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| /* * 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 "../render/CAnimation.h"#include "../render/CFadeAnimation.h"#include "../render/Colors.h"#include "../renderSDL/SDL_Extensions.h"#include "../CGameInfo.h"#include "../render/Graphics.h"#include "../render/IImage.h"#include "../CMusicHandler.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/mapObjects/CObjectClassesHandler.h"#include "../../lib/mapping/CMap.h"#include "../../lib/Color.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/CStopWatch.h"#include "../../lib/CRandomGenerator.h"#include "../../lib/RoadHandler.h"#include "../../lib/RiverHandler.h"#include "../../lib/TerrainHandler.h"#define ADVOPT (conf.go()->ac)static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b){	return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);}struct NeighborTilesInfo{	bool d7, //789		 d8, //456		 d9, //123		 d4,		 d5,		 d6,		 d1,		 d2,		 d3;	NeighborTilesInfo(const int3 & pos, const int3 & sizes, std::shared_ptr<const boost::multi_array<ui8, 3>> 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;			//FIXME: please do not read settings for every tile...			return settings["session"]["spectate"].Bool() ? true : (*visibilityMap)[pos.z][dx+pos.x][dy+pos.y];		};		d7 = getTile(-1, -1); //789		d8 = getTile( 0, -1); //456		d9 = getTile(+1, -1); //123		d4 = getTile(-1, 0);		d5 = (*visibilityMap)[pos.z][pos.x][pos.y];		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 || d9);	}	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(){	//assume all frames in group 0	size_t size = graphics->fogOfWarFullHide->size(0);	FoWfullHide.resize(size);	for(size_t frame = 0; frame < size; frame++)		FoWfullHide[frame] = graphics->fogOfWarFullHide->getImage(frame);	//initialization of type of full-hide image	hideBitmap.resize(boost::extents[sizes.z][sizes.x][sizes.y]);	for (int i = 0; i < hideBitmap.num_elements(); i++)		hideBitmap.data()[i] = CRandomGenerator::getDefault().nextInt(size - 1);	size = graphics->fogOfWarPartialHide->size(0);	FoWpartialHide.resize(size);	for(size_t frame = 0; frame < size; frame++)		FoWpartialHide[frame] = graphics->fogOfWarPartialHide->getImage(frame);}EMapAnimRedrawStatus CMapHandler::drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim){	assert(info);	bool hasActiveFade = updateObjectsFade();	resolveBlitter(info)->blit(targetSurface, info);	return hasActiveFade ? EMapAnimRedrawStatus::REDRAW_REQUESTED : EMapAnimRedrawStatus::OK;}void CMapHandler::initTerrainGraphics(){	auto loadFlipped = [](TFlippedAnimations & animation, TFlippedCache & cache, const std::map<std::string, std::string> & files)	{		//no rotation and basic setup		for(auto & type : files)		{			animation[type.first][0] = std::make_unique<CAnimation>(type.second);			animation[type.first][0]->preload();			const size_t views = animation[type.first][0]->size(0);			cache[type.first].resize(views);			for(int j = 0; j < views; j++)				cache[type.first][j][0] = animation[type.first][0]->getImage(j);		}		for(int rotation = 1; rotation < 4; rotation++)		{			for(auto & type : files)			{				animation[type.first][rotation] = std::make_unique<CAnimation>(type.second);				animation[type.first][rotation]->preload();				const size_t views = animation[type.first][rotation]->size(0);				for(int j = 0; j < views; j++)				{					auto image = animation[type.first][rotation]->getImage(j);					if(rotation == 2 || rotation == 3)						image->horizontalFlip();					if(rotation == 1 || rotation == 3)						image->verticalFlip();					cache[type.first][j][rotation] = image;				}			}		}	};		std::map<std::string, std::string> terrainFiles;	std::map<std::string, std::string> riverFiles;	std::map<std::string, std::string> roadFiles;	for(const auto & terrain : VLC->terrainTypeHandler->objects)	{		terrainFiles[terrain->getJsonKey()] = terrain->tilesFilename;	}	for(const auto & river : VLC->riverTypeHandler->objects)	{		riverFiles[river->getJsonKey()] = river->tilesFilename;	}	for(const auto & road : VLC->roadTypeHandler->objects)	{		roadFiles[road->getJsonKey()] = road->tilesFilename;	}		loadFlipped(terrainAnimations, terrainImages, terrainFiles);	loadFlipped(riverAnimations, riverImages, riverFiles);	loadFlipped(roadAnimations, roadImages, roadFiles);	// Create enough room for the whole map and its frame	//ttiles.resize(sizes.x, frameW, frameW);	//FIXME: why do we even handle array with z (surface and undeground) at the same time?	ttiles.resize(boost::extents[sizes.z][sizes.x + 2 * frameW][sizes.y + 2 * frameH]); 	ttiles.reindex(std::list<int>{ 0, -frameW, -frameH }); //need to move starting coordinates so that