mapHandler.cpp 28 KB

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  1. #include "stdafx.h"
  2. #include "mapHandler.h"
  3. #include "CSemiDefHandler.h"
  4. #include "SDL_rotozoom.h"
  5. #include "SDL_Extensions.h"
  6. #include "CGameInfo.h"
  7. #include "stdlib.h"
  8. #include <algorithm>
  9. extern SDL_Surface * ekran;
  10. //
  11. //bool ObjSorter::operator <(const ObjSorter & por) const
  12. //{
  13. // if(this->xpos>=por.xpos)
  14. // return false;
  15. // if(this->ypos>=por.ypos)
  16. // return false;
  17. // return true;
  18. //};
  19. class poX
  20. {
  21. public:
  22. bool operator()(const ObjSorter & por2, const ObjSorter & por) const
  23. {
  24. if(por2.xpos<=por.xpos)
  25. return false;
  26. return true;
  27. };
  28. } pox;
  29. class poY
  30. {
  31. public:
  32. bool operator ()(const ObjSorter & por2, const ObjSorter & por) const
  33. {
  34. if(por2.ypos>=por.ypos)
  35. return false;
  36. return true;
  37. };
  38. } poy;
  39. void CMapHandler::init()
  40. {
  41. fullHide = CGameInfo::mainObj->spriteh->giveDef("TSHRC.DEF");
  42. partialHide = CGameInfo::mainObj->sspriteh->giveDef("TSHRE.DEF");
  43. for(int i=0; i<partialHide->ourImages.size(); ++i)
  44. {
  45. CSDL_Ext::alphaTransform(partialHide->ourImages[i].bitmap);
  46. }
  47. visibility.resize(reader->map.width+2*Woff);
  48. for(int gg=0; gg<reader->map.width+2*Woff; ++gg)
  49. {
  50. visibility[gg].resize(reader->map.height+2*Hoff);
  51. for(int jj=0; jj<reader->map.height+2*Hoff; ++jj)
  52. visibility[gg][jj] = true;
  53. }
  54. undVisibility.resize(reader->map.width+2*Woff);
  55. for(int gg=0; gg<reader->map.width+2*Woff; ++gg)
  56. {
  57. undVisibility[gg].resize(reader->map.height+2*Woff);
  58. for(int jj=0; jj<reader->map.height+2*Woff; ++jj)
  59. undVisibility[gg][jj] = true;
  60. }
  61. visibility[6][7] = false;
  62. undVisibility[5][7] = false;
  63. visibility[7][7] = false;
  64. visibility[6][8] = false;
  65. visibility[6][6] = false;
  66. //visibility[5][6] = false;
  67. //visibility[7][8] = false;
  68. visibility[5][8] = false;
  69. visibility[7][6] = false;
  70. visibility[6][9] = false;
  71. terrainBitmap = new SDL_Surface **[reader->map.width+8];
  72. for (int ii=0;ii<reader->map.width+2*Woff;ii++)
  73. terrainBitmap[ii] = new SDL_Surface*[reader->map.height+2*Hoff]; // allocate memory
  74. CDefHandler * bord = CGameInfo::mainObj->spriteh->giveDef("EDG.DEF");
  75. for (int i=0; i<reader->map.width+2*Woff; i++) //jest po szerokoœci
  76. {
  77. for (int j=0; j<reader->map.height+2*Hoff;j++) //po wysokoœci
