|
-
|
|
|
- ///loading defs from lod
|
|
|
- for (int ir=0;ir<map->defy.size();ir++)
|
|
|
+ def->handler=CDefHandler::giveDef(def->name);
|
|
|
+ def->width = def->handler->ourImages[0].bitmap->w/32;
|
|
|
+ def->height = def->handler->ourImages[0].bitmap->h/32;
|
|
|
+ CGDefInfo* pom = CGI->dobjinfo->gobjs[def->id][def->subid];
|
|
|
+ if(pom)
|
|
|
{
|
|
|
- map->defy[ir]->handler=CDefHandler::giveDef(map->defy[ir]->name);
|
|
|
- map->defy[ir]->width = map->defy[ir]->handler->ourImages[0].bitmap->w/32;
|
|
|
- map->defy[ir]->height = map->defy[ir]->handler->ourImages[0].bitmap->h/32;
|
|
|
- CGDefInfo* pom = CGI->dobjinfo->gobjs[map->defy[ir]->id][map->defy[ir]->subid];
|
|
|
- if(pom)
|
|
|
- {
|
|
|
- pom->handler=map->defy[ir]->handler;
|
|
|
- pom->width = pom->handler->ourImages[0].bitmap->w/32;
|
|
|
- pom->height = pom->handler->ourImages[0].bitmap->h/32;
|
|
|
- }
|
|
|
- else
|
|
|
- std::cout << "Lacking def info for " << map->defy[ir]->id << " " << map->defy[ir]->subid <<" " << map->defy[ir]->name << std::endl;
|
|
|
+ pom->handler = def->handler;
|
|
|
+ pom->width = pom->handler->ourImages[0].bitmap->w/32;
|
|
|
+ pom->height = pom->handler->ourImages[0].bitmap->h/32;
|
|
|
}
|
|
|
- for(int vv=0; vv<map->defy.size(); ++vv)
|
|
|
+ else
|
|
|
+ std::cout << "\t\tMinor warning: lacking def info for " << def->id << " " << def->subid <<" " << def->name << std::endl;
|
|
|
+ if(!def->handler->alphaTransformed)
|
|
|
{
|
|
|
- if(map->defy[vv]->handler->alphaTransformed)
|
|
|
- continue;
|
|
|
- for(int yy=0; yy<map->defy[vv]->handler->ourImages.size(); ++yy)
|
|
|
+ for(int yy=0; yy<def->handler->ourImages.size(); ++yy)
|
|
|
{
|
|
|
- map->defy[vv]->handler->ourImages[yy].bitmap = CSDL_Ext::alphaTransform(map->defy[vv]->handler->ourImages[yy].bitmap);
|
|
|
- map->defy[vv]->handler->alphaTransformed = true;
|
|
|
+ def->handler->ourImages[yy].bitmap = CSDL_Ext::alphaTransform(def->handler->ourImages[yy].bitmap);
|
|
|
+ def->handler->alphaTransformed = true;
|
|
|
}
|
|
|
}
|
|
|
+}
|
|
|
+void CMapHandler::init()
|
|
|
+{
|
|
|
+ timeHandler th;
|
|
|
+ th.getDif();
|
|
|
+ std::for_each(map->defy.begin(),map->defy.end(),processDef); //load h3m defs
|
|
|
+ std::for_each(map->defs.begin(),map->defs.end(),processDef); //and non-h3m defs
|
|
|
THC std::cout<<"\tUnpacking and handling defs: "<<th.getDif()<<std::endl;
|
|
|
|
|
|
//loading castles' defs
|
|
|
- std::ifstream ifs("config/townsDefs.txt");
|
|
|
- int ccc;
|
|
|
- ifs>>ccc;
|
|
|
- for(int i=0;i<ccc*2;i++)
|
|
|
- {
|
|
|
- CGDefInfo * n = new CGDefInfo(*CGI->dobjinfo->castles[i%ccc]);
|
|
|
- ifs >> n->name;
|
|
|
- if (!(n->handler = CDefHandler::giveDef(n->name)))
|
|
|
- std::cout << "Cannot open "<<n->name<<std::endl;
|
|
|
- else
|
|
|
- {
|
|
|
- n->width = n->handler->ourImages[0].bitmap->w/32;
|
|
|
- n->height = n->handler->ourImages[0].bitmap->h/32;
|
|
|
- }
|
|
|
- if(i<ccc)
|
|
|
- villages[i]=n;
|
|
|
- else
|
|
|
- capitols[i%ccc]=n;
|
|
|
- alphaTransformDef(n);
|
|
|
- }
|
|
|
+ //std::ifstream ifs("config/townsDefs.txt");
|
|
|
+ //int ccc;
|
|
|
+ //ifs>>ccc;
|
|
|
+ //for(int i=0;i<ccc*2;i++)
|
|
|
+ //{
|
|
|
+ // //CGDefInfo * n = new CGDefInfo(*CGI->dobjinfo->castles[i%ccc]);
|
|
|
+ // ifs >> n->name;
|
|
|
+ // if (!(n->handler = CDefHandler::giveDef(n->name)))
|
|
|
+ // std::cout << "Cannot open "<<n->name<<std::endl;
|
|
|
+ // else
|
|
|
+ // {
|
|
|
+ // n->width = n->handler->ourImages[0].bitmap->w/32;
|
|
|
+ // n->height = n->handler->ourImages[0].bitmap->h/32;
|
|
|
+ // }
|
|
|
+ // if(i<ccc)
|
|
|
+ // villages[i]=n;
|
|
|
+ // else
|
|
|
+ // capitols[i%ccc]=n;
|
|
|
+ // alphaTransformDef(n);
|
|
|
+ //}
|
|
|
|
|
|
- for(int i=0;i<CGI->scenarioOps.playerInfos.size();i++)
|
|
|
- {
|
|
|
- if(CGI->scenarioOps.playerInfos[i].castle==-1)
|
|
|
- {
|
|
|
- int f;
|
|
|
- do
|
|
|
- {
|
|
|