used index is always positive}void CMapHandler::initBorderGraphics(){	egdeImages.resize(egdeAnimation->size(0));	for(size_t i = 0; i < egdeImages.size(); i++)		egdeImages[i] = egdeAnimation->getImage(i);	edgeFrames.resize(sizes.x, frameW, frameW);	for (int i=0-frameW;i<edgeFrames.size()-frameW;i++)	{		edgeFrames[i].resize(sizes.y, frameH, frameH);	}	for (int i=0-frameW;i<edgeFrames.size()-frameW;i++)	{		for (int j=0-frameH;j<(int)sizes.y+frameH;j++)			edgeFrames[i][j].resize(sizes.z, 0, 0);	}	auto & rand = CRandomGenerator::getDefault();	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 levels			{				ui8 terBitmapNum = 0;				if(i < 0 || i > (sizes.x-1) || j < 0  || j > (sizes.y-1))				{					if(i==-1 && j==-1)						terBitmapNum = 16;					else if(i==-1 && j==(sizes.y))						terBitmapNum = 19;					else if(i==(sizes.x) && j==-1)						terBitmapNum = 17;					else if(i==(sizes.x) && j==(sizes.y))						terBitmapNum = 18;					else if(j == -1 && i > -1 && i < sizes.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);				}				edgeFrames[i][j][k] = terBitmapNum;			}		}	}}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;		}		std::shared_ptr<CAnimation> animation = graphics->getAnimation(obj);		//no animation at all		if(!animation)			continue;		//empty animation		if(animation->size(0) == 0)			continue;		auto image = animation->getImage(0,0);		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);				Rect cr;				cr.w = 32;				cr.h = 32;				cr.x = image->width() - fx * 32 - 32;				cr.y = image->height() - fy * 32 - 32;				TerrainTileObject toAdd(obj, cr, obj->visitableAt(currTile.x, currTile.y));				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.z][currTile.x][currTile.y].objects.push_back(toAdd);				}			}		}	}	auto shape = ttiles.shape();	for(size_t z = 0; z < shape[0]; z++)	{		for(size_t x = 0; x < shape[1] - frameW; x++)		{			for(size_t y = 0; y < shape[2] - frameH; y++)			{				auto & objects = ttiles[z][x][y].objects;				stable_sort(objects.begin(), objects.end(), objectBlitOrderSorter);			}		}	}}void CMapHandler::init(){	CStopWatch th;	th.getDiff();	// 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->levels();	// 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();	initTerrainGraphics();	initBorderGraphics();	logGlobal->info("\tPreparing FoW, terrain, roads, rivers, borders: %d ms", th.getDiff());	initObjectRects();	logGlobal->info("\tMaking object rects: %d ms", th.getDiff());}CMapHandler::CMapBlitter *CMapHandler::resolveBlitter(const MapDrawingInfo * info) const{	if (info->scaled)		return worldViewBlitter;	if (info->puzzleMode)		return puzzleViewBlitter;	return normalBlitter;}void CMapHandler::CMapNormalBlitter::drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, Rect * sourceRect, SDL_Surface * targetSurf, Rect * destRect) const{	source->draw(targetSurf, destRect, sourceRect);}void CMapHandler::CMapNormalBlitter::init(const MapDrawingInfo * drawingInfo){	info = drawingInfo;	// Width and height of the portion of the map to process. Units in tiles.	tileCount.x = parent->tilesW;	tileCount.y = parent->tilesH;	topTile = info->topTile;	initPos.x = parent->offsetX + info->drawBounds.x;	initPos.y = parent->offsetY + info->drawBounds.y;	realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize);	// If moving, we need to add an extra column/line	if (info->movement.x != 0)	{		tileCount.x++;		initPos.x += info->movement.x;		if (info->movement.x > 0)		{			// Moving right. We still need to draw the old tile on the			// left, so adjust our referential			topTile.x--;			initPos.x -= tileSize;		}	}	if (info->movement.y != 0)	{		tileCount.y++;		initPos.y += info->movement.y;		if (info->movement.y > 0)		{			// Moving down. We still need to draw the tile on the top,			// so adjust our referential.			topTile.y--;			initPos.y -= tileSize;		}	}	// Reduce sizes if we go out of the full map.	if (topTile.x < -parent->frameW)		topTile.x = -parent->frameW;	if (topTile.y < -parent->frameH)		topTile.y = -parent->frameH;	if (topTile.x + tileCount.x > parent->sizes.x + parent->frameW)		tileCount.x = parent->sizes.x + parent->frameW - topTile.x;	if (topTile.y + tileCount.y > parent->sizes.y + parent->frameH)		tileCount.y = parent->sizes.y + parent->frameH - topTile.y;}Rect CMapHandler::CMapNormalBlitter::clip(SDL_Surface * targetSurf) const{	Rect prevClip;	CSDL_Ext::getClipRect(targetSurf, prevClip);	CSDL_Ext::setClipRect(targetSurf, info->drawBounds);	return prevClip;}CMapHandler::CMapNormalBlitter::CMapNormalBlitter(CMapHandler * parent)	: CMapBlitter(parent){	tileSize = 32;	halfTileSizeCeil = 16;	defaultTileRect = Rect(0, 0, tileSize, tileSize);}std::shared_ptr<IImage> CMapHandler::CMapWorldViewBlitter::objectToIcon(Obj