  78. {
  79. if(i < Woff || i > (reader->map.width+Woff-1) || j < Hoff || j > (reader->map.height+Hoff-1))
  80. {
  81. if(i==Woff-1 && j==Hoff-1)
  82. {
  83. terrainBitmap[i][j] = bord->ourImages[16].bitmap;
  84. continue;
  85. }
  86. else if(i==Woff-1 && j==(reader->map.height+Hoff))
  87. {
  88. terrainBitmap[i][j] = bord->ourImages[19].bitmap;
  89. continue;
  90. }
  91. else if(i==(reader->map.width+Woff) && j==Hoff-1)
  92. {
  93. terrainBitmap[i][j] = bord->ourImages[17].bitmap;
  94. continue;
  95. }
  96. else if(i==(reader->map.width+Woff) && j==(reader->map.height+Hoff))
  97. {
  98. terrainBitmap[i][j] = bord->ourImages[18].bitmap;
  99. continue;
  100. }
  101. else if(j == Hoff-1 && i > Woff-1 && i < reader->map.height+Woff)
  102. {
  103. terrainBitmap[i][j] = bord->ourImages[22+rand()%2].bitmap;
  104. continue;
  105. }
  106. else if(i == Woff-1 && j > Hoff-1 && j < reader->map.height+Hoff)
  107. {
  108. terrainBitmap[i][j] = bord->ourImages[33+rand()%2].bitmap;
  109. continue;
  110. }
  111. else if(j == reader->map.height+Hoff && i > Woff-1 && i < reader->map.width+Woff)
  112. {
  113. terrainBitmap[i][j] = bord->ourImages[29+rand()%2].bitmap;
  114. continue;
  115. }
  116. else if(i == reader->map.width+Woff && j > Hoff-1 && j < reader->map.height+Hoff)
  117. {
  118. terrainBitmap[i][j] = bord->ourImages[25+rand()%2].bitmap;
  119. continue;
  120. }
  121. else
  122. {
  123. terrainBitmap[i][j] = bord->ourImages[rand()%16].bitmap;
  124. continue;
  125. }
  126. }
  127. TerrainTile zz = reader->map.terrain[i-Woff][j-Hoff];
  128. std::string name = CSemiDefHandler::nameFromType(reader->map.terrain[i-Woff][j-Hoff].tertype);
  129. for (unsigned int k=0; k<reader->defs.size(); k++)
  130. {
  131. try
  132. {
  133. if (reader->defs[k]->defName != name)
  134. continue;
  135. else
  136. {
  137. int ktora = reader->map.terrain[i-Woff][j-Hoff].terview;
  138. terrainBitmap[i][j] = reader->defs[k]->ourImages[ktora].bitmap;
  139. //TODO: odwracanie
  140. switch ((reader->map.terrain[i-Woff][j-Hoff].siodmyTajemniczyBajt)%4)
  141. {
  142. case 1:
  143. {
  144. terrainBitmap[i][j] = CSDL_Ext::rotate01(terrainBitmap[i][j]);
  145. break;
  146. }
  147. case 2:
  148. {
  149. terrainBitmap[i][j] = CSDL_Ext::hFlip(terrainBitmap[i][j]);
  150. break;
  151. }
  152. case 3:
  153. {
  154. terrainBitmap[i][j] = CSDL_Ext::rotate03(terrainBitmap[i][j]);
  155. break;
  156. }
  157. }
  158. //SDL_BlitSurface(terrainBitmap[i][j],NULL,ekran,NULL); SDL_Flip(ekran);SDL_Delay(50);
  159. break;
  160. }
  161. }
  162. catch (...)