- f = rand()%F_NUMBER;
|
|
|
- }while(!(map->players[CGI->scenarioOps.playerInfos[i].color].allowedFactions & 1<<f));
|
|
|
- CGI->scenarioOps.playerInfos[i].castle = f;
|
|
|
- }
|
|
|
- }
|
|
|
for(int i=0;i<PLAYER_LIMIT;i++)
|
|
|
{
|
|
|
for(int j=0; j<map->players[i].heroesNames.size();j++)
|
|
@@ -884,15 +601,9 @@ void CMapHandler::init()
|
|
|
std::cout<<"\tLoading town defs, picking random factions and heroes: "<<th.getDif()<<std::endl;
|
|
|
|
|
|
|
|
|
- randomizeObjects();//randomizing objects on map
|
|
|
- std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
|
|
|
|
|
|
- for(int h=0; h<map->defy.size(); ++h) //initializing loaded def handler's info
|
|
|
- {
|
|
|
- //std::string hlp = map->defy[h]->name;
|
|
|
- //std::transform(hlp.begin(), hlp.end(), hlp.begin(), (int(*)(int))toupper);
|
|
|
+ for(int h=0; h<map->defy.size(); ++h) //initializing loaded def handler's info {
|
|
|
CGI->mh->loadedDefs.insert(std::make_pair(map->defy[h]->name, map->defy[h]->handler));
|
|
|
- }
|
|
|
std::cout<<"\tCollecting loaded def's handlers: "<<th.getDif()<<std::endl;
|
|
|
|
|
|
prepareFOWDefs();
|
|
@@ -901,27 +612,25 @@ void CMapHandler::init()
|
|
|
std::cout<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDif()<<std::endl;
|
|
|
|
|
|
//giving starting hero
|
|
|
- for(int i=0;i<PLAYER_LIMIT;i++)
|
|
|
- {
|
|
|
- if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE))
|
|
|
- {
|
|
|
- int3 hpos = map->players[i].posOfMainTown;
|
|
|
- hpos.x+=1;// hpos.y+=1;
|
|
|
- int j;
|
|
|
- for(j=0;j<CGI->scenarioOps.playerInfos.size();j++)
|
|
|
- if(CGI->scenarioOps.playerInfos[j].color==i)
|
|
|
- break;
|
|
|
- if(j==CGI->scenarioOps.playerInfos.size())
|
|
|
- continue;
|
|
|
- int h; //= CGI->scenarioOps.playerInfos[j].hero;
|
|
|
- //if(h<0)
|
|
|
- h=pickHero(i);
|
|
|
- CGHeroInstance * nnn = (CGHeroInstance*)createObject(34,h,hpos,i);
|
|
|
- nnn->defInfo->handler = graphics->flags1[0];
|
|
|
- map->heroes.push_back(nnn);
|
|
|
- map->objects.push_back(nnn);
|
|
|
- }
|
|
|
- }
|
|
|
+ //for(int i=0;i<PLAYER_LIMIT;i++)
|
|
|
+ //{
|
|
|
+ // if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==RoE))
|
|
|
+ // {
|
|
|
+ // int3 hpos = map->players[i].posOfMainTown;
|
|
|
+ // hpos.x+=1;// hpos.y+=1;
|
|
|
+ // int j;
|
|
|
+ // for(j=0;j<CGI->state->scenarioOps->playerInfos.size();j++)
|
|
|
+ // if(CGI->state->scenarioOps->playerInfos[j].color==i)
|
|
|
+ // break;
|
|
|
+ // if(j==CGI->state->scenarioOps->playerInfos.size())
|
|
|
+ // continue;
|
|
|
+ // int h=pickHero(i);
|
|
|
+ // CGHeroInstance * nnn = (CGHeroInstance*)createObject(34,h,hpos,i);
|
|
|
+ // nnn->defInfo->handler = graphics->flags1[0];
|
|
|
+ // map->heroes.push_back(nnn);
|
|
|
+ // map->objects.push_back(nnn);
|
|
|
+ // }
|
|
|
+ //}
|
|
|
std::cout<<"\tGiving starting heroes: "<<th.getDif()<<std::endl;
|
|
|
|
|
|
initObjectRects();
|
|
@@ -954,7 +663,7 @@ void CMapHandler::init()
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect)
|
|
|
+SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect)
|
|
|
{
|
|
|
if(!otherHeroAnim)
|
|
|
heroAnim = anim; //the same, as it should be
|
|
@@ -1200,250 +909,261 @@ 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, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl)
|
|
|
+SDL_Surface * CMapHandler::getVisBitmap(int x, int y, std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int 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])
|
|
|
+ int size = visibilityMap.size()-1; //is tile visible. arrangement: (like num keyboard)
|
|
|
+ bool d7 = (x>0 && y>0) ? visibilityMap[x-1][y-1][lvl] : 0, //789
|
|
|
+ d8 = (y>0) ? visibilityMap[x][y-1][lvl] : 0, //456
|
|
|
+ d9 = (y>0 && x<size) ? visibilityMap[x+1][y-1][lvl] : 0,//123
|
|
|
+ d4 = (x>0) ? visibilityMap[x-1][y][lvl] : 0,
|
|
|
+ d5 = visibilityMap[x][y][lvl],
|
|
|
+ d6 = (x<size) ? visibilityMap[x+1][y][lvl] : 0,