id, si32 subId, PlayerColor owner) const{	int ownerIndex = 0;	if(owner < PlayerColor::PLAYER_LIMIT)	{		ownerIndex = owner.getNum() * 19;	}	else if (owner == PlayerColor::NEUTRAL)	{		ownerIndex = PlayerColor::PLAYER_LIMIT.getNum() * 19;	}	switch(id)	{	case Obj::MONOLITH_ONE_WAY_ENTRANCE:	case Obj::MONOLITH_ONE_WAY_EXIT:	case Obj::MONOLITH_TWO_WAY:		return info->icons->getImage((int)EWorldViewIcon::TELEPORT);	case Obj::SUBTERRANEAN_GATE:		return info->icons->getImage((int)EWorldViewIcon::GATE);	case Obj::ARTIFACT:		return info->icons->getImage((int)EWorldViewIcon::ARTIFACT);	case Obj::TOWN:		return info->icons->getImage((int)EWorldViewIcon::TOWN + ownerIndex);	case Obj::HERO:		return info->icons->getImage((int)EWorldViewIcon::HERO + ownerIndex);	case Obj::MINE:		return info->icons->getImage((int)EWorldViewIcon::MINE_WOOD + subId + ownerIndex);	case Obj::RESOURCE:		return info->icons->getImage((int)EWorldViewIcon::RES_WOOD + subId + ownerIndex);	}	return std::shared_ptr<IImage>();}void CMapHandler::CMapWorldViewBlitter::calculateWorldViewCameraPos(){	bool outsideLeft = topTile.x < 0;	bool outsideTop = topTile.y < 0;	bool outsideRight = std::max(0, topTile.x) + tileCount.x > parent->sizes.x;	bool outsideBottom = std::max(0, topTile.y) + tileCount.y > parent->sizes.y;	if (tileCount.x > parent->sizes.x)		topTile.x = parent->sizes.x / 2 - tileCount.x / 2; // center viewport if the whole map can fit into the screen at once	else if (outsideLeft)	{		if (outsideRight)			topTile.x = parent->sizes.x / 2 - tileCount.x / 2;		else			topTile.x = 0;	}	else if (outsideRight)		topTile.x = parent->sizes.x - tileCount.x;	if (tileCount.y > parent->sizes.y)		topTile.y = parent->sizes.y / 2 - tileCount.y / 2;	else if (outsideTop)	{		if (outsideBottom)			topTile.y = parent->sizes.y / 2 - tileCount.y / 2;		else			topTile.y = 0;	}	else if (outsideBottom)		topTile.y = parent->sizes.y - tileCount.y;}void CMapHandler::CMapWorldViewBlitter::drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, Rect * sourceRect, SDL_Surface * targetSurf, Rect * destRect) const{	auto scaled = parent->cache.requestWorldViewCacheOrCreate(cacheType, source);	if(scaled)		scaled->draw(targetSurf, destRect, sourceRect);}void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const{	auto drawIcon = [this,targetSurf](Obj id, si32 subId, PlayerColor owner)	{		auto wvIcon = this->objectToIcon(id, subId, owner);		if(nullptr != wvIcon)		{			// centering icon on the object			Point dest(realPos.x + tileSize / 2 - wvIcon->width() / 2, realPos.y + tileSize / 2 - wvIcon->height() / 2);			wvIcon->draw(targetSurf, dest.x, dest.y);		}	};	auto & objects = tile.objects;	for(auto & object : objects)	{		const CGObjectInstance * obj = object.obj;		if(!obj)			continue;		const bool sameLevel = obj->pos.z == pos.z;		//FIXME: Don't read options in  a loop :v		const bool isVisible = settings["session"]["spectate"].Bool() ? true : (*info->visibilityMap)[pos.z][pos.x][pos.y];		const bool isVisitable = obj->visitableAt(pos.x, pos.y);		if(sameLevel && isVisible && isVisitable)			drawIcon(obj->ID, obj->subID, obj->tempOwner);	}}void CMapHandler::CMapWorldViewBlitter::drawOverlayEx(SDL_Surface * targetSurf){	if(nullptr == info->additionalIcons)		return;	const int3 bottomRight = pos + tileCount;	for(const ObjectPosInfo & iconInfo : *(info->additionalIcons))	{		if( iconInfo.pos.z != pos.z)			continue;		if((iconInfo.pos.x < topTile.x) || (iconInfo.pos.y < topTile.y))			continue;		if((iconInfo.pos.x > bottomRight.x) || (iconInfo.pos.y > bottomRight.y))			continue;		realPos.x = initPos.x + (iconInfo.pos.x - topTile.x) * tileSize;		realPos.y = initPos.y + (iconInfo.pos.y - topTile.y) * tileSize;		auto wvIcon = this->objectToIcon(iconInfo.id, iconInfo.subId, iconInfo.owner);		if(nullptr != wvIcon)		{			// centering icon on the object			Point dest(realPos.x + tileSize / 2 - wvIcon->width() / 2, realPos.y + tileSize / 2 - wvIcon->height() / 2);			wvIcon->draw(targetSurf, dest.x, dest.y);		}	}}void CMapHandler::CMapWorldViewBlitter::drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, Rect * destRect, bool moving) const{	if (moving)		return;	CMapBlitter::drawHeroFlag(targetSurf, source, sourceRect, destRect, false);}void CMapHandler::CMapWorldViewBlitter::drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, bool moving) const{	if (moving)		return;	Rect scaledSourceRect((int)(sourceRect->x * info->scale), (int)(sourceRect->y * info->scale), sourceRect->w, sourceRect->h);	CMapBlitter::drawObject(targetSurf, source, &scaledSourceRect, false);}void CMapHandler::CMapBlitter::drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const{	