  163. { continue; }
  164. }
  165. }
  166. }
  167. if (reader->map.twoLevel)
  168. {
  169. undTerrainBitmap = new SDL_Surface **[reader->map.width+8];
  170. for (int ii=0;ii<reader->map.width+8;ii++)
  171. undTerrainBitmap[ii] = new SDL_Surface*[reader->map.height+8]; // allocate memory
  172. for (int i=0; i<reader->map.width+2*Woff; i++)
  173. {
  174. for (int j=0; j<reader->map.height+2*Hoff;j++)
  175. {
  176. if(i < Woff || i > (reader->map.width+Woff-1) || j < Hoff || j > (reader->map.height+Hoff-1))
  177. {
  178. if(i==Woff-1 && j==Hoff-1)
  179. {
  180. undTerrainBitmap[i][j] = bord->ourImages[16].bitmap;
  181. continue;
  182. }
  183. else if(i==Woff-1 && j==(reader->map.height+Hoff))
  184. {
  185. undTerrainBitmap[i][j] = bord->ourImages[19].bitmap;
  186. continue;
  187. }
  188. else if(i==(reader->map.width+Woff) && j==Hoff-1)
  189. {
  190. undTerrainBitmap[i][j] = bord->ourImages[17].bitmap;
  191. continue;
  192. }
  193. else if(i==(reader->map.width+Woff) && j==(reader->map.height+Hoff))
  194. {
  195. undTerrainBitmap[i][j] = bord->ourImages[18].bitmap;
  196. continue;
  197. }
  198. else if(j == Hoff-1 && i > Woff-1 && i < reader->map.width+Woff)
  199. {
  200. undTerrainBitmap[i][j] = bord->ourImages[22+rand()%2].bitmap;
  201. continue;
  202. }
  203. else if(i == Woff-1 && j > Hoff-1 && j < reader->map.height+Hoff)
  204. {
  205. undTerrainBitmap[i][j] = bord->ourImages[33+rand()%2].bitmap;
  206. continue;
  207. }
  208. else if(j == reader->map.height+Hoff && i > Woff-1 && i < reader->map.width+Woff)
  209. {
  210. undTerrainBitmap[i][j] = bord->ourImages[29+rand()%2].bitmap;
  211. continue;
  212. }
  213. else if(i == reader->map.width+Woff && j > Hoff-1 && j < reader->map.height+Hoff)
  214. {
  215. undTerrainBitmap[i][j] = bord->ourImages[25+rand()%2].bitmap;
  216. continue;
  217. }
  218. else
  219. {
  220. undTerrainBitmap[i][j] = bord->ourImages[rand()%16].bitmap;
  221. continue;
  222. }
  223. }
  224. TerrainTile zz = reader->map.undergroungTerrain[i-Woff][j-Hoff];
  225. std::string name = CSemiDefHandler::nameFromType(reader->map.undergroungTerrain[i-Woff][j-Hoff].tertype);
  226. for (unsigned int k=0; k<reader->defs.size(); k++)
  227. {
  228. try
  229. {
  230. if (reader->defs[k]->defName != name)
  231. continue;
  232. else
  233. {
  234. int ktora = reader->map.undergroungTerrain[i-Woff][j-Hoff].terview;
  235. undTerrainBitmap[i][j] = reader->defs[k]->ourImages[ktora].bitmap;
  236. //TODO: odwracanie
  237. switch ((reader->map.undergroungTerrain[i-Woff][j-Hoff].siodmyTajemniczyBajt)%4)
  238. {
  239. case 1:
  240. {
  241. undTerrainBitmap[i][j] = CSDL_Ext::rotate01(undTerrainBitmap[i][j]);
  242. break;
  243. }
  244. case 2:
  245. {
  246. undTerrainBitmap[i][j] = CSDL_Ext::hFlip(undTerrainBitmap[i][j]);
  247. break;
  248. }
  249. case 3:
  250. {
  251. undTerrainBitmap[i][j] = CSDL_Ext::rotate03(undTerrainBitmap[i][j]);
  252. break;
  253. }
  254. }
  255. //SDL_BlitSurface(undTerrainBitmap[i][j],NULL,ekran,NULL); SDL_Flip(ekran);SDL_Delay(50);
  256. break;
  257. }
  258. }
  259. catch (...)