|
|
|
+ d1 = (x>0 && y<size) ? visibilityMap[x-1][y+1][lvl] : 0,
|
|
|
+ d2 = (y<size) ? visibilityMap[x][y+1][lvl] : 0,
|
|
|
+ d3 = (x<size && y<size) ? visibilityMap[x+1][y+1][lvl] : 0;
|
|
|
+
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && !d9 && !d1)
|
|
|
{
|
|
|
return fullHide->ourImages[hideBitmap[x][y][lvl]].bitmap; //fully hidden
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1)
|
|
|
{
|
|
|
return partialHide->ourImages[22].bitmap; //visible right bottom corner
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && d9 && !d1)
|
|
|
{
|
|
|
return partialHide->ourImages[15].bitmap; //visible right top corner
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && !d9 && d1)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[22].bitmap); //visible left bottom corner
|
|
|
return partialHide->ourImages[34].bitmap; //visible left bottom corner
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && !d9 && !d1)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[15].bitmap); //visible left top corner
|
|
|
return partialHide->ourImages[35].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && !d6 && !d4 && d8 && d7 && !d3 && d9 && !d1)
|
|
|
{
|
|
|
//return partialHide->ourImages[rand()%2].bitmap; //visible top
|
|
|
return partialHide->ourImages[0].bitmap; //visible top
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && d1)
|
|
|
{
|
|
|
//return partialHide->ourImages[4+rand()%2].bitmap; //visble bottom
|
|
|
return partialHide->ourImages[4].bitmap; //visble bottom
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && !d6 && d4 && !d8 && d7 && !d3 && !d9 && d1)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[2+rand()%2].bitmap); //visible left
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[2].bitmap); //visible left
|
|
|
return partialHide->ourImages[36].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && d6 && !d4 && !d8 && !d7 && d3 && d9 && !d1)
|
|
|
{
|
|
|
//return partialHide->ourImages[2+rand()%2].bitmap; //visible right
|
|
|
return partialHide->ourImages[2].bitmap; //visible right
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(d2 && d6 && !d4 && !d8 && !d7)
|
|
|
{
|
|
|
//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(!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])
|
|
|
+ else if(!d2 && d6 && !d4 && d8 && !d1)
|
|
|
{
|
|
|
return partialHide->ourImages[13].bitmap; //visible right, right - top; left bottom corner hidden
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && !d6 && d4 && d8 && !d3)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[13].bitmap); //visible top, top - left, left; right bottom corner hidden
|
|
|
return partialHide->ourImages[37].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(d2 && !d6 && d4 && !d8 && !d9)
|
|
|
{
|
|
|
//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
|
|
|
return partialHide->ourImages[38].bitmap;
|
|
|
}
|
|
|
- else if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
|
|
|
+ else if(d2 && d6 && d4 && d8)
|
|
|
{
|
|
|
return partialHide->ourImages[10].bitmap; //visible left, right, bottom and top
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && d9 && !d1)
|
|
|
{
|
|
|
return partialHide->ourImages[16].bitmap; //visible right corners
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && d9 && !d1)
|
|
|
{
|
|
|
return partialHide->ourImages[18].bitmap; //visible top corners
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && !d9 && d1)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[16].bitmap); //visible left corners
|
|
|
return partialHide->ourImages[39].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && d1)
|
|
|
{
|
|
|
//return CSDL_Ext::hFlip(partialHide->ourImages[18].bitmap); //visible bottom corners
|
|
|
return partialHide->ourImages[40].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && !d7 && !d3 && d9 && d1)