Rect destRect(realTileRect);	ui8 rotation = tinfo.extTileFlags % 4;		//TODO: use ui8 instead of string key	auto terrainName = tinfo.terType->getJsonKey();	if(parent->terrainImages[terrainName].size()<=tinfo.terView)		return;	drawElement(EMapCacheType::TERRAIN, parent->terrainImages[terrainName][tinfo.terView][rotation], nullptr, targetSurf, &destRect);}void CMapHandler::CMapWorldViewBlitter::init(const MapDrawingInfo * drawingInfo){	info = drawingInfo;	parent->cache.updateWorldViewScale(info->scale);	topTile = info->topTile;	tileSize = (int) floorf(32.0f * info->scale);	halfTileSizeCeil = (int)ceilf(tileSize / 2.0f);	tileCount.x = (int) ceilf((float)info->drawBounds.w / tileSize);	tileCount.y = (int) ceilf((float)info->drawBounds.h / tileSize);	initPos.x = info->drawBounds.x;	initPos.y = info->drawBounds.y;	realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize);	defaultTileRect = Rect(0, 0, tileSize, tileSize);	calculateWorldViewCameraPos();}Rect CMapHandler::CMapWorldViewBlitter::clip(SDL_Surface * targetSurf) const{	Rect prevClip;	CSDL_Ext::fillRect(targetSurf, info->drawBounds, Colors::BLACK);	// makes the clip area smaller if the map is smaller than the screen frame	// (actually, it could be made 1 tile bigger so that overlay icons on edge tiles could be drawn partly outside)	Rect clipRect(std::max<int>(info->drawBounds.x, info->drawBounds.x - topTile.x * tileSize),				  std::max<int>(info->drawBounds.y, info->drawBounds.y - topTile.y * tileSize),				  std::min<int>(info->drawBounds.w, parent->sizes.x * tileSize),				  std::min<int>(info->drawBounds.h, parent->sizes.y * tileSize));	CSDL_Ext::getClipRect(targetSurf, prevClip);	CSDL_Ext::setClipRect(targetSurf, clipRect); //preventing blitting outside of that rect	return prevClip;}CMapHandler::CMapWorldViewBlitter::CMapWorldViewBlitter(CMapHandler * parent)	: CMapBlitter(parent){}void CMapHandler::CMapPuzzleViewBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const{	CMapBlitter::drawObjects(targetSurf, tile);	// grail X mark	if(pos.x == info->grailPos.x && pos.y == info->grailPos.y)	{		const auto mark = graphics->heroMoveArrows->getImage(0);		mark->draw(targetSurf,realTileRect.x,realTileRect.y);	}}void CMapHandler::CMapPuzzleViewBlitter::postProcessing(SDL_Surface * targetSurf) const{	CSDL_Ext::applyEffect(targetSurf, info->drawBounds, static_cast<int>(!ADVOPT.puzzleSepia));}bool CMapHandler::CMapPuzzleViewBlitter::canDrawObject(const CGObjectInstance * obj) const{	if (!CMapBlitter::canDrawObject(obj))		return false;	//don't print flaggable objects in puzzle mode	if (obj->isVisitable())		return false;	if(std::find(unblittableObjects.begin(), unblittableObjects.end(), obj->ID) != unblittableObjects.end())		return false;	return true;}CMapHandler::CMapPuzzleViewBlitter::CMapPuzzleViewBlitter(CMapHandler * parent)	: CMapNormalBlitter(parent){	unblittableObjects.push_back(Obj::HOLE);}CMapHandler::CMapBlitter::CMapBlitter(CMapHandler * p)	:parent(p), tileSize(0), halfTileSizeCeil(0), info(nullptr){}CMapHandler::CMapBlitter::~CMapBlitter() = default;void CMapHandler::CMapBlitter::drawFrame(SDL_Surface * targetSurf) const{	Rect destRect(realTileRect);	drawElement(EMapCacheType::FRAME, parent->egdeImages[parent->edgeFrames[pos.x][pos.y][topTile.z]], nullptr, targetSurf, &destRect);}void CMapHandler::CMapBlitter::drawOverlayEx(SDL_Surface * targetSurf){//nothing to do here}void CMapHandler::CMapBlitter::drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, Rect * destRect, bool moving) const{	drawElement(EMapCacheType::HERO_FLAGS, source, sourceRect, targetSurf, destRect);}void CMapHandler::CMapBlitter::drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, bool moving) const{	Rect dstRect(realTileRect);	drawElement(EMapCacheType::OBJECTS, source, sourceRect, targetSurf, &dstRect);}void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const{	auto & objects = tile.objects;	for(auto & object : objects)	{		if (object.fadeAnimKey >= 0)		{			auto fadeIter = parent->fadeAnims.find(object.fadeAnimKey);			if (fadeIter != parent->fadeAnims.end())			{				// this object is currently fading, so skip normal drawing				Rect r2(realTileRect);				CFadeAnimation * fade = (*fadeIter).second.second;				fade->draw(targetSurf, r2.topLeft());				continue;			}			logGlobal->error("Fading map object with missing fade anim : %d", object.fadeAnimKey);			continue;		}		const CGObjectInstance * obj = object.obj;		if (!obj)		{			logGlobal->error("Stray map object that isn't fading");			continue;		}		if (!canDrawObject(obj))			continue;		uint8_t animationFrame;		if(obj->ID == Obj::HERO) //non-generic animation frame