  260. { continue; }
  261. }
  262. } //end of internal for
  263. } //end of external for
  264. } //end of if
  265. }
  266. SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim)
  267. {
  268. #if SDL_BYTEORDER == SDL_BIG_ENDIAN
  269. int rmask = 0xff000000;
  270. int gmask = 0x00ff0000;
  271. int bmask = 0x0000ff00;
  272. int amask = 0x000000ff;
  273. #else
  274. int rmask = 0x000000ff;
  275. int gmask = 0x0000ff00;
  276. int bmask = 0x00ff0000;
  277. int amask = 0xff000000;
  278. #endif
  279. SDL_Surface * su = SDL_CreateRGBSurface(SDL_SWSURFACE, dx*32, dy*32, 32,
  280. rmask, gmask, bmask, amask);
  281. if (((dx+x)>((reader->map.width+8)) || (dy+y)>((reader->map.height+8))) || ((x<0)||(y<0) ) )
  282. throw new std::string("Poza zakresem");
  283. ////printing terrain
  284. for (int bx=0; bx<dx; bx++)
  285. {
  286. for (int by=0; by<dy; by++)
  287. {
  288. SDL_Rect * sr = new SDL_Rect;
  289. sr->y=by*32;
  290. sr->x=bx*32;
  291. sr->h=sr->w=32;
  292. if (!level)
  293. {
  294. SDL_BlitSurface(terrainBitmap[bx+x][by+y],NULL,su,sr);
  295. }
  296. else
  297. {
  298. SDL_BlitSurface(undTerrainBitmap[bx+x][by+y],NULL,su,sr);
  299. }
  300. delete sr;
  301. }
  302. }
  303. ////terrain printed; printing objects
  304. std::vector<ObjSorter> lowPrObjs;
  305. std::vector<ObjSorter> highPrObjs;
  306. std::vector<ObjSorter> highPrObjsVis;
  307. for(int gg=0; gg<CGameInfo::mainObj->objh->objInstances.size(); ++gg)
  308. {
  309. if(CGameInfo::mainObj->objh->objInstances[gg].x >= x-Woff-4 && CGameInfo::mainObj->objh->objInstances[gg].x < dx+x-Hoff+4 && CGameInfo::mainObj->objh->objInstances[gg].y >= y-Hoff-4 && CGameInfo::mainObj->objh->objInstances[gg].y < dy+y-Hoff+4 && CGameInfo::mainObj->objh->objInstances[gg].z == level)
  310. {
  311. if(!CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].isOnDefList)
  312. {
  313. ObjSorter os;
  314. os.bitmap = CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[anim%CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages.size()].bitmap;
  315. os.xpos = (CGameInfo::mainObj->objh->objInstances[gg].x-x+Woff)*32;
  316. os.ypos = (CGameInfo::mainObj->objh->objInstances[gg].y-y+Hoff)*32;
  317. highPrObjsVis.push_back(os);
  318. }
  319. else if(CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].printPriority==0)
  320. {
  321. ObjSorter os;
  322. int defyod = CGameInfo::mainObj->objh->objInstances[gg].defNumber;
  323. int ourimagesod = anim%CGameInfo::mainObj->ac->map.defy[defyod].handler->ourImages.size();
  324. os.bitmap = CGameInfo::mainObj->ac->map.defy[defyod].handler->ourImages[ourimagesod].bitmap;
  325. os.xpos = (CGameInfo::mainObj->objh->objInstances[gg].x-x+Woff)*32;
  326. os.ypos = (CGameInfo::mainObj->objh->objInstances[gg].y-y+Hoff)*32;
  327. if (CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].isVisitable())
  328. highPrObjsVis.push_back(os);
  329. else
  330. highPrObjs.push_back(os);
  331. }
  332. else
  333. {
  334. ObjSorter os;
  335. os.bitmap = CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[anim%CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages.size()].bitmap;
  336. os.xpos = (CGameInfo::mainObj->objh->objInstances[gg].x-x+Woff)*32;
  337. os.ypos = (CGameInfo::mainObj->objh->objInstances[gg].y-y+Hoff)*32;
  338. lowPrObjs.push_back(os);
  339. }
  340. }
  341. }
  342. //std::stable_sort(lowPrObjs.begin(), lowPrObjs.end(), pox);
  343. //std::stable_sort(lowPrObjs.begin(), lowPrObjs.end(), poy);
  344. //std::stable_sort(highPrObjs.begin(), highPrObjs.end(),pox);
  345. //std::stable_sort(highPrObjs.begin(), highPrObjs.end(),poy);