|
|
|
{
|
|
|
return partialHide->ourImages[17].bitmap; //visible right - top and bottom - left corners
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && !d9 && !d1)
|
|
|
{
|
|
|
//return CSDL_Ext::hFlip(partialHide->ourImages[17].bitmap); //visible top - left and bottom - right corners
|
|
|
return partialHide->ourImages[41].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && !d7 && d3 && d9 && d1)
|
|
|
{
|
|
|
return partialHide->ourImages[19].bitmap; //visible corners without left top
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && d9 && !d1)
|
|
|
{
|
|
|
return partialHide->ourImages[20].bitmap; //visible corners without left bottom
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && d7 && !d3 && d9 && d1)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[20].bitmap); //visible corners without right bottom
|
|
|
return partialHide->ourImages[42].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && !d9 && d1)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[19].bitmap); //visible corners without right top
|
|
|
return partialHide->ourImages[43].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && !d8 && d7 && d3 && d9 && d1)
|
|
|
{
|
|
|
return partialHide->ourImages[21].bitmap; //visible all corners only
|
|
|
}
|
|
|
- if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl])
|
|
|
+ if(d2 && d6 && d4 && !d8)
|
|
|
{
|
|
|
return partialHide->ourImages[6].bitmap; //hidden top
|
|
|
}
|
|
|
- if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
|
|
|
+ if(d2 && !d6 && d4 && d8)
|
|
|
{
|
|
|
return partialHide->ourImages[7].bitmap; //hidden right
|
|
|
}
|
|
|
- if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
|
|
|
+ if(!d2 && d6 && d4 && d8)
|
|
|
{
|
|
|
return partialHide->ourImages[8].bitmap; //hidden bottom
|
|
|
}
|
|
|
- if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
|
|
|
+ if(d2 && d6 && !d4 && d8)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[7].bitmap); //hidden left
|
|
|
return partialHide->ourImages[44].bitmap;
|
|
|
}
|
|
|
- if(!visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && !visibilityMap[x][y-1][lvl])
|
|
|
+ if(!d2 && d6 && d4 && !d8)
|
|
|
{
|
|
|
return partialHide->ourImages[9].bitmap; //hidden top and bottom
|
|
|
}
|
|
|
- if(visibilityMap[x][y+1][lvl] && !visibilityMap[x+1][y][lvl] && !visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
|
|
|
+ if(d2 && !d6 && !d4 && d8)
|
|
|
{
|
|
|
return partialHide->ourImages[29].bitmap; //hidden left and right
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && d8 && d3 && !d1)
|
|
|
{
|
|
|
return partialHide->ourImages[24].bitmap; //visible top and right bottom corner
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && d8 && !d3 && d1)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[24].bitmap); //visible top and left bottom corner
|
|
|
return partialHide->ourImages[45].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && !d4 && d8 && d3 && d1)
|
|
|
{
|
|
|
return partialHide->ourImages[33].bitmap; //visible top and bottom corners
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && d4 && !d8 && !d3 && d9)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[26].bitmap); //visible left and right top corner
|
|
|
return partialHide->ourImages[46].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && d4 && !d8 && d3 && !d9)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[25].bitmap); //visible left and right bottom corner
|
|
|
return partialHide->ourImages[47].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && !d6 && d4 && !d8 && d3 && d9)
|
|
|
{
|
|
|
return partialHide->ourImages[32].bitmap; //visible left and right corners
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(d2 && !d6 && !d4 && !d8 && d7 && !d9)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[30].bitmap); //visible bottom and left top corner