pick for hero and boat			animationFrame = info->heroAnim;		else			animationFrame = info->anim;		auto objData = findObjectBitmap(obj, animationFrame);		if (objData.objBitmap)		{			Rect srcRect(object.rect.x, object.rect.y, tileSize, tileSize);			drawObject(targetSurf, objData.objBitmap, &srcRect, objData.isMoving);			if (objData.flagBitmap)			{				if (objData.isMoving)				{					srcRect.y += FRAMES_PER_MOVE_ANIM_GROUP * 2 - tileSize;					Rect dstRect(realPos.x, realPos.y - tileSize / 2, tileSize, tileSize);					drawHeroFlag(targetSurf, objData.flagBitmap, &srcRect, &dstRect, true);				}				else if (obj->pos.x == pos.x && obj->pos.y == pos.y)				{					Rect dstRect(realPos.x - 2 * tileSize, realPos.y - tileSize, 3 * tileSize, 2 * tileSize);					drawHeroFlag(targetSurf, objData.flagBitmap, nullptr, &dstRect, false);				}			}		}	}}void CMapHandler::CMapBlitter::drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const{	if (tinfoUpper && tinfoUpper->roadType->getId() != Road::NO_ROAD)	{		ui8 rotation = (tinfoUpper->extTileFlags >> 4) % 4;		Rect source(0, tileSize / 2, tileSize, tileSize / 2);		Rect dest(realPos.x, realPos.y, tileSize, tileSize / 2);		drawElement(EMapCacheType::ROADS, parent->roadImages[tinfoUpper->roadType->getJsonKey()][tinfoUpper->roadDir][rotation],				&source, targetSurf, &dest);	}	if(tinfo.roadType->getId() != Road::NO_ROAD) //print road from this tile	{		ui8 rotation = (tinfo.extTileFlags >> 4) % 4;		Rect source(0, 0, tileSize, halfTileSizeCeil);		Rect dest(realPos.x, realPos.y + tileSize / 2, tileSize, tileSize / 2);		drawElement(EMapCacheType::ROADS, parent->roadImages[tinfo.roadType->getJsonKey()][tinfo.roadDir][rotation],				&source, targetSurf, &dest);	}}void CMapHandler::CMapBlitter::drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const{	Rect destRect(realTileRect);	ui8 rotation = (tinfo.extTileFlags >> 2) % 4;	drawElement(EMapCacheType::RIVERS, parent->riverImages[tinfo.riverType->getJsonKey()][tinfo.riverDir][rotation], nullptr, targetSurf, &destRect);}void CMapHandler::CMapBlitter::drawFow(SDL_Surface * targetSurf) const{	const NeighborTilesInfo neighborInfo(pos, parent->sizes, info->visibilityMap);	int retBitmapID = neighborInfo.getBitmapID();// >=0 -> partial hide, <0 - full hide	if (retBitmapID < 0)		retBitmapID = - parent->hideBitmap[pos.z][pos.x][pos.y] - 1; //fully hidden	std::shared_ptr<IImage> image;	if (retBitmapID >= 0)		image = parent->FoWpartialHide.at(retBitmapID);	else		image = parent->FoWfullHide.at(-retBitmapID - 1);	Rect destRect(realTileRect);	drawElement(EMapCacheType::FOW, image, nullptr, targetSurf, &destRect);}void CMapHandler::CMapBlitter::blit(SDL_Surface * targetSurf, const MapDrawingInfo * info){	init(info);	auto prevClip = clip(targetSurf);	pos = int3(0, 0, topTile.z);	for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)	{		if (pos.x < 0 || pos.x >= parent->sizes.x)			continue;		for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)		{			if (pos.y < 0 || pos.y >= parent->sizes.y)				continue;			const bool isVisible = canDrawCurrentTile();			realTileRect.x = realPos.x;			realTileRect.y = realPos.y;			const TerrainTile2 & tile = parent->ttiles[pos.z][pos.x][pos.y];			const TerrainTile & tinfo = parent->map->getTile(pos);			const TerrainTile * tinfoUpper = pos.y > 0 ? &parent->map->getTile(int3(pos.x, pos.y - 1, pos.z)) : nullptr;			if(isVisible || info->showAllTerrain)			{				drawTileTerrain(targetSurf, tinfo, tile);				if(tinfo.riverType->getId() != River::NO_RIVER)					drawRiver(targetSurf, tinfo);				drawRoad(targetSurf, tinfo, tinfoUpper);			}			if(isVisible)				drawObjects(targetSurf, tile);		}	}	for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)	{		for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)		{			realTileRect.x = realPos.x;			realTileRect.y = realPos.y;			if (pos.x < 0 || pos.x >= parent->sizes.x ||				pos.y < 0 || pos.y >= parent->sizes.y)			{				drawFrame(targetSurf);			}			else			{				const TerrainTile2 & tile = parent->ttiles[pos.z][pos.x][pos.y];				if(!settings["session"]["spectate"].Bool() && !