  346. //std::stable_sort(highPrObjsVis.begin(), highPrObjsVis.end(),pox);
  347. //std::stable_sort(highPrObjsVis.begin(), highPrObjsVis.end(),poy);
  348. for(int yy=0; yy<lowPrObjs.size(); ++yy)
  349. {
  350. SDL_Rect * sr = new SDL_Rect;
  351. sr->w = lowPrObjs[yy].bitmap->w;
  352. sr->h = lowPrObjs[yy].bitmap->h;
  353. sr->x = lowPrObjs[yy].xpos - lowPrObjs[yy].bitmap->w + 32;
  354. sr->y = lowPrObjs[yy].ypos - lowPrObjs[yy].bitmap->h + 32;
  355. SDL_BlitSurface(lowPrObjs[yy].bitmap, NULL, su, sr);
  356. delete sr;
  357. }
  358. for(int yy=0; yy<highPrObjs.size(); ++yy)
  359. {
  360. SDL_Rect * sr = new SDL_Rect;
  361. sr->w = highPrObjs[yy].bitmap->w;
  362. sr->h = highPrObjs[yy].bitmap->h;
  363. sr->x = highPrObjs[yy].xpos - highPrObjs[yy].bitmap->w + 32;
  364. sr->y = highPrObjs[yy].ypos - highPrObjs[yy].bitmap->h + 32;
  365. SDL_BlitSurface(highPrObjs[yy].bitmap, NULL, su, sr);
  366. delete sr;
  367. }
  368. for(int yy=0; yy<highPrObjsVis.size(); ++yy)
  369. {
  370. SDL_Rect * sr = new SDL_Rect;
  371. sr->w = highPrObjsVis[yy].bitmap->w;
  372. sr->h = highPrObjsVis[yy].bitmap->h;
  373. sr->x = highPrObjsVis[yy].xpos - highPrObjsVis[yy].bitmap->w + 32;
  374. sr->y = highPrObjsVis[yy].ypos - highPrObjsVis[yy].bitmap->h + 32;
  375. SDL_BlitSurface(highPrObjsVis[yy].bitmap, NULL, su, sr);
  376. delete sr;
  377. }
  378. /*for(int gg=0; gg<CGameInfo::mainObj->objh->objInstances.size(); ++gg)
  379. {
  380. if(CGameInfo::mainObj->objh->objInstances[gg].x >= x-3 && CGameInfo::mainObj->objh->objInstances[gg].x < dx+x-3 && CGameInfo::mainObj->objh->objInstances[gg].y >= y-3 && CGameInfo::mainObj->objh->objInstances[gg].y < dy+y-3 && CGameInfo::mainObj->objh->objInstances[gg].z == level)
  381. {
  382. SDL_Rect * sr = new SDL_Rect;
  383. sr->w = CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->w;
  384. sr->h = CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->h;
  385. sr->x = (CGameInfo::mainObj->objh->objInstances[gg].x-x+4)*32 - CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->w + 32;
  386. sr->y = (CGameInfo::mainObj->objh->objInstances[gg].y-y+4)*32 - CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[0].bitmap->h + 32;
  387. SDL_BlitSurface(CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages[anim%CGameInfo::mainObj->ac->map.defy[CGameInfo::mainObj->objh->objInstances[gg].defNumber].handler->ourImages.size()].bitmap, NULL, su, sr);
  388. delete sr;
  389. }
  390. }*/
  391. ////objects printed, printing shadow
  392. for (int bx=0; bx<dx; bx++)
  393. {
  394. for (int by=0; by<dy; by++)
  395. {
  396. SDL_Rect * sr = new SDL_Rect;
  397. sr->y=by*32;
  398. sr->x=bx*32;
  399. sr->h=sr->w=32;
  400. if (!level)
  401. {
  402. if( bx+x>Woff-1 && by+y>Hoff-1 && bx+x<visibility.size()-(Woff-1) && by+y<visibility[0].size()-(Hoff-1) && !visibility[bx+x][by+y])
  403. {
  404. SDL_Surface * hide = getVisBitmap(bx+x, by+y, visibility);
  405. SDL_Surface * hide2 = CSDL_Ext::secondAlphaTransform(hide, su);
  406. SDL_BlitSurface(hide2, NULL, su, sr);
  407. SDL_FreeSurface(hide2);
  408. }
  409. }
  410. else
  411. {
  412. if( bx+x>Woff-1 && by+y>Hoff-1 && bx+x<undVisibility.size()-(Woff-1) && by+y<undVisibility[0].size()-(Hoff-1) && !undVisibility[bx+x][by+y])
  413. {
  414. SDL_Surface * hide = getVisBitmap(bx+x, by+y, undVisibility);
  415. SDL_Surface * hide2 = CSDL_Ext::secondAlphaTransform(hide, su);
  416. SDL_BlitSurface(hide2, NULL, su, sr);
  417. SDL_FreeSurface(hide2);
  418. }
  419. }
  420. delete sr;
  421. }
  422. }
  423. ////shadow printed