|
|
|
return partialHide->ourImages[48].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(d2 && !d6 && !d4 && !d8 && !d7 && d9)
|
|
|
{
|
|
|
return partialHide->ourImages[30].bitmap; //visible bottom and right top corner
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(d2 && !d6 && !d4 && !d8 && d7 && d9)
|
|
|
{
|
|
|
return partialHide->ourImages[31].bitmap; //visible bottom and top corners
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && d6 && !d4 && !d8 && !d7 && d1)
|
|
|
{
|
|
|
return partialHide->ourImages[25].bitmap; //visible right and left bottom corner
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && d6 && !d4 && !d8 && d7 && !d1)
|
|
|
{
|
|
|
return partialHide->ourImages[26].bitmap; //visible right and left top corner
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(!d2 && d6 && !d4 && !d8 && d7 && d1)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[32].bitmap); //visible right and left cornres
|
|
|
return partialHide->ourImages[49].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ if(d2 && d6 && !d4 && !d8 && d7)
|
|
|
{
|
|
|
return partialHide->ourImages[28].bitmap; //visible bottom, right - bottom, right; left top corner visible
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && d6 && !d4 && d8 && d1)
|
|
|
{
|
|
|
return partialHide->ourImages[27].bitmap; //visible right, right - top; left bottom corner visible
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(!d2 && !d6 && d4 && d8 && d3)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[27].bitmap); //visible top, top - left, left; right bottom corner visible
|
|
|
return partialHide->ourImages[50].bitmap;
|
|
|
}
|
|
|
- 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])
|
|
|
+ else if(d2 && !d6 && d4 && !d8 && d9)
|
|
|
{
|
|
|
//return CSDL_Ext::rotate01(partialHide->ourImages[28].bitmap); //visible left, left - bottom, bottom; right top corner visible
|
|
|
return partialHide->ourImages[51].bitmap;
|
|
|
}
|
|
|
//newly added
|
|
|
- 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]) //visible t and tr
|
|
|
+ else if(!d2 && !d6 && !d4 && d8 && !d7 && !d3 && d9 && !d1) //visible t and tr
|
|
|
{
|
|
|
return partialHide->ourImages[0].bitmap;
|
|
|
}
|
|
|
- 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]) //visible t and tl
|
|
|
+ else if(!d2 && !d6 && !d4 && d8 && d7 && !d3 && !d9 && !d1) //visible t and tl
|
|
|
{
|
|
|
return partialHide->ourImages[1].bitmap;
|
|
|
}
|
|
|
- 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]) //visible b and br
|
|
|
+ else if(d2 && !d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1) //visible b and br
|
|
|
{
|
|
|
return partialHide->ourImages[4].bitmap;
|
|
|
}
|
|
|
- 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]) //visible b and bl
|
|
|
+ else if(d2 && !d6 && !d4 && !d8 && !d7 && !d3 && !d9 && d1) //visible b and bl
|
|
|
{
|
|
|
return partialHide->ourImages[5].bitmap;
|
|
|
}
|
|
|
- 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]) //visible l and tl
|
|
|
+ else if(!d2 && !d6 && d4 && !d8 && d7 && !d3 && !d9 && !d1) //visible l and tl
|
|
|
{
|
|
|
return partialHide->ourImages[36].bitmap;
|
|
|
}
|
|
|
- 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]) //visible l and bl
|
|
|
+ else if(!d2 && !d6 && d4 && !d8 && !d7 && !d3 && !d9 && d1) //visible l and bl
|
|
|
{
|
|
|
return partialHide->ourImages[36].bitmap;
|
|
|
}
|
|
|
- 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]) //visible r and tr
|
|
|
+ else if(!d2 && d6 && !d4 && !d8 && !d7 && !d3 && d9 && !d1) //visible r and tr
|
|
|
{
|
|
|
return partialHide->ourImages[2].bitmap;
|
|
|
}
|
|
|
- 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]) //visible r and br
|
|
|
+ else if(!d2 && d6 && !d4 && !d8 && !d7 && d3 && !d9 && !d1) //visible r and br
|
|
|
{
|
|
|
return partialHide->ourImages[3].bitmap;
|
|
|
}
|