(*info->visibilityMap)[topTile.z][pos.x][pos.y] && !info->showAllTerrain)					drawFow(targetSurf);				// overlay needs to be drawn over fow, because of artifacts-aura-like spells				drawTileOverlay(targetSurf, tile);				// drawDebugVisitables()				if (settings["session"]["showBlock"].Bool())				{					if(parent->map->getTile(int3(pos.x, pos.y, pos.z)).blocked) //temporary hiding blocked positions					{						static std::shared_ptr<IImage> block;						if (!block)							block = IImage::createFromFile("blocked");						block->draw(targetSurf, realTileRect.x, realTileRect.y);					}				}				if (settings["session"]["showVisit"].Bool())				{					if(parent->map->getTile(int3(pos.x, pos.y, pos.z)).visitable) //temporary hiding visitable positions					{						static std::shared_ptr<IImage> visit;						if (!visit)							visit = IImage::createFromFile("visitable");						visit->draw(targetSurf, realTileRect.x, realTileRect.y);					}				}			}		}	}	drawOverlayEx(targetSurf);	// drawDebugGrid()	if (settings["session"]["showGrid"].Bool())	{		for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)		{			for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)			{				constexpr ColorRGBA color(0x55, 0x55, 0x55);				if (realPos.y >= info->drawBounds.y &&					realPos.y < info->drawBounds.y + info->drawBounds.h)					for(int i = 0; i < tileSize; i++)						if (realPos.x + i >= info->drawBounds.x &&							realPos.x + i < info->drawBounds.x + info->drawBounds.w)							CSDL_Ext::putPixelWithoutRefresh(targetSurf, realPos.x + i, realPos.y, color.r, color.g, color.b);				if (realPos.x >= info->drawBounds.x &&					realPos.x < info->drawBounds.x + info->drawBounds.w)					for(int i = 0; i < tileSize; i++)						if (realPos.y + i >= info->drawBounds.y &&							realPos.y + i < info->drawBounds.y + info->drawBounds.h)							CSDL_Ext::putPixelWithoutRefresh(targetSurf, realPos.x, realPos.y + i, color.r, color.g, color.b);			}		}	}	postProcessing(targetSurf);	CSDL_Ext::setClipRect(targetSurf, prevClip);}CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findHeroBitmap(const CGHeroInstance * hero, int anim) const{	if(hero && hero->moveDir && hero->type) //it's hero or boat	{		if(hero->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?		{			logGlobal->error("A neutral hero (%s) at %s. Should not happen!", hero->getNameTranslated(), hero->pos.toString());			return CMapHandler::AnimBitmapHolder();		}		//pick graphics of hero (or boat if hero is sailing)		std::shared_ptr<CAnimation> animation;		if (hero->boat)			animation = graphics->boatAnimations[hero->boat->subID];		else			animation = graphics->heroAnimations[hero->appearance->animationFile];		bool moving = !hero->isStanding;		int group = getHeroFrameGroup(hero->moveDir, moving);		if(animation->size(group) > 0)		{			int frame = anim % animation->size(group);			auto heroImage = animation->getImage(frame, group);			//get flag overlay only if we have main image			auto flagImage = findFlagBitmap(hero, anim, &hero->tempOwner, group);			return CMapHandler::AnimBitmapHolder(heroImage, flagImage, moving);		}	}	return CMapHandler::AnimBitmapHolder();}CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findBoatBitmap(const CGBoat * boat, int anim) const{	auto animation = graphics->boatAnimations.at(boat->subID);	int group = getHeroFrameGroup(boat->direction, false);	if(animation->size(group) > 0)		return CMapHandler::AnimBitmapHolder(animation->getImage(anim % animation->size(group), group));	else		return CMapHandler::AnimBitmapHolder();}std::shared_ptr<IImage> CMapHandler::CMapBlitter::findFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const{	if(!hero)		return std::shared_ptr<IImage>();	if(hero->boat)		return findBoatFlagBitmap(hero->boat, anim, color, group, hero->moveDir);	return findHeroFlagBitmap(hero, anim, color, group);}std::shared_ptr<IImage> CMapHandler::CMapBlitter::findHeroFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const{	return findFlagBitmapInternal(graphics->heroFlagAnimations.at(color->getNum()), anim, group, hero->moveDir, !hero->isStanding);}std::shared_ptr<IImage> CMapHandler::CMapBlitter::findBoatFlagBitmap(const CGBoat * boat, int anim, const PlayerColor * color, int group, ui8 dir) const{	int boatType = boat->subID;	if(boatType < 0 || boatType >= graphics->boatFlagAnimations.size())	{		logGlobal->error("Not supported boat subtype: %d", boat->subID);		return nullptr;	}	const auto & subtypeFlags = graphics->boatFlagAnimations.at(boatType);	int colorIndex = color->getNum();	if(colorIndex < 0 || colorIndex >= subtypeFlags.size())	{		logGlobal->error("Invalid player color %d", colorIndex);		return nullptr;	}	return findFlagBitmapInternal(subtypeFlags.at(colorIndex), anim, group, dir, false);}std::shared_ptr<IImage> CMapHandler::CMapBlitter::findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) const{	size_t groupSize = animation->size(group);	if(groupSize == 0)		return nullptr;	if(moving)		return animation->getImage(anim % groupSize, group);	else		return animation->getImage((anim / 4) % groupSize, group);}CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findObjectBitmap(const CGObjectInstance * obj, int anim) const{	if (!obj)		return CMapHandler::AnimBitmapHolder();	if (obj->ID == Obj::HERO)		return