  424. //printing borders
  425. for (int bx=0; bx<dx; bx++)
  426. {
  427. for (int by=0; by<dy; by++)
  428. {
  429. if(bx+x<Woff || by+y<Hoff || bx+x>reader->map.width+(Woff-1) || by+y>reader->map.height+(Hoff-1))
  430. {
  431. SDL_Rect * sr = new SDL_Rect;
  432. sr->y=by*32;
  433. sr->x=bx*32;
  434. sr->h=sr->w=32;
  435. if (!level)
  436. {
  437. SDL_BlitSurface(terrainBitmap[bx+x][by+y],NULL,su,sr);
  438. }
  439. else
  440. {
  441. SDL_BlitSurface(undTerrainBitmap[bx+x][by+y],NULL,su,sr);
  442. }
  443. delete sr;
  444. }
  445. }
  446. }
  447. //borders printed
  448. return su;
  449. }
  450. SDL_Surface * CMapHandler::terrBitmap(int x, int y)
  451. {
  452. return terrainBitmap[x+4][y+4];
  453. }
  454. SDL_Surface * CMapHandler::undTerrBitmap(int x, int y)
  455. {
  456. return undTerrainBitmap[x+4][y+4];
  457. }
  458. SDL_Surface * CMapHandler::getVisBitmap(int x, int y, std::vector< std::vector<char> > & visibility)
  459. {
  460. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1])
  461. {
  462. return fullHide->ourImages[rand()%fullHide->ourImages.size()].bitmap; //fully hidden
  463. }
  464. else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1])
  465. {
  466. return partialHide->ourImages[22].bitmap; //visible right bottom corner
  467. }
  468. else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
  469. {
  470. return partialHide->ourImages[15].bitmap; //visible right top corner
  471. }
  472. else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
  473. {
  474. return CSDL_Ext::rotate01(partialHide->ourImages[22].bitmap); //visible left bottom corner
  475. }
  476. else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1])
  477. {
  478. return CSDL_Ext::rotate01(partialHide->ourImages[15].bitmap); //visible left top corner
  479. }
  480. else if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
  481. {
  482. //return partialHide->ourImages[rand()%2].bitmap; //visible top
  483. return partialHide->ourImages[0].bitmap; //visible top
  484. }
  485. else if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
  486. {
  487. //return partialHide->ourImages[4+rand()%2].bitmap; //visble bottom
  488. return partialHide->ourImages[4].bitmap; //visble bottom
  489. }
  490. else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
  491. {
  492. //return CSDL_Ext::rotate01(partialHide->ourImages[2+rand()%2].bitmap); //visible left
  493. return CSDL_Ext::rotate01(partialHide->ourImages[2].bitmap); //visible left
  494. }
  495. else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
  496. {
  497. //return partialHide->ourImages[2+rand()%2].bitmap; //visible right
  498. return partialHide->ourImages[2].bitmap; //visible right
  499. }
  500. else if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1])
  501. {
  502. //return partialHide->ourImages[12+2*(rand()%2)].bitmap; //visible bottom, right - bottom, right; left top corner hidden
  503. return partialHide->ourImages[12].bitmap; //visible bottom, right - bottom, right; left top corner hidden
  504. }
  505. else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && !visibility[x-1][y+1])
  506. {
  507. return partialHide->ourImages[13].bitmap; //visible right, right - top; left bottom corner hidden
  508. }
  509. else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && !visibility[x+1][y+1])
  510. {
  511. return CSDL_Ext::rotate01(partialHide->ourImages[13].bitmap); //visible top, top - left, left; right bottom corner hidden
  512. }
  513. else if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && !visibility[x+1][y-1])
  514. {
  515. //return CSDL_Ext::rotate01(partialHide->ourImages[12+2*(rand()%2)].bitmap); //visible left, left - bottom, bottom; right top corner hidden
  516. return CSDL_Ext::rotate01(partialHide->ourImages[12].bitmap); //visible left, left - bottom, bottom; right top corner hidden
  517. }
  518. else if(visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
  519. {
  520. return partialHide->ourImages[10].bitmap; //visible left, right, bottom and top
  521. }
  522. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
  523. {
  524. return partialHide->ourImages[16].bitmap; //visible right corners
  525. }
  526. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
  527. {
  528. return partialHide->ourImages[18].bitmap; //visible top corners
  529. }
  530. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
  531. {
  532. return CSDL_Ext::rotate01(partialHide->ourImages[16].bitmap); //visible left corners
  533. }
  534. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
  535. {
  536. return CSDL_Ext::hFlip(partialHide->ourImages[18].bitmap); //visible bottom corners
  537. }
  538. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
  539. {
  540. return partialHide->ourImages[17].bitmap; //visible right - top and bottom - left corners
  541. }
  542. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && !visibility[x-1][y+1])
  543. {
  544. return CSDL_Ext::hFlip(partialHide->ourImages[17].bitmap); //visible top - left and bottom - right corners
  545. }
  546. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
  547. {
  548. return partialHide->ourImages[19].bitmap; //visible corners without left top
  549. }
  550. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && !visibility[x-1][y+1])
  551. {
  552. return partialHide->ourImages[20].bitmap; //visible corners without left bottom
  553. }
  554. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
  555. {
  556. return CSDL_Ext::rotate01(partialHide->ourImages[20].bitmap); //visible corners without right bottom
  557. }
  558. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1] && visibility[x-1][y+1])
  559. {
  560. return CSDL_Ext::rotate01(partialHide->ourImages[19].bitmap); //visible corners without right top
  561. }
  562. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1] && visibility[x-1][y+1])
  563. {
  564. return partialHide->ourImages[21].bitmap; //visible all corners only
  565. }
  566. if(visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1])
  567. {
  568. return partialHide->ourImages[6].bitmap; //hidden top
  569. }
  570. if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1])
  571. {
  572. return partialHide->ourImages[7].bitmap; //hidden right
  573. }
  574. if(!visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1])
  575. {
  576. return partialHide->ourImages[8].bitmap; //hidden bottom
  577. }
  578. if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1])
  579. {
  580. return CSDL_Ext::rotate01(partialHide->ourImages[6].bitmap); //hidden left
  581. }
  582. if(!visibility[x][y+1] && visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1])
  583. {
  584. return partialHide->ourImages[9].bitmap; //hidden top and bottom
  585. }
  586. if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1])
  587. {
  588. return partialHide->ourImages[29].bitmap; //hidden left and right
  589. }
  590. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1] && !visibility[x-1][y+1])
  591. {
  592. return partialHide->ourImages[24].bitmap; //visible top and right bottom corner
  593. }