findHeroBitmap(static_cast<const CGHeroInstance*>(obj), anim);	if (obj->ID == Obj::BOAT)		return findBoatBitmap(static_cast<const CGBoat*>(obj), anim);	// normal object	std::shared_ptr<CAnimation> animation = graphics->getAnimation(obj);	size_t groupSize = animation->size();	if(groupSize == 0)		return CMapHandler::AnimBitmapHolder();	auto bitmap = animation->getImage((anim + getPhaseShift(obj)) % groupSize);	if(!bitmap)		return CMapHandler::AnimBitmapHolder();	bitmap->setFlagColor(obj->tempOwner);	return CMapHandler::AnimBitmapHolder(bitmap);}ui8 CMapHandler::CMapBlitter::getPhaseShift(const CGObjectInstance *object) const{	auto i = parent->animationPhase.find(object);	if(i == parent->animationPhase.end())	{		ui8 ret = CRandomGenerator::getDefault().nextInt(254);		parent->animationPhase[object] = ret;		return ret;	}	return i->second;}bool CMapHandler::CMapBlitter::canDrawObject(const CGObjectInstance * obj) const{	//checking if object has non-empty graphic on this tile	return obj->ID == Obj::HERO || obj->coveringAt(pos.x, pos.y);}bool CMapHandler::CMapBlitter::canDrawCurrentTile() const{	if(settings["session"]["spectate"].Bool())		return true;	const NeighborTilesInfo neighbors(pos, parent->sizes, info->visibilityMap);	return !neighbors.areAllHidden();}ui8 CMapHandler::CMapBlitter::getHeroFrameGroup(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];	}}bool CMapHandler::updateObjectsFade(){	for (auto iter = fadeAnims.begin(); iter != fadeAnims.end(); )	{		int3 pos = (*iter).second.first;		CFadeAnimation * anim = (*iter).second.second;		anim->update();		if (anim->isFading())			++iter;		else // fade finished		{			auto &objs = ttiles[pos.z][pos.x][pos.y].objects;			for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter)			{				if ((*objIter).fadeAnimKey == (*iter).first)				{					logAnim->trace("Fade anim finished for obj at %s; remaining: %d", pos.toString(), fadeAnims.size() - 1);					if (anim->fadingMode == CFadeAnimation::EMode::OUT)						objs.erase(objIter); // if this was fadeout, remove the object from the map					else						(*objIter).fadeAnimKey = -1; // for fadein, just remove its connection to the finished fade					break;				}			}			delete (*iter).second.second;			iter = fadeAnims.erase(iter);		}	}	return !fadeAnims.empty();}bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos){	SDL_Surface * fadeBitmap;	assert(obj.obj);	auto objData = normalBlitter->findObjectBitmap(obj.obj, 0);	if (objData.objBitmap)	{		if (objData.isMoving) // ignore fading of moving objects (for now?)		{			logAnim->debug("Ignoring fade of moving object");			return false;		}		fadeBitmap = CSDL_Ext::newSurface(32, 32); // TODO cache these bitmaps instead of creating new ones?		Rect objSrcRect(obj.rect.x, obj.rect.y, 32, 32);		objData.objBitmap->draw(fadeBitmap,0,0,&objSrcRect);		if (objData.flagBitmap)		{			if (obj.obj->pos.x - 1 == pos.x && obj.obj->pos.y - 1 == pos.y) // -1 to draw flag in top-center instead of right-bottom; kind of a hack			{				Rect flagSrcRect(32, 0, 32, 32);				objData.flagBitmap->draw(fadeBitmap,0,0, &flagSrcRect);			}		}		auto anim = new CFadeAnimation();		anim->init(in ? CFadeAnimation::EMode::IN : CFadeAnimation::EMode::OUT, fadeBitmap, true);		fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(pos, anim);		obj.fadeAnimKey = fadeAnimCounter;		logAnim->trace("Fade anim started for obj %d at %s; anim count: %d", obj.obj->ID, pos.toString(), fadeAnims.size());		return true;	}	return false;}bool CMapHandler::printObject(const CGObjectInstance * obj, bool fadein){	auto animation = graphics->getAnimation(obj);	if(!animation)		return false;	auto bitmap = animation->getImage(0);	if(!bitmap)		return false;	const int tilesW = bitmap->width()/32;	const int tilesH = bitmap->height()/32;	auto ttilesWidth = ttiles.shape()[1];	auto ttilesHeight = ttiles.shape()[2];	for(int fx=0; fx<tilesW; ++fx)	{		for(int fy=0; fy<tilesH; ++fy)		{			Rect cr;			cr.w = 32;			cr.h = 32;			cr.x = fx*32;			cr.y = fy*32;			if((obj->pos.x + fx - tilesW + 1) >= 0 &&				(obj->pos.x + fx - tilesW + 1) < ttilesWidth - frameW &&				(obj->pos.y + fy - tilesH + 1) >= 0 &&				(obj->pos.y + fy - tilesH + 1) < ttilesHeight - frameH)			{				int3 pos(obj->pos.x + fx - tilesW + 1, obj->pos.y + fy - tilesH + 1, obj->pos.z);				TerrainTile2 & curt = ttiles[pos.z][pos.x][pos.y];				TerrainTileObject toAdd(obj, cr, obj->visitableAt(pos.x, pos.y));				if (fadein && ADVOPT.objectFading)				{					startObjectFade(toAdd, true, pos);				}				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);			}		}	}	return true;}bool CMapHandler::hideObject(const CGObjectInstance * obj, bool fadeout){	for(size_t z = 0; z < map->levels(); z++)	{		for(size_t x = 0; x < map->width; x++)		{			for(size_t y = 0; y < map->height; y++)			{				auto &objs = ttiles[(int)z][(int)x][(int)y].objects;				for(size_t i = 0; i < objs.size(); i++)				{					if (objs[i].obj && objs[i].obj->id == obj->id)					{						if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout						{							if (startObjectFade(objs[i], false, int3((si32)x, (si32)y, (si32)z)))								objs[i].obj = nullptr;							else								objs.erase(objs.begin() + i);						}						else							objs.erase(objs.begin() + i);						break;					}				}			}		}	}	return true;}bool CMapHandler::canStartHeroMovement(){	return fadeAnims.empty(); // don't allow movement during fade animation}void CMapHandler::updateWater() //shift colors in palettes of water tiles{	for(auto & elem : terrainImages["lava"])	{		for(auto img : elem)			img->shiftPalette(246, 9);	}	for(auto & elem : terrainImages["water"])	{		for(auto img : elem)		{			img->shiftPalette(229, 12);			img->shiftPalette(242, 14);		}	}	for(auto & elem : riverImages["clrrvr"])	{		for(auto img : elem)		{			img->shiftPalette(183, 12);			img->shiftPalette(195, 6);		}	}	for(auto & elem : riverImages["mudrvr"])	{		for(auto img : elem)		{			img->shiftPalette(228, 12);			img->shiftPalette(183, 6);			img->shiftPalette(240, 6);		}	}	for(auto & elem : riverImages["lavrvr"])	{		for(auto img : elem)			img->shiftPalette(240, 9);	}}CMapHandler::~CMapHandler(){	delete normalBlitter;	delete worldViewBlitter;	delete puzzleViewBlitter;	for (auto & elem : fadeAnims)	{		delete elem.second.second;	}}CMapHandler::CMapHandler(){	frameW = frameH = 0;	normalBlitter = new CMapNormalBlitter(this);	worldViewBlitter = new CMapWorldViewBlitter(this);	puzzleViewBlitter = new CMapPuzzleViewBlitter(this);	fadeAnimCounter = 0;	map = nullptr;	tilesW = tilesH = 0;	offsetX = offsetY = 0;	egdeAnimation = std::make_unique<CAnimation>("EDG");	egdeAnimation->preload();}bool CMapHandler::hasObjectHole(const int3 & pos) const{	const TerrainTile2 & tt = ttiles[pos.z][pos.x][pos.y];	for(auto & elem : tt.objects)	{		if(elem.obj && elem.obj->ID == Obj::HOLE)			return true;	}	return false;}void CMapHandler::getTerrainDescr(const int3 & pos, std::string & out, bool isRMB) const{	const TerrainTile & t = map->getTile(pos);	if(t.hasFavorableWinds())	{		out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);		return;	}	const TerrainTile2 & tt = ttiles[pos.z][pos.x][pos.y];	bool isTile2Terrain = false;	out.clear();	for(auto & elem : tt.objects)	{		if(elem.obj)		{			out = elem.obj->getObjectName();			if(elem.obj->ID == Obj::HOLE)				return;			isTile2Terrain = elem.obj->isTile2Terrain();			break;		}	}	if(!isTile2Terrain || out.empty())		out = t.terType->getNameTranslated();	if(t.getDiggingStatus(false) == EDiggingStatus::CAN_DIG)	{		out = boost::str(boost::format(isRMB ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar			% out 			% CGI->generaltexth->allTexts[330]); // 'digging ok'	}}void CMapHandler::discardWorldViewCache(){	cache.discardWorldViewCache();}CMapHandler::CMapCache::CMapCache(){	worldViewCachedScale = 0;}void CMapHandler::CMapCache::discardWorldViewCache(){	for(auto & cache : data)		cache.clear();	logAnim->debug("Discarded world view cache");}void CMapHandler::CMapCache::updateWorldViewScale(float scale){	if (fabs(scale - worldViewCachedScale) > 0.001f)		discardWorldViewCache();	worldViewCachedScale = scale;}std::shared_ptr<IImage> CMapHandler::CMapCache::requestWorldViewCacheOrCreate(CMapHandler::EMapCacheType type, std::shared_ptr<IImage> fullSurface){	intptr_t key = (intptr_t) (fullSurface.get());	auto & cache = data[(ui8)type];	auto iter = cache.find(key);	if(iter == cache.end())	{		auto scaled = fullSurface->scaleFast(fullSurface->dimensions() * worldViewCachedScale);		cache[key] = scaled;		return scaled;	}	else	{		return (*iter).second;	}}bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b){	if (!a)		return true;	if (!b)		return false;	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;}TerrainTileObject::TerrainTileObject(const CGObjectInstance * obj_, Rect rect_, bool visitablePos)	: obj(obj_),	  rect(rect_),	  fadeAnimKey(-1){	// We store information about ambient sound is here because object might disappear while sound is updating	if(obj->getAmbientSound())	{		// All tiles of static objects are sound sources. E.g Volcanos and special terrains		// For visitable object only their visitable tile is sound source		if(!CCS->soundh->ambientCheckVisitable() || !obj->isVisitable() || visitablePos)			ambientSound = obj->getAmbientSound();	}}TerrainTileObject::~TerrainTileObject(){}
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