  594. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && !visibility[x+1][y+1] && visibility[x-1][y+1])
  595. {
  596. return CSDL_Ext::rotate01(partialHide->ourImages[24].bitmap); //visible top and left bottom corner
  597. }
  598. if(!visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1] && visibility[x-1][y+1])
  599. {
  600. return partialHide->ourImages[33].bitmap; //visible top and bottom corners
  601. }
  602. if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && !visibility[x+1][y+1] && visibility[x+1][y-1])
  603. {
  604. return CSDL_Ext::rotate01(partialHide->ourImages[26].bitmap); //visible left and right top corner
  605. }
  606. if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y+1] && !visibility[x+1][y-1])
  607. {
  608. return CSDL_Ext::rotate01(partialHide->ourImages[25].bitmap); //visible left and right bottom corner
  609. }
  610. if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y+1] && visibility[x+1][y-1])
  611. {
  612. return partialHide->ourImages[32].bitmap; //visible left and right corners
  613. }
  614. if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x+1][y-1])
  615. {
  616. return CSDL_Ext::rotate01(partialHide->ourImages[30].bitmap); //visible bottom and left top corner
  617. }
  618. if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x+1][y-1])
  619. {
  620. return partialHide->ourImages[30].bitmap; //visible bottom and right top corner
  621. }
  622. if(visibility[x][y+1] && !visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x+1][y-1])
  623. {
  624. return partialHide->ourImages[31].bitmap; //visible bottom and top corners
  625. }
  626. if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && !visibility[x-1][y-1] && visibility[x-1][y+1])
  627. {
  628. return partialHide->ourImages[25].bitmap; //visible right and left bottom corner
  629. }
  630. if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && !visibility[x-1][y+1])
  631. {
  632. return partialHide->ourImages[26].bitmap; //visible right and left top corner
  633. }
  634. if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1] && visibility[x-1][y+1])
  635. {
  636. return CSDL_Ext::rotate01(partialHide->ourImages[32].bitmap); //visible right and left cornres
  637. }
  638. if(visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && !visibility[x][y-1] && visibility[x-1][y-1])
  639. {
  640. return partialHide->ourImages[28].bitmap; //visible bottom, right - bottom, right; left top corner visible
  641. }
  642. else if(!visibility[x][y+1] && visibility[x+1][y] && !visibility[x-1][y] && visibility[x][y-1] && visibility[x-1][y+1])
  643. {
  644. return partialHide->ourImages[27].bitmap; //visible right, right - top; left bottom corner visible
  645. }
  646. else if(!visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && visibility[x][y-1] && visibility[x+1][y+1])
  647. {
  648. return CSDL_Ext::rotate01(partialHide->ourImages[27].bitmap); //visible top, top - left, left; right bottom corner visible
  649. }
  650. else if(visibility[x][y+1] && !visibility[x+1][y] && visibility[x-1][y] && !visibility[x][y-1] && visibility[x+1][y-1])
  651. {
  652. return CSDL_Ext::rotate01(partialHide->ourImages[28].bitmap); //visible left, left - bottom, bottom; right top corner visible
  653. }
  654. return fullHide->ourImages[0].bitmap; //this case should never happen, but it is better to hide too much than reveal it....
  655. }
  656. char & CMapHandler::visAccess(int x, int y)
  657. {
  658. return visibility[x+Woff][y+Hoff];
  659. }
  660. char & CMapHandler::undVisAccess(int x, int y)
  661. {
  662. return undVisibility[x+Woff][y+Hoff];
  663. }